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- Magical Items | Halcyon D&D
Attunements Magic Items Exotic Oddities Magical Oddities Esoteric Curios Magical Items Whether a warrior seeks to tap into magic they otherwise would never grasp, or a spellcaster seeks to channel their magic into something more reliable and permanent, the arduous creation of magical items and the power therein has long been a studied practice that all have the means to pursue, but not necessarily the skills and persistence to see through to completion. The creation of these items is not for the faint of heart. It takes but the greatest of wizards or most mighty of archdruids to easily imbue an object with such magical powers. For most, it is simply easier to purchase these items from another. But for those that wish to seek Tymora's favor, it is not difficult to find a place to practice such arcane arts. Be warned, the process is costly. Both in it's physical requirements and it's mental ones. Attunement You can use the Attunement Obelisk to connect with magical items. However, there are some restrictions: You can only attune to a maximum of 3 magical items at a time. You may only be attuned to one item of a particular wearable slot (neck, back, ring, etc.). You may only attune to one "Protection" magic item at a time. These items are the Cloak of Protection, Ring of Protection, Staff of Defense and the Watchful Helm. The Bag of Holding magic item will allow you to attune to a maximum of 5 magic items, including the bag itself. You must have at least one magical item already attuned to attune to a Bag of Holding. Creating Magical Items Creating Magical Items Magical Items can be created within the mage's tower of Silvergarde or the magic shop of New Ascalhorn. Players will need to collect the listed materials and bring them to either location to begin. Every five days a magical item can be created, once created the same magic item cannot be crafted by the player again for two weeks. There is no chance of failure, so once the items are collected the item will be created! Magical Items are broken into tiers based on their rarity starting. Uncommon Magical Items are the first step and are used to create Rare Magical Items. These are then used to make Very Rare Magical Items. Wonderous Items cannot be crafted and must be bought from specific NPCs or other players. Amulet of Constitution Neck This necklace grants the wearer a +1 bonus to their Constitution score. Rare, Craftable | 6,000g 1x Necklace 1x Amulet of Health 20x Silver Ingot 40x Daisy 12x Resilient Heart 40x Arcane Residue Amulet of Health Neck This amulet grants the wearer a +10 bonus to their hit points. Uncommon, Craftable | 3,500g 1x Necklace 10x Silver Ingot 30x Daisy 9x Resilient Heart 30x Arcane Residue Amulet of Proof Against Location and Detection Neck While wearing this amulet, you are hidden from divination magic. Rare, Craftable | 6,000g 1x Necklace 1x Ring of Mind Shielding 20x Silver Ingot 40x Valorbell 12x Unstable Essence 40x Arcane Residue Belt of Strength Waist This belt grants the wearer a +1 bonus to their Strength score. Rare, Craftable | 6,000g 1x Belt 1x Rope of Entanglement 20x Silver Ingot 30x Giant's Root 12x Resilient Heart 40x Arcane Residue Boots of Dexterity Feet These boots grants the wearer a +1 bo nus to their Dexterity score. Rare, Craftable | 6,000g 1x Boots 1x Bracers of Flying Daggers 20x Silver Ingot 40x Brisk Leaf 12x Elegant Feather 40x Arcane Residue Boots of Speed Feet These boots grant the wearer an additional 1 tile of movement speed. Very Rare, Craftable | 9,000g 1x Boots 1x Boots of Dexterity 30x Silver Ingot 50x Briskleaf 15x Unstable Essence 50x Arcane Residue Bracers of Flying Daggers Hands In place of one of your attacks on your turn, you make a ranged attack within 6.5 tiles, dealing 1d6+1 damage on a hit. This attack is considered magical. Uncommon, Craftable| 3,500g 1x Gloves 10x Silver Ingot 30x Briskleaf 9x Feral Claw 30x Arcane Residue Cape of Charisma Back This cloak grants the wearer a +1 bonus to their Charisma score. Rare, Craftable | 6,000g 1x Cloak 1x Rod of Rulership 20x Silver Ingot 40x Valorbell 12x Captured Melody 40x Arcane Residue Cloak of Invisibility Back Once per day, the wearer may cast Invisibility as an action without expending spell slots or materials. Very Rare, Craftable| 9,000g 1x Cloak 1x Cape of Charisma 30x Silver Ingot 50x Valorbell 15x Unstable Essence 50x Arcane Residue Cloak of Protection Back You gain a +1 bonus to AC while you wear this cloak. Rare, Craftable | 6,000g 1x Cloak 1x Ring of Protection 20x Silver Ingot 40x Mother's Leaf 12x Draconic Scale 40x Arcane Residue Dispelling Stone Accessory You may toss the stone at a target and dispel it of all magical effects. Two charges per combat. Rare, Craftable | 6,000g 4x Stone Brick 1x Stone of Good Luck 20x Silver Ingot 40x Mysterious Mushroom 12x Captured Melody 40x Arcane Residue Elven Chain Body (Any Non-Druid) This chain shirt grants the wearer 14 AC + DEX (Max 2). Does not require medium armor proficiency or attunement. Uncommon, Craftable | 3,500g 1x Chain Shirt 10x Silver Ingot 30x Mother'sleaf 9x Resilient Heart 30x Arcane Residue Gem of Seeing Head Once per day, you can cast See Invisibility on yourself. Uncommon, Craftable | 3,500g 1x Hat 10x Silver Ingot 30x Valorbell 9x Precious Gemstone 30x Arcane Residue Gloves of Wisdom Hands These gloves grants the wearer a +1 bonus to their Wisdom score. Rare, Craftable | 6,000g 1x Gloves 1x Gem of Seeing 20x Silver Ingot 40x Valorbell 12x Feral Claw 40x Arcane Residue Hat of Disguise Head You may cast the Disguise Self spell at will. The spell ends if the hat is removed. Uncommon, Craftable | 3,500g 1x Hat 10x Silver Ingot 30x Valorbell 9x Unstable Essence 30x Arcane Residue Ring of Feather Falling Ring You are immune to fall damage while wearing this ring. Uncommon, Craftable | 3,500g 1x Ring 10x Silver Ingot 30x Brisk Leaf 9x Elegant Feather 30x Arcane Residue Ring of Jumping Ring While wearing this ring, you may cast the Jump spell on yourself as a bonus action on your turn. Has two charges. Rare, Craftable| 6,000g 1x Ring 1x Ring of Feather Falling 20x Silver Ingot 40x Mysterious Mushroom 12x Elegant Feather 40x Arcane Residue Ring of Mind Shielding Ring While wearing this ring, you are immune to magic that reads your thoughts or identifies if you are lying. Also grants a +2 bonus to Wisdom saving throws. Creatures can telepathically communicate with you only if you allow it. Uncommon, Craftable | 3,500g 1x Ring 10x Silver Ingot 30x Strange Shard 9x Unstable Essence 30x Arcane Residue Ring of Protection Ring You gain a +1 bonus to AC while you wear this ring. Uncommon, Craftable | 3,500g 1x Ring 10x Silver Ingot 30x Mother'sleaf 9x Draconic Scale 30x Arcane Residue Ring of Shooting Stars Ring 3 Item Charges, 1 Charge to cast Faerie Fire. 1 Charge to cast Shooting Stars: the target takes 5d4 damage on a failed save (DC 15 DEX Save) and half as much on a success. Very Rare, Craftable| 9,000g 1x Ring 1x Ring of Jumping 30x Silver Ingot 50x Valorbell 15x Precious Gemstone 50x Arcane Residue Rod of Rulership Accessory Once per day, DC 15 vs WIS Save Charm. Uncommon, Craftable | 3,500g 1x Wood Club 10x Silver Ingot 30x Mysterious Mushroom 9x Capture Melody 30x Arcane Residue Rope of Entanglement Ammunition 1 Attack Action, 8 Tile Range. (8 + Prof bonus + STR/DEX) vs STR Save Restrain. Uncommon, Craftable | 3,500g 30x Bolts of Cloth 10x Silver Ingot 30x Brisk Leaf 9x Captured Melody 30x Arcane Residue Staff of Defense Main Hand, Two-Handed (Wizard/Sorcerer) This staff grants you a +1 bonus to AC and has 5 charges per long rest. You may cast Mage Armor (1 charge) and Shield (2 charges). Very Rare, Craftable | 9,000g 1x Staff 1x Cloak of Protection 30x Silver Ingot 50x Mother'sleaf 15x Precious G emstone 50x Arcane Residue Staff of Fire Main Hand, Two-Handed This staff has 5 charges per long rest. You may cast Burning Hands (1 charge) and Fireball (3 charges). Very Rare, Craftable| 9,000g 1x Staff 1x Tome of Intelligence 30x Silver Ingot 50x Valor Bell 15x Draconic Scale 50x Arcane Residue Staff of Healing Main Hand, Two-Handed (Bard, Cleric, Druid) This staff has 5 charges per long rest. You may cast Cure Wounds 2nd (1 charge), Lesser Restoration (2 charges), and Mass Cure Wounds (5 charges). Very Rare, Craftable| 9,000g 1x Staff 1x Gloves of Wisdom 30x Silver Ingot 50x Daisy 15x Captured Melody 50x Arcane Residue Stone of Good Luck Accessory This stone grants the holder a +1 bonus to all saving throws. Uncommon, Craftable | 3,500g 1x Stone Brick 10x Silver Ingot 30x Mother'sleaf 9x Precious Gemstone 30x Arcane Residue Tome of Intelligence Accessory This tome grants the wearer a +1 bonus to their Intelligence score. Rare, Craftable | 6,000g 1x Tome 1x Hat of Disguise 20x Silver Ingot 40x Mother'sleaf 12x Precious Gemstone 40x Arcane Residue Exotic Oddities Travelers come from far and wide to trade within the Silver Marches. It just so happens that those coming from the south and far east often make their way directly through Hellgate Dell on their way to Luruar. Expect to see traveling caravans stopping for respite in the area every so often. Isun has set up a trading outpost at the Oasis! Wonderous Magical Items are always in stock, but due to their rarity will be sold at 25% mark up on their appraised prices. Alternatively all of these items may be purchased for Marks of Service from a quartermaster within one of the hubs. Amulet of the Devout Neck (Cleric/Paladin) While you wear this holy symbol, you gain +2 Spell Bonus and +1 Class Resource. Wonderous, Exotic | 13,500g Bag of Holding Misc This bag has an interior space considerably larger than its outside dimensions. You may equip 1 additional magic item. Wonderous, Exotic | 13,500g Bracers of Archery Hands +2 Attack Bonus when using a Shortbow or Longbow. Wonderous, Exotic | 13,500g Dwarven Plate Body 20 AC. Reaction ability to decrease di stance you are pushed by 1 tile. Requires Heavy Armor Proficiency. Wonderous, Exotic | 13,500g Flame Tongue (Greatsword) Main Hand, Two-Handed A greatsword that deals an additional 1d6 fire damage on successful attacks. Also grants +1 Melee Hit Bonus and damage. Wonderous, Exotic | 13,500g Frost Brand (Katana) Main Hand, Two-Handed A katana that deals an additional 1d6 cold damage on successful attacks. Also grants +1 Melee Hit Bonus and damage. Wonderous, Exotic | 13,500g Glamoured Hunter's Coat Body 13 AC + DEX. 3 Charges per rest. Use one charge to deal 1d10 necrotic damage after you hit a target within' range with an attack. Additionally, you can make this armor appear as a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. Requires Light Armor Proficiency. Wonderous, Exotic | 13,500g Serpent Scale Armor Body 16 AC + DEX (2 max). Ability to swap weapons/equip ammo as a free action once per turn. Requires Medium Armor Proficiency. Wonderous, Exotic |13,500g Instrument of the Bards Focus (Bard only) While this is in your focus slot you gain a +2 Spell Bonus Wonderous, Exotic |13,500g Robes of the Archmagi Body (Sorcerer/Warlock/Wizard) While wearing this robe, your AC becomes 13 + DEX. You also gain a +2 Spell Bonus. Wonderous, Exotic | 13,500g Staff of the Woodlands Mainhand, Two-Handed (Druid only) While wielding this staff you gain +2 Spell Bonus, Ensnaring Strike (1 charge) and Erupting earth (3 charges) Wonderous, Exotic |13,500g Watchful Helm Head +1 AC. Once per day, you can cast See Invisibility on yourself. Wonderous, Exotic | 13,500g Magical Oddities Sometimes adventurers need a little extra magic! These items may be purchased in the Oasis and each have their own effect. This shop has flavor magical items and reagents for ritual spells. Anti-Magic Restraints Pocket Consumable magical item that can be applied during consequences with permission from the other party. Single use, may be removed by anyone using the "Help" action against the target. Prevents the wearer from using any magic, spells or class abilities while restrained in this way. Normal imprisonment rules apply. Has a button in RPR, and a status when applied to a target. Purchased | 500g Goggles of Night Head Grants Darkvision on equip. Purchased | 3000g Gloves of Control Flames Hands Non-attunable flavor magic item. Allows the user to cast Control Flames as a free action. Purchased | 1000g Gloves of Mending Hands Non-attunable flavor magic item. Allows the user to cast Mending as a free action. Purchased | 2000g Ring of Mage Hand N/A Non-attunable flavor magic item. Allows the user to cast Mage Hand as a free action. Purchased | 2000g Wand of Prestidigitation Main Hand Non-attunable flavor magic item. Allows the user to cast Prestidigitation as a free action Purchased | 1000g Crystal Ball Reagent Ritual Reagent. Purchased | 1000g Diamond Reagent Ritual Reagent. Purchased | 500g Incense Reagent Ritual Reagent. Purchased | 10g Lesser Levitating Broomstick Usable Item Please refrain from using these in the hub or highly populated areas. Zooming around and avoiding, or not giving people a chance to roleplay with you while on one will result in a strike and the item being removed from you without a refund. Be courteous. Purchased | 5000g Esoteric Curios The world if filled with magical this and thats. You never know when you might stumble across an enchanted item with some manner of special effect. These can be found from various sources across the region. Though they are rarely directly available for purchase except from other lucky adventurers. All Purpose Tool Focus This tool can shift to fit your needs. Becoming any set of Apothecary, Blacksmith, or Craftsman tools at a whim. As well as granting a +1 bonus to crafting attempts. Belt of Brillance Belt Grants the wearer Fire Resistance. (-6 Fire damage) Boots of Elvenkind Feet Grants the wearer a +2 bonus to their Stealth. As well the sounds of the wearer's footsteps make no noise. Boots of the Winterlands Feet Grants the wearer Cold Resistance. (-6 Cold damage) Cloak of Storms Back Grants the wearer Lightning Resistance. (-6 Lightning damage) Cracked Driftglobe Ammunition For one equipment use fill the area around yourself in 6 tiles will bright light. Decanter of Endless Water Ammunition As a Full Round Action and for one Equipment use, speak the command word, "Geyser", sending out a torrent of water from the decanter. Choose a target within 3 tiles, they must succeed a DC 15 Strength Saving Throw or take 1d4 damage and be knocked prone. Dread Helm Head Grants the wearer +2 to Intimidation (CHA). The eyes of this helmet glow with a color of your choosing. Gloves of Trickery Hands Grants the wearer a +3 bonus to Lockpicking while worn. Immovable Rod Ammunition For one equipment use and a bonus action become immovable until the end of your next turn. Lantern of Revealing Ammunition As a Full Round Action and one equipment use, lift the hood of this lantern. Shedding bright light in 3 tiles around. Every creature must succeed a DC 15 Dexterity Saving Throw or be Illuminated until the end of their next turn. Night Caller Pocket During night and while on unholy ground, blow this whistle to cast Animate Dead (If able) to create Undead Thrall without spending the Arcane Residue Cost. (Death Domain, School of Necromancy) Pipes of Haunting Ammunition As a full round action and one equipment use, blow these pipes to fill the air around with you and eerie tune. Targets that you choose within range must succeed a DC 15 Wisdom Saving Throw or be frightened for two turns. Once frightened in this way a target cannot be frightened by this effect again until they complete a long rest. (Requires Musical Instrument Proficency) Sentinel Shield Off Hand Grants the wielder a +2 to Initiative Rolls. Skeleton Key Pocket Serves as Thieves Tools. Not consumed on use. Tankard of Plenty Ammunition As a bonus action and one equipment use, drink from this tankard to roll to cure your frightened status. Reducing the remaining cooldown by 1 and clearing it if the DC is passed. Additionally you must succeed on a DC 15 Constitution Saving Throw or be Off Balance until the end of your turn. Wand of Magic Missiles Ammunition As a full round action and one equipment use, cast the Magic Missile spell.
- Item Catalog | Halcyon D&D
Item Catalog Light Armors Medium Armors Heavy Armors Shields Simple Weapons Martial Weapons Ranged Weapons Ammunition Potions Tools Apparel Item Catalog On Halcyon we have lots of different items in our world which our players work towards crafting their weapons, armor, potions and even magical items! Here is a catalog for all of these different items you may come across in your journeys. Light Armors Leather Armor Armor AC 11 + DEX Buy: 145 | Base: 194 | Sell: 242 Studded Leather Armor AC 12 + DEX Buy: 202 | Base: 270 | Sell: 338 Medium Armors Chain Shirt Armor AC 13 + DEX (2 Max) Buy: 124 | Base: 166 | Sell: 207 Scale Mail Armor AC 14 + DEX (2 Max) Buy: 342 | Base: 456 | Sell: 570 Half-Plate Armor AC 15 + DEX (2 Max) Buy: 729 | Base: 972 | Sell: 1215 Heavy Armors Chain Mail Armor AC 16 Requires 1 point of Strength Buy: 168 | Base: 224 | Sell: 280 Splint Armor Armor AC 17 Requires 2 points of Strength. Buy: 436 | Base: 582 | Sell: 727 Plate Armor Armor AC 18 Requires 2 points of Strength. Buy: 967 | Base: 1290 | Sell: 1612 Shields Shield Armor Off Hand, +2 AC Buy: 118 | Base: 157 | Sell: 196 Simple Weapons Spear Simple Weapon One Handed, Versatile, Reach, 1d6 + STR Polearm Master Buy: 72 | Base: 96 | Sell: 120 Dagger Simple Weapon One Handed, 1d4 + STR/DEX Painful Laceration & +2 Skinning Buy: 40 | Base: 53 | Sell: 66 Quarterstaff Simple Weapon Two Handed, Versatile, 1d8 + STR/DEX Crippling Strike Buy: 72 | Base: 96 | Sell: 120 Wooden Club Simple Weapon One Handed, 1d4 + STR Crippling Strike Buy: 40 | Base: 53 | Sell: 66 Mace Simple Weapon One Handed, 1d6 + STR Concussive Smash Buy: 72 | Base: 96 | Sell: 120 Staff Simple Weapon Two Handed, 1d8 + ST R Crippling strike Buy: 72 | Base: 96 | Sell: 120 Sickle Simple Weapon One Handed, 1d4 + STR +2 Herbalism Buy: 43 | Base: 58 | Sell: 72 Pickaxe Simple Weapon One Han ded, 1d4 + STR +2 Mining Buy: 43 | Base: 58 | Sell: 72 Martial Weapons Halberd Mar tial Weapon Two Handed, Heavy, Reach, 1d10 + ST R Polearm Master Buy: 140 | Base: 187 | Sell: 234 Warhammer Mar tial Weapon Two Handed, Heavy, 1d10 + STR +4 Breach Concussive Smash Buy: 109 | Base: 145 | Sell: 181 Greataxe Mar tial Weapon Two Handed, Heavy, 1d12 + STR Cleaving Strike Buy: 140 | Base: 187 | Sell: 234 Katana Martial Weapon Two Handed, Finesse, 1d10 + STR/DEX Buy: 184 | Base: 246 | Sell: 307 Greatsword Martial Weapon Two Handed, Heavy, 2d6 + STR Buy: 184 | Base: 246 | Sell: 307 Battleaxe Martial Weapon One Handed, 1d8 + STR Cleaving Strike & +2 Logging Buy: 78 | Base: 104 | Sell: 130 Longsword Martial Weapon One Handed, Versatile, 1d8 + STR Buy: 94 | Base: 125 | Sell: 156 Whip Martial Weapon One Hand ed, Finesse, Reach, 1d4 + STR/DEX Trip Buy: 78 | Base: 104 | Sell: 130 Shortsword Martial Weapon One Handed, Finesse, 1d6 + ST R/DEX Hindering Strike Buy: 72 | Base: 96 | Sell: 120 Rapier Martial Weapon One Handed, Finesse, 1d8 + STR/DEX Buy: 94 | Base: 125 | Sell: 156 Ranged Weapons Hand Crossbow Simple Ranged Weapon 1d6 + DEX When offhanded deals d4 4 tile range Buy: 72 | Base: 96 | Sell: 120 Crossbow Simple Ranged Weapon Two Handed, 1d8 + DEX 6 tile range Buy: 110 | Base: 146 | Sell: 182 Heavy Crossbow Martial Ranged Weapon Two Handed, 1d10+ DEX 10 tile range Buy: 151 | Base: 202 | Sell: 252 Shortbow Simple Ranged Weapon Two Handed, 1d6 + DEX 7 tile range Buy: 72 | Base: 96 | Sell: 120 Longbow Martial Ranged Weapon Two Handed, 1d8 + DEX 14 tile range Buy: 151 | Base: 202 | Sell: 252 Ammunition & Throwables Arrows (40x) Ammunition Longbow & Shortbow Ammo Buy: 80 | Base: 106 | Sell: 132 Bolts (40x) Ammunition Crossbow Ammo Buy: 80 | Base: 106 | Sell: 132 Throwing Knives (10x) Ammunition 2d4 + D E X/STR and have a 4 tile range. Buy: 79 | Base: 106 | Sell: 132 Net (4x) Ammunitio n Grants the ability "Throw Net" to restrain th e target on a failed STR sav e in a 10 tile range. Buy: 58 | Base: 77 | Sell: 96 Bola (4x) Ammunitio n Grants the ability "Throw Bola" to restrain th e target on a failed DEX sav e in a 10 tile range. Buy: 58 | Base: 77 | Sell: 96 Caltrops (8x) Ammunition Grants the ability "Throw Caltrops" to slow th e target on a failed DEX sav e in a 10 tile range. Buy: 52 | Base: 70 | Sell: 87 Potions & Oils Potion of Healing Potion Heals 4d4+4 HP. Buy: 124 | Base: 166 | Sell: 207 Potion of Greater Healing Potion Heals 6 d4+6 HP. Buy: 325 | Base: 434 | Sell: 542 Potion of Superior Healing Potion Heals 8 d4+8 HP. Buy: 578 | Base: 771 | Sell: 964 Potion of Supreme Healing Potion Heals 10 d4+20 HP. Not Sold Potion of Growth Potion Grants Enlarged status for combat. Buy: 156 | Base: 208 | Sell: 260 Potion of Heroism Potion Gain 10 HP & grants b lessed status for combat. Buy: 202 | Base: 270 | Sell: 337 Oil of Sharpness Weapon Oil Grants +2 Melee and Ranged Hit Bonus. Buy: 195 | Base: 260 | Sell: 325 Potion of Speed Potion Grants Hasted effect for combat. Buy: 176 | Base: 235 | Sell: 294 Potion of Climbing Potion Grants Equal Climb speed for combat. Buy: 82 | Base: 110 | Sell: 137 Potion of Flying Potion Grants Flying movement f or combat. Buy: 144 | Base: 192 | Sell: 240 Potion of Vitality Potion Cures Exhaustion, Disease, Poison, and Bloodless effects. Buy: 210 | Base: 280 | Sell: 350 Potion of Regeneration Potion Restores lost limbs and removes Maimed status akin to Regeneration spell. Not Sold Tools Apothecary's Tools Off hand +2 Crafting Bonus Not Sold Blacksmith's Tools Off hand +2 Crafting Bonus Not Sold Craftsman's Tools Off hand +2 Crafting Bonus Not Sold Surgeon's Tools Off hand Requires 4 points in Medicine and Medical proficiency to remove wounded and severe wounds Not Sold Thieves' Tools Off hand +1 Sleight of Hand and allows for lockpicking Not Sold Apparel Bag Accessory +1 Potion use Not Sold Belt Waist +1 Athletics Not Sold Boots Feet +1 Acrobatics Not Sold Cloak Back +1 Stealth Not Sold Holy Symbol Focus +1 Religion Not Sold Robe Body +1 Arcana Not Sold Gloves Hands +1 Sleight of Hand Not Sold Necklace Neck +1 Performance Not Sold Tome Focus +1 History Not Sold Hat Head +1 Persuasion Not Sold Ring Ring +1 Deception Not Sold
- Halcyon D&D
Season 4: From Ashes A midst the evil machinations of the Brotherhood of the Labyrinthine Veil, war erupted between New Ascalhorn and Silvergarde. The conflict demanded the efforts of all able to wield a sword or magic, resulting in costly, pyrrhic victories. As the struggle intensified, it became evident that New Ascalhorn harbored even darker plans, unleashing trapped demons from portals beneath Hellgate Dell, plunging the lands into chaos and ruin. In response, Silvergarde's diverse defenders united to protect their lands, managing to hold New Ascalhorn's forces at bay despite significant sacrifices. However, the demonic onslaught led to a cataclysmic explosion that destroyed the Far Forest, submerging villages and towns under a wave of water. Refugees from Silvergarde found safety in the Ruins of Delzoun, now a beacon of hope and a rallying point for the righteous. As word of the demonic incursion spread, various organizations, including the Tall Tree druids and the Lord's Alliance, mobilized to push back the demons. The battle was hard-fought, but the demons were eventually driven back to the Abyss, allowing life to begin anew. The Windseekers, led by Isun, established a new oasis city, while the dwarves of Delzoun provided aid. Despite these efforts, New Ascalhorn's fiends and opportunistic cults continued to pose a threat, their dark plans for the future shrouded in uncertainty. Server Info
- Rules | Halcyon D&D
Community Rules Character Rules Roleplaying Rules Building & Conan Rules PvP Rules Hub Rules Market Rules Breaking and Entering Conquest Rules of Halcyon These are the rules of Halcyon, which encompass how one should act and what expectations are placed upon them in Discord, during roleplay, during the character creation process, upon the Conan Exiles server itself, and in other areas. We want to do our best to cultivate our culture and make all of our players aware of our mindset as a team. For some of our guidelines and values, feel free to check out our Server Culture on our Discord. Additional rules may be added as time goes on. If you have suggestions, questions, or believe we missed something, please make a suggestion in our Discord via the appropriate channel, or by submitting a Moderation ticket. We are always willing to listen and are here to help. Community Rules 01 ― Be Respectful All members of the com munity are expected to conduct themselves in a respectful manner. There will be a zero tolerance policy for toxicity and cruelty towards others. At the end of the day, this is everyone’s hobby. You may not always agree with someone else’s viewpoints but you are expected to disagree in a manner that is constructive or remain silent. There will be no bashing of other individuals, regardless of if they are from our community or another. The talk of political, religious, and discriminative topics should have no place here. We are all adults; act as such. We will not police private Discord servers or direct messages. We urge everyone to leave servers they do not agree with, or block people who they do not wish to contact as a first resort. If it is clear that harassment proves to be a problem and continues to take place over the course of multiple instances and reports then Halcyon Staff will review the issue on a case by case basis. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Adult Only Server This is an adult only server and Discord. You agree that you are at least 18+ years old to join and participate. The mention of children on the server will be heavily scrutinized and due to most themes should not be brought up in situations. You may not portray or even “pretend” that your character is anything but an adult. Anything that is reported concerning the relations of one of these characters with that of another race that encroaches upon pedophilia / age play will be punished severely. We wi ll place trust in our playerbase and not allow a few bad apples to ruin the experience for everyone. You will be given the benefit of the doubt until suspicions arise. Do not abuse our trust. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 0 3 ― NSFW Content There is a n NSFW section accessible through the NSFW role, which is accessible through Channels & Roles at the top of the Discord. Do not post such material anywhere else. We want people to be able to use the Discord wherever they may be. On the topic of NSFW, keep the posts within reason. The staff will delete anything that is questionable or extreme, such as people looking like they could be underage, anything that causes harm to another person, or discrimination. If it doesn't follow Discord official rules, it will be deleted. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― No Spamming/Mass Pinging Do not spam channels in the Discord or posting content that is unrelated to the channel’s purpose. Furthermore, do not ping people en masse or ping others over and over even if it is your friend. Pinging Staff is only allowed within tickets, and when a response has not been received for a reasonable amount of time (usually several hours). ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― No Rules Lawyering As a player, it is not your duty to enforce or impose rules against other players. If you believe that someone is doing something incorrectly you may direct them towards the written rule a single time for the sake of education but you should not repeatedly do so over the course of a scene. At this point, the matter should be directed to staff via the ticket system. Additionally, to avoid covering every single instance of possible use that could come up, many of the rules will be enforced with their spirit in mind and not solely their letter. Staff have the final say in this matter. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 06 ― No Advertising While you are not limited in the discussion of other communities or experiences, we do ask that you do not actively use any of our platforms as a means to solicit or entice others to join another server or community. Character Rules 01 ― You Must Whitelist Your Character You must fill out a whitelist and a consent form to play on the server. A whitelist ticket can be created when you're ready to create your character. Please see our Whitelist Guide for more information. Your consent sheet must be filled out in-game and can be found in the Roleplay Redux menu (Shift+R). Other players' consent sheets can be viewed by holding E on them and selecting the blue RPR Logo. Please make a habit of this. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Properly Portray Your Character Your character's height and general thematic must fall in line with the racial standards presented on your chosen race's page. While we do allow some creative liberties you must stay in line with what is considered the norm for a given race. For example, you may not choose traits that exist within your race but are deemed as rare, such as Szarkai, winged kobolds, and winged tieflings. Your character must have acceptable proportions that fit them. Just because the sliders can go that high does not mean you are allowed to utilize them. Many of these settings are open for smaller characters to be able to adjust their proportions. Hooves and Paws count towards your height total - make sure to go to spawn and measure yourself beneath the height bar to check if you are within height restrictions. You must have a valid character name. It must be at least 3 characters or longer and should not include any special characters, symbols, or foreign languages. Character names cannot reference pop culture or real world celebrities and should not mirror any fictional characters from any existing content. You may not roleplay your character as anything other than your chosen race. For example you may not select Orc and roleplay you are an Orog. Some races will have listed alterative origins, only these are accepted for use. All characters must be adults within their culture, as well as the minimum age of 18. Halcyon house mod RpR runes must be represented properly with ToT items. For example, a two handed greatsword must be displayed and flavored as a two handed greatsword. If you have a bag of holding you must display a bag on your person to represent such. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― Rerolling/Shelving Characters You may reroll once every two weeks. During the reroll process you may choose to shelf your character or retire them. To reroll, you open a reroll ticket and fill out the necessary information. Our whitelist staff will guide you from there. Before rerolling, you must ensure that you are not active in any on going conflicts with other characters. A departure will be posted publicly , which will give other parties the chance to contest your reroll. If you are found to have ong oing conflict and choose to reroll anyway you will be placed back on your previous character and may receive further punishment. If you have an af fliction or an approved advanced race, and choose to shelf that character, you will not be able to un- sh elf them without going through the approval process again. If you received your affliction through roleplay, the character that turned yours will need to have an available "turn" and be willing to grant it to you again or the character cannot be un-shelved. Additionally, "turns" are refunded to the affliction who turned your character once you shelf. You are allowed 2 shelf slots. Patrons receive an additional 2 slots. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― Reroll Contests If a character you have ongoing conflict with chooses to reroll, you may contest that reroll for up to 48 hours after their departure has been posted. This is only to be done in situations where a reroll is being done directly after stirring issues with another party or being used to circumvent an incoming Character Kill (CK). If neither of these are true, please respect the other party's wishes to move on from the narrative. People in the Forgotten Realms slip away and often leave things unresolved. Your character can hold onto those resentments and develop themselves through other storylines while the other party departs. You must provide screenshots of the situation and have a clear plan to re solve the narrative in a meaningful manner upon opening the Reroll Contest ticket. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― One Character per Player You may only whitelist and play one character at a time. That character may only be your currently approved and whitelisted character. If you are waiting for a whitelist or reroll ticket to get approved, you may not leave the spawn area. You may not use alternative accounts to circumvent this process. Roleplaying Rules 01 ― You Are Always In-Character If you are logged into Halcyon you are in character. You may not claim to be OOCly somewhere, avoid roleplay by going OOC, or attempt to dodge roleplay. If there are other players present and you wish to leave a scene, you must first provide an emote declaring that your character intends to leave and give reasonable time for a response to be given before running off. Additionally you may only play your whitelisted character at any given time. Players may not take the role of an NPC. Alternatively players may request DMNPC Encounters for their adventuring needs. Spawn is the only area that is considered OOC. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Keep Scenes Rolling Scenes are expected to continue even in the event there are disputed actions or issues. Make a ticket and post the necessary screenshots of logs - staff will review when able and issue a ruling. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― No Metagaming Metagaming is utilizing knowledge gained OOCly through any avenue (I.e.discord, voice chats, whisper channels etc.) in character. Additionally, your current and future or past characters may not interact with one another by any means. This includes using another party as a go between. Information, knowledge, and storylines should not be continued after a re-roll unless the new character is properly introduced to the narrative through acceptable means via the server. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― No Powergaming/Godmodding Godmodding and powergaming are strictly forbidden. Godmodding is doing an action for another player. Powergaming is forcing them to do an action. Things like ignoring PvP intents or forcing a character unconscious are examples. Additionall y, you may not roleplay having an item you do not have, or one that has an effect on another player that is not actively supported via our systems. For example, saying you contact someone with a sending stone, or stating you possess a Bag of Holding when you do not actually have the item. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― Respect Consent Sheets Adult themed content is consent based on Halcyon. As such, we expect our players to thoroughly communicate consent in regards to explicit materials. Failure to respect players' consents will result in administrative action. Consent is required for sexually explicit roleplay, overly graphic violence, as well as capture and imprisonment. You cannot use consent to avoid consequences in game that are delivered through our PvP system (wounding, maiming, etc.). You may request a fade-to-black for the details of the scene though, and such a request must be honored, but the results will still be in effect. Consent is mirrored. If you enact graphic violence on other player s, you may not claim it is against your consent if it is attempted on you. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 06 ― No Child-like Characters or Behavior Our server does not support or promote this sort of roleplay. Acting childlike or having a childlike appearing character will result in character retirement. All characters are expect to be mature and act as adults. Referring to other characters in a way that implies a parental dependency will not be allowed. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 07 ― No Mention of Children or Pregnancy Children and pregnancies will not be allowed to be actively roleplayed on the server. Roleplaying being pregnant, giving birth, or having/roleplaying as a child is unacceptable and will not be tolerated. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 08 ― Keep Adult Themes Private We are an adult RP server. There will be sex and other adult themes, however, it should be done in private places. Sexual roleplay of any kind (this can include the presentation of genitals in a manner that implies sexual activity) should not be done in public places, where someone who has not consented to the roleplay may stumble across it unwittingly without the opportuni ty to opt out. Example areas would be immediately around warps, or areas that are considered open to the public. This does not include areas that are reasonably isolated and private builds. This kind of roleplay should be done in mumble or whisper chat to avoid instances of accidental exposure. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 09 ― /Act Policy You may use /act to alter your display name while on the server following these rules: 1. It must include a descriptor that ties to you (i.e. red scarf, green shoes, lion insignia) while having your character's face hidden from view. 2. It must not include basic vague descriptions (I.e. shroud, shadow, unknown, entity etc) 3. You may only have ONE alias (an alias is an alternate name you go by.) 4. You may shorten your full name to a shorter nickname. (I.e. Charles Darwin to Charlie) 5. While under the effects of the Disguise Self spell, you may have a temporary alias that is not the same as your registered one. This must still follow proper alias rules (ex: Bob, Terry, Jason, not 'Stygian Doomlord'.) Examples of /acts: Crimson Sil ken Wanderer, White Cowled Cleric, Brass Lion Knight ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 10 ― LFRP Policy If you are utilizing the LFRP feature, you must only list yourself accurately. You may not list as Solo when you have a group regardless of if they are waiting in ambush or otherwise. Other people approaching your LFRP marker do not have to respect what you have listed as what you are looking for, but you must be truthful to what you are listing yourself as. Once you find RP, you must turn off your LFRP marker unless you are utilizing it as the host of an active tavern/similar non-hostile venue to draw players. In this case, a single LFRP marker is allowed to stay active to promote RP unless hostilities arise, in which case it must also be turned off regardless of if they are directed at the host or not. If you are broadcasting yourself as a Duo, Trio, Group (4), or Group (5) and a group arrives to confront you. Regardless of who is present when they arrive, if your LFRP was still displaying you are limited to entering the PvP with only 2, 3, 4, or 5 combatants respectively. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 11 ― English Only in IC Chat All chat typed by a player in dialogue or emotes must be done in English. Characters speaking different languages must make use of the scripted languages available to their characters. You ma y not use any online translators to supplement a language. The only exception are flavor words for spell incantations which should be brief words of power. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 12 ― Capture/Imprisonment Policy If another player is taken prisoner as a consequence, they are only subject to remain imprisoned for the duration of the roleplay. Scenes involving the capture of another player should be di scussed with both parties OOC and either an agreement for long-term capture needs to be accepted by both sides or the captured player is free to /home and exit the scene after a half hour of not receiving roleplay. If you agree to long-term imprisonment, you must honor that agreement for 24 hours. Once that amount of time has passed, you may choose to /home after 30 minutes of failing to receive any direct roleplay from your captor. It will be assumed a way to escape was found even if it does not entirely make sense. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 13 ― Do Not Camp Waypoints Do not linger at waypoints with the intent to engage with players as they leave them. You may follow a player through a warp and engage with them once they have moved 16 tiles from the waypoint. This does not include entrances to the Underdark. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 14 ― Do Not Abuse Climbing You may climb walls by rolling a successful Athletics check and take a full-screen screenshot as evidence in case of entry. A one tile climb has a set DC of 10 and will go up by 2 for every additional tile thereafter. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 15 ― Only Use Warps as an OOC Convenience You are not allowed to use any teleport, warp, or /home during combat or to avoid conflict. Such as leaving the scene of a PvP or other roleplay. This is to give others a fair chance to interact with you. This includes using /home or /warp Oasis to make it to a scene in progress. If any of these are used you will be removed from the scene out of fairness to the other party. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 16 ― Muling/Grandfathering Items When a character is shelved or retired, any items in their possession must be shelved with them or deleted. The only exception is that items you do not wish to shelf, or delete may be given out to characters that yours has significant enough roleplay with prior to justify the cost of said items. For example, you may not find a random player in the hub and give them all of your magical items because you are deleting your character. Items left to other players must be done through roleplay, and if requested evidence must be provided of this roleplay to staff. Additionally any items given away by one of your characters cannot ever find a roleplay reason to be given back to your new character. If anyone is found to be transferring items between their characters, or unloading them to OOC friends before a re-roll the inventory of all involved parties will be wiped clean. As well as any clan storages if they were used to facilitate the transfer. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 17 ― No Streaming Roleplay outside of PvP Streaming of your play on the server is prohibited. This includes to discords with friends. The sole exception to this, being if you are in active scene locked PvP. In which case you may stream for entertainment. If you are caught streaming non-locked scenes or situations where the information can be used to metgame your character's location. Anyone who arrives at your location (including if you have an LFRP up at the time) will be struck for metagame. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 18 ― Hiding Limbs/Racial Features You are not allowed to hide tails, horns or paws without using disguise self. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 19 ― RpR Abilities Outside of Combat You are not allowed to use RpR abilities such as combat spells, combat item abilities, and teleportations outside of combat. Flavor spells are allowed as long as they do not add any mechanical benefit within the scene, and as long as everyone within the scene consents. Healing spells and Rituals are excluded from this rule. Building & Conan Rules 01 ― You Must Be in a Clan You must be in a Conan clan once you leave the starting area. Even if you are a solo player. If you are not in a cla n, any builds you make will be deleted without warning when they are found and items will not be refunded. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Building Restrictions The maximum clan size is 15. Building restrictions are as follows: 1-2 Players ― 600 Building Pieces | 200 Decorations 3-5 Players ― 1500 Building Pieces | 500 Decorations 6-9 Players ― 2700 Building Pieces | 900 Decorations 10-12 Players ― 3000 Building Pieces | 1200 Decorations 13-15 Players ― 3800 Building Pieces | 1500 Decorations ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― Fit the Setting Your build should follow realistic design and fit the setting. Your build should not resemble a typical Conan survival base. Builds will be reviewed and audited on a case by case basis. Do not stack foundations excessively - you may stack them to solve landscaping issues or stability in moderation. If you are concerned you are in excess , simply open a ticket and ask for a review. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― Distance Yourself Your build should be a reasonable distance away from others; stay out of render distance of other builds, especially if you have a large clan build. This helps with player and server performance in these areas. Staff will review on a case by case basis. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― One Build per Clan You may only have one build per clan. A build may not extend through telepor ts. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 06 ― No Land Claiming You may not place down foundations or other building pieces to claim land for yourself or your clan to use later. You may place down outlines and markers while you are actively building, but they may not remain after you have logged out or more than 12 hours have passed. These will be deleted when found. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 07 ― Build Away from Important Locations You may not build in a way that blocks access to any location used by our scripted professions or systems. Areas such as resource locations, boss summons, or quest locations. When building in the Underdark you may not build in a way that will block access to the warps that interconnect it. Moreover, do not build in the following zones, as they are used for our main hubs: ━━━━━━━━━━━━ ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 08 ― Your Build Must Be Accessible Your build must be accessible. If it is found to be inac cessible or purposefully hinders access , it is ticketable and will require alteration. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 09 ― No Honeycombing or Airlocking No air-locking or honeycombing (putting an obnoxious amount of doors to make break-ins harder). ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 10 ― Mounts/Pets Must Be Label ed Any pets or mounts found obstructing spawn, hubs, or bases without names will be subject to the void. Make sure you have them properly named so you can be reached to collect them. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 11 ― Do Not Leave Bedrolls Outside of Y our Build Do not use bedrolls. If they are found, the y will be deleted. ━━━━━━━━━━━━━━━━━━━━━━━━━ ━━━━━━━━━━━━━━━━━━━━━━━ 12 ― Clan Names Must B e Serious Clan names must be serious in nature and fit the setting. Fitting puns or realistic wordplay is acceptable. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 13 ― Limit Vegetation Use Due to taxing server performance, trees are limited. You are limited to 5 fantasy trees/Exiles Extreme per 5 members of your clan. A clan of 1-9 may have 5 trees. A clan of 10-14 may have 10 trees and a clan of 15 may have 15 trees. If we have to count to audit your trees we will delete all of them in the process. Highmane’s trees and other default Conan trees may be used in moderation. Excessive trees will be removed by staff when necessary. Regardless of amount , if your build is causing lag for players, you will be asked to remove excessively placed objects like mushrooms, shrugs, flowers, etc. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 14 ― Stay Within Bounds Our server mod removes the green barrier on the edges of the map. Do n ot build outside of bounds. If your build is found outside of the bounds it will be removed. Additionally, do not build within the far southern desert portion of the map. This directly impacts server performance and should be avoided. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 15 ― Building Audits After two weeks of inactivi ty, your base will be subject to removal. Regular build audits will be conducted and if your base is not in compliance with activity or limits you will be ticketed to make the proper adjustments. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 16 ― Limit Chests Limit the usage of items and decorations with inventories. When possible, always use the (Decoration) version of placables. There should be no use for base Conan crafting stations on our server. Refined materials can be gained via a kit when building. Additionally you should only have one storage container per person in your clan, as well as one general storage container for communal use. PvP Rules 01 ― PvP Intent Must Be Declared Any actions that require you to target another player means you must use the PvP Intent RPR ability and type in Spar, Skirmish, Normal, Character Kill Attempt in conjunction with their first hostile action. The defender then has the choice to Join, Surrender, or escalate from a Skirmish to a normal PvP should they desire and the situation allows. You may only join when seeing the PvP intent text. Any actions that require you to target another player with a spell or ability are considered hostile without prior, express permission or consent. A simple unarmed strike is also a hostile action. When hostile action is taken against you, you may (PvP Accept) and are automatically the defender. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― You May Declare Skirmish or Normal PvP Two types of PvP can be selected upon declaring combat Intent: skirmish and normal. Skirmish is for PvP with light consequences, such as sparring, robbing someone f or common items, or a simple bar fight. Any PvP done within a hub is automatically considered to be a skirmish. Light consequences are those that are not long-lasting. You may not mutilate, amputate, curse, disease, or capture without explicit consent from the opposing player(s) during the consequences phase of a skirmish. Normal PvP, simply referred to as PvP, concludes with normal consequences. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― Reasonable Odds The subject of a P vP intent may call for reasonable odds. This reduces the aggressors to +1 (2v1, 3v2, 4v3). Defenders must put up a fight if they join the intent. Additional aggressors unable to participate may observe and rejoin the scene once consequences have concluded. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― Even Odds When PvP intent is declared within a clan's base, a member of the clan may call for Even Odds. This requires the number of combatants on both sides to be equal. Additional members from either side are unable to participate and may observe the scene. Rejoining only once the consequences have concluded. When inside a clan's base and Even Odds are called by the opposing side, the defending clan may instead choose to invoke Reasonable Odds in their favor. Adding up to two additional defenders to their side. This still caps at 5 combatants on either side. If everyone involved in the PvP agrees, the defenders may request members of their clan who are able return to or log in to aid with the defense to allow more invaders to take part instead of setting out entirely. In all scenarios you must have least three people PvPing on your side to call Even Odds. Otherwise Reasonable Odds may be call when applicable. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― PvP is Instanced Once PvP has been declared, the area and those involved are instanced. Only those within the instance may interact with those inside. If you did not see the initial PvP intent and join/observe , you must leave the area. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 06 ― You May Attempt to Flee Combat In combat, any parties may choose to attempt to leave combat by using the Flee button in RPR. After 3 turns of not taking damage, they are removed from combat. When a player chooses to flee, they must be moving from the start of their turn and must use their maximum movement speed. Objects cannot be interacted with, otherwise it will require the player to end Flee. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 07 ― Consequence Phase Ends PvP When ending combat, a list of options are given in the PvP Consequences tag (you may have to refresh your RPR). A victor may choose to inflict any in the RPR list, magical curses if the character has access to any, or a theft. Severe consequences such as maiming may not be done on the first encounter. Victors may move the losing party to a separate space within the same grid square to enact consequences - this is considered a temporary capture and not consequence stacking. The victors must be given a reasonable amount of time to leave the scene before being engaged again. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 08 ― You May Not Have Active Buffs Outside of PvP No spells that put a status over the character’s head are allowed outside of combat. This includes potions as well. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 09 ― Pre-Buffs When initiative is rolled, there is a choice between drawing weapons (and shield) or casting a singular buff that is self-targeted and not a potion or a weapon buff. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 10 ― Doors in PvP Doors in an active PvP require an action to be opened. If they are to be opened, they must be unlocked. It takes an action to lock a door. A door may have its lock picked with thieves’ tools, or be breached, as an action. If a door was not locked with an emote during the scene leading up to PvP, it is considered unlocked. Doors may not be locked/barred from the inside. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 11 ― Fall Damage Fall damage is 1d6 per tile of descent. If the user is capable of flight and not restrained, they do not take fall damage. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 12 ― Flying If the character is capable of flight, they will float back to the ground safely at the end of their movement. You may not take actions (such as making an attack, using an ability or casting a spell) while suspended in mid air. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 13 ― Line of Sight To hit a character with an attack or spell that requires sight, they must be able to see ½ of the character. Spells that list the target is a point you may see do not require you to target another player with it and can be used to AoE the ground. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 14 ― Lack of Regard for Well-B eing If a character clearly shows that they do not value their life, they will have their rights to skirmish consequences removed. Reactions to threats should be taken seriously and roleplayed properly. If a player continues to fail to do so a dispute may be opened to request higher consequences. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 15 ― Character Kills (CKs) A Character Kill (CK) ticket must be submitted to end another character’s life. It requires strong narrative reasoning and screenshots to be approved. Applications are highly scrutinized in review by staff. CKs may only be made at the end of a combat, in the Consequences Phase, for PvPs that were started with /pvp CK and also have an approved CK application. When a character is killed , they may no longer be played and are forced to perform a reroll that is exempt from the 2 week timer. If the one that initiated combat is defeated, they may be CK’d in response. Anyone involved in the PvP may be given severe consequences even if it is a first down. Involvement in a CK fight serves as strong evidence for a CK against your own character. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 16 ― Long/Short Rest Long and short rests in RPR when you are emoting are exactly that. You should not be using them to quickly regain things. You must be out of combat for at least 30 minutes to use short rest. A long rest may only be taken at the start or end of a roleplay session and should not be done in public. If you have forgotten to do this, you may request permission to do so from those around you and if they do not mind, you may long rest. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 17 ― Max Encounter Size Due to the time commitment that is required to go through large involvement PvPs. Organic world conflict, such as what you find at LFRPs or a group you happen to come across without prior OOC communication and arrangement, are limited to 5v5. Larger PvPs need to be discussed with participants ahead of time to allow appropriate OOC arrangements to be made and time set aside. If participants agree extras over the 5 cap on either side can split into secondary instances and move away to have their own encounter. Hub Rules 01 ― No PvP within the Hubs Any PvP intents dropped in NPC hubs will have them move outside via suspension of disbelief due to the authorities therein. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Call for Aid Hated Races (red borders) and afflictions are exempt from the skirmish cons of PvP Rule #2 when PvP is initiated inside of the Windseekers Oasis. If they are blatantly showing their r ace/affliction and are the aggressor , a call for aid may be made by the defender. A shout with (Call for Aid) at the end of it may be given and emotes of (PvP Join) may be offered in return by any that see the call for aid. You may only join the defender’s side in a call for aid. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― No Wildshapes Within Hubs Wild animals would not be allowed to freely roam around the hubs and would be moderated by the guards. Druids should refrain from using these while visiting any of the hubs, the exception being m undane animals such as the Horse , Chicken, Tavern Cat, or Raven. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― Hub Notice Board Policy When posting notices on notice boards, you must adhere to some rules to avoid being ticketed and/or having your notice removed. You may not post anonymous notices within the primary hub(s). Anonymous notices may be posted on all other boards. You may only remove notices from boards you own. Anything you post upon a notice board within the hub(s) must be sensible in nature. Trollish OOC notices will be removed, as well as notices that go against the authorities of the Windseekers Oasis. Within the hub, you may not post a Call-to-Arms, as they would be immediately re viewed and removed by authorities who want nothing to do with such matters and potential rumormongering. This is defined as a rallying of people to attack and defeat a foe, or a "witch hunt" against a specific person or group of people. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― Hub Notice Board Policy The Windseekers Oasis is a true neutral place for those to come and conduct affairs in peace. The hub is used for all players as a space to access amenities. Attempting to use rallying or call to arms to dissuade their access to said amenities is frowned upon. Rallying or call to arms to disturb the peace will be met with guards removing you. Multiple reported instances will see you barred from the use of amenities. All narrative quarrels should be moved outside as if the guards asked you to leave to settle your business. If players have valid cause and justification for PvPing a player, such as a CK attempt, they may still drop the intent and be moved outside of the Oasis to conduct the PvP. Market Rules 01 ― Adhere to Market Trader Standards If you do not adhere to the following stipulations, your trader may be deleted without warning. Each clan is allowed one single trader within The Oasis market. Each trader must have an RP appropriate name for their race and include [CLAN NAME] at the end. Each trader must have an appearance that is as basic as possible. No accessories outside of simple race-identifying ones such as ears. Sell prices may not be higher than the sell price offered by the Requisition Officer. You must keep your trader stocked with items. Keep reasonable space between traders for interaction purposes. You may make an item's sell price 9,999 gold in order to hold items you are purchasing via your trader. Please make sure to clear the stacks out in a timely manner. Your trader's race must be common or uncommon. No other races. Banking items and gold is prohibited - please keep your trader tidy! ━━━━━━━━━━━━ ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Do Not Steal Market Wares from Fellow Clan Members You may not utilize your position in a clan to steal items from a clan market. This means that, unless you have permission and the go-ahead from whoever placed an item inside of your merchant, you may not withdraw it for your own ends. Make sure to talk to the relevant individuals first and foremost. ━━━━━━━━━━━━ ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― You may not Buy/Receive Letters at your Market Trader Traders within the Market may not be set to purchase letters, parchment, or sealed letters. Any found doing so are subject to deletion and loss of all items inside without refund. Breaking and Entering 01 ― Breaching and Lockpicking doors Doors may be breached in-game via using breaching and lockpicking mechanics. POI's must be left when a door is breached successful or failure ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Do not steal items from Inventories No items are allowed to be stolen from inventories when a breaking and entering has been performed. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― Breaching is a hostile action Breaching is a hostile action when performed and you may (PvP Accept) and are automatically the defender. Conquest 01 ― Strategic Points Defenders may only place up to 5 defenders on, or near, a strategic point when they plan to begin production. No other members of the Organization or lingering allies may be in the area. Defenders much remain within ten tiles of the flag while production is taking place. They are expected to be roleplaying attending to the duties of the point. (The mine mines ore, the arcane tower performs rituals to generate residue, etc...) Attackers may only bring up to 5 attackers to the strategic point to engage defenders. No other members of the Organization or their allies may come with them. PvP intent must be dropped before the point completes it's production or defenders may claim the reward and then resolve PvP after. (Minimum of 5 minutes after contact is made) You may not approach a point while it is in production if you have no intention of attacking the defenders for the resource. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Consequences During Conquest Events, including Strategic Point battles, no additional consequences may be applied after the PvP concludes. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
- Researches | Halcyon D&D
Researches Demonomicon Mythical Resources Lexicon of Faerûn Skillful Mastery Restricted Research Researches As players seek out advancing their characters, they might find themselves researching certain topics within the library of Ovius Alvarez located at the New Dawn. A player may choose to research once every 3 days getting 3 points towards the research of your choice. Topics Available: Demonomicon - 3x Extra Demon Boss Summons Mystical Resources - Mysterious Mushrooms & Strange Shards Lexicon of Faerûn - Language Research Skillful Mastery - Proficiency Research Demonomicon Finding ways to our plane, a slew of demons terrorize civilians and adventurers alike. You have cultivated an interest in these threats and chosen to research them, learning their behavior, hunting patterns, and anything needed to understand this foe so that you may go forth and battle them. You gain access to the demonomicon, revealing three new foes for you to face within Hellgate Keep. Each demon may be defeated weekly for Marks of Service and Arcane Residue. (Requires 5 research points.) Mythical Resources You find yourself enthralled with the oddity of the world, nature's curious creations that others overlook. Seeing their vibrant potential, you scrounge through literature to find the places they grow so that you may seize them for your own. Adept Foragers will gain access to a new resource: the Mysterious Mushroom and Strange Shard. (Requires 3 research points.) Lexicon of Faerûn There are numerous languages spoken by various races, creatures, and inhabitants of the Forgotten Realms. For whatever reaso n , your character may undergo interest in learning a new language, or uncovering a forgotten o ne . Each character may learn one additional language through research. Additionally, for each point of INT a character has b eyond 0 (before item modifiers), they may continue to learn languages beyond that thro ugh the same system to a maximum of 5 learned languages. INT -1/0 = 1 INT 1 = 2 INT 2 = 3 INT 3 = 4 INT 4 = 5 The languages listed below are the ones more readily available to learn. If a player is after something more obscure, or rare, it is best to open a DM ticket to inquire before embarking with researching it. Abyssal, Celestial, Draconic, D warvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc, Infernal, Primordial, Sylvan, and Undercommon. (Requires 10 research points.) Skillful Mastery Do you feel like you just don't quite understand something as well as your peers? Is there perhaps a skill you want to learn that is just not inside your natural skillset? Well, this is the research for you! Each character may learn one additional proficiency through research from a limited set of allowed proficiencies. Note, this cannot stack with a proficiency you already have as granted by an affliction, race, class, or subclass. You may readily learn any of the following skill proficiencies if you do not already have them. If you do, well... you're just very talented as it is and would be better off reading something else! Arcana, Animal Handling, History, Medicine , Nature, Religion, Performance, and Survival. (Requires 10 research points. Can only be completed once.) Restricted Research Those seeking more advanced knowledge must first prove themselves as a scholar. Researching the more, mundane, topics within the library. After which, and a small fee they will gain access to an exclusive section within the halls. (Requires 10 research points and a one time fee of 2,000 gold coins.) Topics Available: Libram of Souls and Flesh - A tome full of dark arts and rituals. Book of Eternal Respites Intellect Devourer Libram of Souls and Flesh With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. While the library does not have one on display it does have transcripts of the contents for study. It's mere presence threatens to consume any who attempt to delve its secrets save the few who can learn to navigate it safely. (Requires 6 research points. You must purchase the Libram from New Ascalhorn or otherwise acquire it.) When equipped the Libram of Souls and Flesh gives access to an additional consequence following PvP. Allowing you to take a harmless and unimpactful sliver of a target's soul for use in dark rituals. Additional Topics Available: Ritual of Soul Raising - Requires 10 research points. Allows the caster to create a Soul-Wight. Chill Touch cantrip - Requires 4 research points. Allows the wielder of the Libram to cast the Chill Touch cantrip in combat regardless of class. Book of Eternal Respites A tome long thought believed lost to the ages. The celestial knowledge within can cure even the strongest of afflictions. While the original was located and brought to the library by the brave adventurer Domino, the researchers within have toiled for many weeks to begin making copies. While the original possessed divine protection, these replicas do not. Allowing any and all to learn common rituals of healing and repair. (Requires 6 research points. You must purchase the Book of Eternal Respites from Orvius's Wizard Tower or otherwise acquire it.) When equipped the Book of Eternal Respites rewards Karmic Favor when aiding another. Using Lesser Restoration, Greater Restoration, Regeneration, or Remove Curse with the tome equipped and studied will reward you this resource. Additional Topics Available: Ritual of Lesser Restoration - Requires 10 research points. Ritual of Regeneration - Requires 10 research points. Ritual of Remove Curse - Requires 10 research points. Intellect Devourer An arcane anomaly exists here. Apparently at one point this portal was much larger and lead to pocket dimension used by one of the tower's mages. It has since, collapsed. Causing all of the treasures within to be scrambled and lost. Some time later this brain? Came crawling out and began to speak with us telepathically. It claims to be a missing wizard who's name is Jeff, but we aren't exactly sure. Regardless, if you bring it some arcane residue and... offer up some of your knowledge it will ward you long enough to reach inside and grab a prize. (Requires 6 research points and 10 Arcane Residue)
- Paladin | Halcyon D&D
Paladin Class Features Spellcasting Ancients Conquest Devotion Glory Vengeance Oathbreaker Expectations A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god. Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice. Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country. Paladin Subclasses Class Features Basics Base Hit Points: 68 Hit Points per Advancement: 14 Actions: 2 Attack, 1 Bonus, 1 Reaction Class Resources Level 8: +2 Casting Attribute: Charisma Starting Kit Shortsword Shield Chain Shirt Proficiencies Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Sav ing Throws: Wisdom, Charisma Skills: Insight, Religion Proficiency Bonus: Level 8: +2 Level 10: +1 ( 3) Level 12: +1 (4) Lay on Hands As an action, you can touch a creature and draw power from the pool to restore 20 hit points to that creature. You may only use this ability twice per long rest. Divine Smite When you hit a creature with a mele e weapon attack, you may choose to expend a level 1 spellslot and a bonus action to deal an additional 2d8 radiant damage to the target. Aura of Courage Requires Level 10 Your courageous aura prevents you and any a llies within 1 tiles from being frightened. Cleansing Touch Requires Level 12 As an action, you cure ally within a 1 tile range of you from any negative magical effects. Usable once per Long Rest. Sacred Oaths Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. Choose your sacred oath (subclass) from the three available: Oath of Devotion, Oath of Glory, and Oath of Vengeance. If your paladin took their oath in the past and broke it, falling into the dark, you may choose Oathbreaker instead. These will be unlocked at Level 10 and reach their full potential at Level 12. Class Ex pectations All Paladins must adhere to the tenets of their given oath. T hese are all listed under each subclass' appropriate section. For example, an Oath of Glory Paladin believes in facing hardships with courage and encouraging others to do so. Meaning you are likely not to see one surrender a fight or run away just because things have gotten tough. Paladins who go against the beliefs of their oath will receive a warning. Continued failure to meet the expectation for one's chosen subclass will result in the character losing access to their paladin abilities and becoming a level 8 fighter. Those who wish to violate their oath and undergo the process of becoming an Oathbre aker purposefully may do so via a DM ticket. Spellcasting With the taking of your Oath, you are granted the gift of channeling that divine favor into spells. Spell Slots Level 8 1st: +3 2nd: +2 Lev el 10 1st: +2 2nd: +1 3rd: +1 Level 12 3rd: +1 Combat Spells The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters. 1st Level 2nd Level 3rd Level Command Heroism Heroism 1st Level Spell, Enchantment 1 Action V, S A willing creature you touch is imbued with bravery. Removing any frightened status from them and grant a small heal equal to your Spell Bonus. Command Enchantment 1 Action V You speak a single word command to a creature you can see within range. The target must succeed on a Wisdom Saving throw or follow the command on it's next turn. The command may be: Move - The target moves to an available place you can see and choose within range of its available movement. Halt - The target does not take any movement on its turn. This has no effect on undead, if it doesn't understand your language, or if your command is directly harmful for it. (8 + Spell Bonus vs WIS Save) Aura of Vitality Dispel Magic Aura of Vitality Evocation 1 Action V Healing energy radiates from you in an aura. Aft er casting this spell, you may heal a target within 3 tiles for 2d6 as a bonus action until the end of combat or until dispelled. Acquired at 12th Level Dispel Magic Abjuration 1 Action V, S Choose one creatu re within range. Any magical effects on the target end. Aid Magic Weapon Protection From Poison Magic Weapon 2nd Level Spell, Transmutation 1 Bonus Action V, S You touch a non magical weapon. Until the end of combat that weapon becomes a magic weapon with a +1 to Attack Bonus. Aid Abjuration 1 Action V, S Your spell bolsters your allies with toughness and resolve. Up to three creatures within range gain 5 Temporary Hit Points. Protection from Poison Abjuration 1 Action V, S You touch a creature. If it is poison ed, you neutralize the poison. Acquired at 10th Level Flavor Spells The following spells are included in the cleric's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a rol eplay sc enario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 8 Create Food or Water Purify Food and Drink Purify Food and Drink Transmutation 1 Action V, S All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. Create Food or Water Conjuration 1 Action V, S You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad. Ritual Spells Spel ls that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does . If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand. Level 8 Ceremony Detect Magic Detect Poison and Disease Detect Magic Divination 1 Action V, S , M Class Required: Artificer Cleric Bard Druid Paladin Ranger Sorcerer Wizard Components Required: 1x Unstable Essence 5x Arcane Res idue For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dir t. This is an RPR Spell, and does not require a DM Ticket! Ceremony Evocation 1 Hour V, S, M Class Required: Cleric Paladin Components Required: 2x Ring (Wedding Only) 2x Holy Water 5x Arc ane Residue You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting. Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. This is an RPR Spell, and does not require a DM Ticket! Detect Poison and Disease Divination 1 Action V, S, M Class Required: Cleric Bard Druid Paladin Ranger Sorcerer Components Required: 10x Mother's Leaf 5x Arcane Res idue For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Subclass: Oath of Ancients The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things-leaves, antlers, or flowers-to reflect their commitment to preserving life and light in the world. Tenets of Ancients This oath has been preserved for uncounted centuries. It emphasizes the principles of good above any concerns of law or chaos. Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair. Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren. Preserve your own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world. Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds. Bonus Proficiencies Skil ls: Nature Channel Divinity: Nature's Wrath As an action for the cost of 1 Class Resource, you can cause spectral vines to spring up and reach for a creature within 1 tile of you that you can see. The creature must succeed on a Strength saving throw or be restrained for up to two turns. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. Aura of Warding Ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 1 tile of you have resistance to cold, fire, and lightning damage until the end of their turn. Undying Sentinel When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically. Elder Champion Requires Level 12 Using your action, undergo a transformation. For the next three turns: At the start of each of your turns, you regain 10 hit points. Whenever you cast a paladin spell, you may cast it as a bonus action instead. Oath Spells 2nd 3rd Moonbeam (3rd) Aura of Vitality Moonbeam Evocation 1 Action V,S A silvery beam of pale light shines down. A creature is engulfed in ghostly flames that cause searing pain and must make a Constitution Saving Throw. It takes 3d10 radiant damage on a failed save, or half as much on a successful one. Shapechangers are reverted to their natural form on a failed save. (8 + Spell Bonus vs CON Save) Aura of Vitality Evocation 1 Action V Healing energy radiates from you in an aura. After casting this spell, you may heal a target within 3 tiles for 2d6 as a bonus action until the end of combat or until dispelled. Acquired at 12th Level Blinding Smite Moonbeam (2nd) Misty Step Moonbeam Evocation 1 Action V,S A silvery beam of pale light shines down. A creature is engulfed in ghostly flames that cause searing pain and must make a Constitution Saving Throw. It takes 2d10 radiant damage on a failed save, or half as much on a successful one. Shapechangers are reverted to their natural form on a failed save. (8 + Spell Bonus vs CON Save) Misty Step Conjuration 1 Bonus Action V Briefly surrounded by a silvery mist, you teleport up to 3 tiles to an unoccupied space that you can see. Acquired at 12th Level Blinding Smite Evocation 1 Bonus Action V The next time you hit a creature with a melee weapon attack, your weapon flares with a bright light, and the attack deals an extra 2d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. Subclass: Oath of Conquest The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness. Tenets of Conquest A paladin who takes this oath has the tenets of conquest seared on the upper arm. Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire. Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. Strength Above All. You shall rule until a stronger one arises. Then you must grow mi ghtier and meet the challenge, or fall to your own ruin. Bonus Proficiencies Skil ls: Intimidation Channel Divinity: Conquering Presence As an action for the cost of 1 Class Resource, you force each creature of your choice that you can see within 3 tiles of you make a Wisdom Saving Throw. On a failed save, a creature becomes frightened of you until the end of their next turn. Aura of Conquest You constantly emanate a menacing Aura while you are not incapacitated. This aura extends out around you for 1 tile in every direction. If a creature is frightened of you, it's speed is reduced to 0 while in the aura and takes psychic damage equal to half your paladin level when it starts it's turn there. Scornful Rebuke Requires Level 12 Those who dare strike you are psychically punished for their audacity. Whenever a creature hits you with an attack you may cause that creature to take psychic damage equal to your Charisma modifier if you are not incapacitated. Oath Spells 1st 2nd 3rd Fear Elemental Weapon Fear 3rd Level Spell, Illusion 1 Action V, S You project a phantasmal image of a creature’s worst fear. Each creature in a 3 tile cone must succeed on a Wisdom or become frightened until the end of it's next turn. (8 + Spell Bonus vs WIS Save) Acquired at 12th Level Elemental Weapon Transmutation 1 Action V, S A nonmagical weapon you touch becomes a magic weapon. Choose one of the following types: acid, cold, fire, lightning, or thunder. For the duration of combat the weapon has a +1 to Attack Bonus and deals an additional 1d6 damage of the chosen type when it hits. Does not work on ranged weapons. Acquired at Level 12 Bane Bane Enchantment 1 Action V, S Up to three targets of your choice within range must make a Charisma Saving Throw (DC 8 + Spell Bonus). Whenever a target fails the saving throw they are baned for the remainder of combat, taking -2 to Proficiency Bonus. Wrathful Smite Wrathful Smite Evocation 1 Bonus Action V The next time you hit with a melee weapon attack, your attack deals an extra 2d8 psychic damage. Additionally, the target must make a Wisdom saving throw or be frightened of you until the spell ends. A creature frightened by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, it is no longer frightened. Subclass: Oath of Devotion The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Tenets of Devotion Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. Honesty. Don't lie or cheat. Let your word be your promise. Courage. Never fear to act, though caution is wise. Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. Bonus P roficiencies Skil ls: Perception Channel Divinity: Sacred Weapon As an action for the cost of 1 Class Resource, imbue a weapon with divine energy to empower it. This grants a bonus to Attack Bonus equal to your Charisma, and grants the magical weapon property. If the weapon stops being held (i.e disarm), both buffs end. Channel Divinity: Turn Undead Use an action and 1 class resource to make all undead in a 3 tile radius around you make a wisdom saving throw (8 + Spell Bonus). If they fail the throw, they must immediately move their full movement doubled away from you, and cannot use movement on their next turn. Aura of Devotion Your presence emanates an aura of sunlight, dispelling any charmed statuses from yourself or allies within 2 tiles. Holy Nimbus Requires Level 12 Your aura of sunlight improves, allowing it to fend enemies in a 2 tile range. Whenever you have your reaction available, you may spend it to damage enemies within it for CHA+ SB (CHA) radiant damage. Oath Spells 1st 2nd 3rd Aura of Vitality Dispel Magic Dispel Magic Abjuration 1 Action V, S Choose one creature within range. Any magical effects on the target end. Aura of Vitality Evocation 1 Action V, S Healing energy radiates from you in an aura. After casting this spell, you may heal a target within 3 tiles for 2d6 as a bonus action until the end of combat or until dispelled. Acquired at 12th Level Bless Cure Wounds Bless Enchantment 1 Action V, S Up to three targets of your choice are blessed for the remainder of combat, granting +2 to Proficiency Bonus. Cure Wounds Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 1d8 + Spell Bonus. This has no effect on Undead or Constructs. Cure Wounds (2nd) Cure Wounds (2nd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 2d8 + Spell Bonus. This has no effect on Undead or Constructs. Subclass: Oath of Glory Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls. Tenets of Glory The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend. Actions over Words. Strive to be known by glorious deeds, not words. Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you. Hone the Body. Like raw stone, your body must be worked so its potential can be realized. Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends. Bonus P roficiencies Skills: Athletics Channel Divinity: Inspiring Smite After dealing damage with a successful smite, you can choose to inspire either yourself or an ally, granting you 16 Temporary Hit Points for the cost of 1 Class Resource. Aura of Alacrity You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your movement speed is increased by 1 tile, and any ally that starts their turn within 1 tile of you has their movement speed increased by 1 tile for that turn. Glorious Defense Requires Level 12 Whenever someone within 1 tile makes an attack against an ally or yourself, you can choose to use your reaction to take a single melee weapon attack against them up to 1 + Charisma times per short rest. Oath Spells 1st 2nd 3rd Guiding Bolt (3rd) Haste Guiding Bolt (3rd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 6d6 radiant damage and is exposed until the end of their next turn. (1d20 + Spell Bonus vs AC) Haste Transmutation 1 Action V, S Immediately grants Dash to target for their next turn, unless target cannot dash. Also grants +2 AC, and +2 Dex Save for 1 turn. Guiding Bolt (1st) Shield of Faith Guiding Bolt (1st) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage and is exposed until the end of their next turn. (1d20 + Spell Bonus vs AC) Shield of Faith Abjuration 1 Bonus Action V, S A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the remainder of combat. Acquired at 10th Level. Guiding Bolt (2nd) Blinding Smite Guiding Bolt (2nd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 5d6 radiant damage and is exposed until the end of their next turn. (1d20 + Spell Bonus vs AC) Blinding Smite Evocation 1 Bonus Action V The next time you hit a creature with a melee weapon attack, your weapon flares with a bright light, and the attack deals an extra 2d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. Subclass: Oath of Vengeance The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice. Tenets of Vengeance The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple. Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil. No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not. By Any Means Necessary. My qualms can't get in the way of exterminating my foes. Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds. B onus P roficiencie s Skills: Intimidation Channel Divinity: Abjure Enemy As an action for the cost of 1 Class Resource, you present your holy symbol and speak a prayer of denunciation, frightening and restraining a target within a 6 tile range until their next turn unless they succeed a wisdom save (8 + Spell Bonus vs WIS). Channel Divinity: Vow of Enmity As a bonus action and for the cost of 1 Class Resource, you can utter a vow of enmity against a creature you can see within' 1 tile of you. Gives the target -1 Movespeed for the remainder of combat. Usable only once per combat. Relentless Avenger When you hit a creature with an Attack of Opportunity or take someones reaction with Soul of Vengeance, you may also move 1 tile. This movement does not provoke attack of opportunity. Soul of Vengeance Requires Level 12 When a creature under the effect of your Vow of Emnity makes an attack or casts a spell, you can use your reaction to immediately try take away their reaction until their next turn. (8 + Spell bonus vs WIS.) Oath Spells 1st Level 3rd Level Dispel Magic Haste Haste Transmutation 1 Action V, S Immediately grants Dash to target for their next turn, unless target cannot dash. Also grants +2 AC, and +2 Dex Save for 1 turn. Dispel Magic Abjuration 1 Action V, S Choose one creatu re within range. Any magical effects on the target end. Bane Hunter's Mark Hunter's Mark Divination 1 Bonus Action V You choose a creature you can see within range and mystically mark it as your quarry. Granting you the ability to deal an additional 1d6 damage whenever you hit the target with a weapon attack. The caster gains +2 on tracking attempts on the target for 2 hours after combat ends. You may not use other player's hunter's marks for additional damage. You must still cast the spell yourself to gain the damage on the individual. Bane Enchantment 1 Action V, S Up to three targets of your choice within range must make a Charisma Saving Throw (DC 8 + Spell Bonus). Whenever a target fails the saving throw they are baned for the remainder of combat, taking -2 to Proficiency Bonus. Subclass: Oathbreaker An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains. A character may not select Oathbreaker at character creation, and they may not class/subclass change into this subclass through normal means. The process may be found within their Expectations on the FAQ page. B onus P roficiencie s Skills: Deception Channel Divinity: Dreadful Aspect As an action for the cost of 1 Class Resource, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 3 tiles of you must make a Wisdom saving throw (8 + Spell Bonus). On a failed save, the target is frightened until the end of their next turn. Aura of Hate Whenever you or any undead does melee weapon damage to anyone who is within' 3 tiles of you, the target takes extra damage equal to your charisma modifier. Does not stack with multiple Auras of Hate. Usable once per turn. Dread Lord Requires Level 12 You surround yourself with a deadly aura of gloom, reducing any bright light in a 3-tile range. For the cost of a bonus action you make a melee spell attack against a single target dealing 2d6 damage. Does not apply Aura of Hate damage bonus. Oath Spells 1st Level 2nd Level 3rd Level Hellish Rebuke (1st) Hellish Rebuke (1st) Evocation 1 Reaction V, S You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity Saving Throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. (8 + Spell Bonus vs DEX Save) Crown of Madness Hellish Rebuke (2nd) Hellish Rebuke (2nd) Evocation 1 Reaction V, S You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity Saving Throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one. (8 + Spell Bonus vs DEX Save) Crown of Madness Enchantment 1 Action V, S One humanoid of your choice that you can see within range must succeed on a Wisdom Saving Throw or become charmed by you for the remainder of combat. While charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On each of its turns it can make a Wisdom Saving Throw against your spell DC to end the effect. (8 + Spell Bonus vs WIS Save) Dispel Magic Spirit Shroud Spirit Shroud Necromancy 1 Bonus Action V, S Call forth the spirits of the dead, which flit around you for the duration. Until the spell ends, once on each of your turns, attacks you make deal 1d8 additional necrotic damage to a creature. Any creature that takes this damage cannot regain hit points until the end of their next turn. Dispel Magic Abjuration 1 Action V, S Choose one creatu re within range. Any magical effects on the target end.
- Soul-Wight | Halcyon D&D
Soul-Wight Creation Features Weaknesses Soul-Wight By willingness or force, you were forged by a dark ritual, removing your soul and placing it within a vessel to give you a new, boundless body as a vehicle for your whims. You serve to empower other undead creatures in their fight against the living, proving to be a tool for vengeance and carnage alike. So long as your soul remains, your war never ends. Whether you underwent this ritual of your own choosing to empower yourself or were forced to rise as a Soul-Wight by another. Your soul resides within a Soul Coin that remains in your possession or in the hands of another. Whoever holds it controls your destiny. Either by choice, or by force, you serve those who seek to turn undead against the living. Your new powers are beyond that of normal undead and you may retain the memories of your previous life, though they may be muddled, broken, or gone entirely after undergoing the rites of transformation. Creation This is a roleplay acquired affliction. To make a Soul-Wight, you must first access Restricted Research and learn about the Libram of Souls and Flesh. With possession of the libram, you may take Soul Slivers as a consequence to PvP. Researching the Libram of Souls and Flesh also unlocks the ability to perform the ritual of Soul Raising. Ritual of Soul Raising Must be performed on Unholy Hallowed Ground. All reagents are lost regardless of ritual roll. 10x Soul Slivers 1x Diamond 5x Incense 25x Arcane Residue 1x Living Creature who is the Target (( A player must consent to becoming a Soul-Wight. The ritual will always succeed.)) Features A character loses access to their race, class, and subclass by choosing this affliction. You do not require character levels or experience to access features. You may attune to non-class restricted magic items. Basics Base Hit Points: 108 Actions: 2 Attack, 1 Bonus, 1 Reaction Proficiencies Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Proficiency Bonus: +4 Undead Immunities You are immune to magical sleep and effects that leave you poisoned. Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Necrotic Laced Blade Your attacks deal an additional 1d6 necrotic damage. This is excluded if the Soul-Wight is under the effect of an elementally charged weapon. Twisted Skeleton Your unarmed attacks are more powerful, constitute as magical attacks and have the finesse property. They deal 1d6 + ST R damage. Life Detection You can always see that which you despise―life itself. You ignore Invisibility on a target so long as the target is not undead. Life Drain After a successful melee attack, use your bonus action to deal 2d6 additional necrotic damage. The target cannot be healed by any means other than a life transference spell for 1 turn. Can be used in combination with AoO attacks, if you still have your bonus action remaining when hitting them. Grave Orders The Wight can spend a bonus action to speak a ghastly incantation, ailing a target to, or away, from incapacitation. Grave Orders can only be used on each target once per combat and cannot target self. Death Ward Spend a bonus action to place Death Ward on a target that lasts until they end their turn or it takes effect. If the target would drop to 0 hit points as a result of taking damage while Death Ward is active, the target instead drops to 1 hit point unless the damage was fire or radiant and the status ends. Death Watch Spend a bonus action to place Death Watch on a target that lasts until the end of their turn. Death Watch prevents the target from using any ability/spell that allows them to persist fighting after hitting 0 HP, or returning to 1 HP while active. Death Wrath Spend a bonus action to empower an Undead ally, granting them advantage on their next turn. Territorial Servant When you are fighting in your clan base or are in combat with whomsoever turned you into a Wight, your draining abilities are empowered. Once per combat, as an action, you may remove a level 2 and 3 spell slot from a single enemy. Root of Undeath Simply succumbing to your draining abilities can infect individuals with a disease that ails them closer to undeath. In the consequences phase, you may choose to inflict a disease on the target that reduces their maximum hit points by 25 and reduces their Constitution Saving Throws by 3. If they are ever killed under this effect, there is a chance they will rise again as a zombie. (DM Approval Only) Grave Resistances You have resistance against psychic, necrotic, and poison damage. Rise from the Grave Once per 18 hours the Soul-Wight may clear the Wounded, Severely Wounded, Death's Door, Maimed, and Cursed statuses from themselves. If a Soul-Wight is narratively killed with the coin still existing they are only given Theft consequences and nothing additional. Weaknesses Undead Weaknesses You have weakness to radiant damage. Sunlight Sensitivity While in sunlight, the soul-wight has disadvantage on perception checks that rely on sight. Shackled Soul When you were created, your soul was used as a catalyst in the ritual. It was bound within the confines of a Soul Coin that now exists on this plane. So long as this coin exists, you cannot be destroyed. If you fall in battle and your body is destroyed you will manifest again so long as your soul remains tethered to this coin. Whoever possesses this coin can exert great control and command over you as they hold your very existence in the palm of their hand. Curse of the Grave Healing magics have no effect on the undead.
- Eladrin | Halcyon D&D
Eladrin Basic Traits Racial Traits Eladrin Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season forever. Autumn: Peace and goodwill, when summer’s harvest is shared with all. Winter: Contemplation and dolor, when the vibrant energy of the world slumbers. Spring: Cheerfulness and celebration, marked by merriment and hope as winter’s sorrow passes. Summer: Boldness and aggression, a time of unfettered energy and calls to action. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 155 cm (5'0") Max: 185 cm (6'0) Languages Common Elvish Sylvan Life Spa n Adulthood: 100 years Longevity: 750 years Movement 3 tiles per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fey Ancestry You are immune to magical sleep effects. Fey Step Once per long rest, as a bonus action, you can magically teleport up to 3 tiles to an unoccupied space you can see. Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Furthermore, Eldarin may change their season upon using their trance. Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span.
- Thievery | Halcyon D&D
Thievery Storylines and DMNPC Encounters There are three situations in which items can be taken from other players. It is only allowed to steal items that are exclusive to the Halcyon House Mod from other players. This means base Conan games items, or items from other mods, are not to be taken. Including but not limited to: shapeshifts, RPR keys, and base game armor pieces. Pickpocketing Y ou may attempt to pickpocket another so long as you have at least a +1 in Sleight of Hand. You must emote out the attempt prior to rolling your Sleight of Hand, after which anyone within sight of the attempt may roll Perception against the attempt to decide if they were able to see the action. If anyone rolls a Perception that is the same or higher than the Sleight of Hand, they may react to the thief's attempt. If the victim's Perception roll is equal to or greater than the thief's Sleight of Hand, they may take action and prevent the theft. Otherwise, all Perception rolls resolve after the action has taken place. You may only take 25 gold pieces from the victim, and you may only pickpocket a character once per day. If your class features a Mage Hand, you may use it to pickpocket from 3 tiles away at a -4 Sleight of Hand modifier. This penalty does not apply to Arcane Tricksters. Theft as a Con sequence Following a PvP, the victor may impose theft as a consequence during the Consequence Phase. When a player is searched, they must reveal any and all belongings they carry on them: currency, magical items, weapons, armor, potions, crafting materials, etc. Then, the thief may pick one of these things to take. Once the thief selects their options from the list below, they cannot take anything else and the consequences phase for the PvP is considered to be over. The items and amount that can be taken are as follows: Skirmish PvP: Up to 300 gold 1x Tier 1 Potion 1x Tier 1 Armor 1x Non-magical weapon/tools & 1 full stack of ammo 1x Unattuned magic item (Excluding Spellbooks) 1x Minor Spellbook 30 of any crafting material (including letters) Standard PvP: Up to 600 gold 2x Potions, or 1x Tier 2 potion 1x Tier 2 or lower Armor 1x Non-magical weapon/tools & 2 full stacks of ammo 1x Magical weapon/tool 1x Unattuned magic item (Excluding Spellbooks) 1x Minor or Basic Spellbook 60 of any crafting material (including letters) Subsequent PvP: Up to 600 gold 2x Potions, or 1x Tier 3/2 potion 1x Tier 3 or lower Armor 1x Non-magical weapon/tools & 2 full stack of ammo(40) 1x Magical weapon/tool 1x Unattuned magic item (Excluding Spellbooks) 1x Magical Spellbook 60 of any crafting material (including letters)
- Genasi (Earth) | Halcyon D&D
Earth Genasi Basic Traits Racial Traits Earth Genasi Tracing their ancestry to dao, the genies of the Elemental Plane of Earth, earth genasi inherit dao’s steadfast strength and control over earth. An earth genasi’s skin can be the colors of stone and earth or a human skin tone with glittering sparkles like gem dust. Some earth genasi have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim, yellowish glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal. Earth genasi tend to be strong and tough, but are often stubborn and oblivious. They tend to be indifferent to others of their kind and thus in many cases isolate themselves. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 150 cm (4'11") Max: 190 cm (6'3) Languages Common Primordial Life Spa n Adulthood: 18 years Longevity: 120 years Movement 3 ti les per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Damage Resistance Covered in hardy, stone-like scales or gems, earth genasi shrug off more physical damage than most. You gain physical resistance (-2 to all physical damage sources). This does not stack with other sources of physical resistance. Earth Walk You are immune to knockdown effects caused by surface spells, such as grease or sleet storm.
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