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- 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
- Lycanthropy | Halcyon D&D
Lycanthropy Pact Dynamics Features Weaknesses Lycanthropy One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. ​ A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying the bestial urges that rage inside it. However, when a full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form, or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. It might not remember the events of its transformation, though those memories often haunt a lycanthrope as blood dreams. ​ ​ Lycanthrope Packs Lycanthrope Packs From the first ancient manifestation of the curse, lycanthropes have spread their scourge upon civilizations. Harrowing tales and epics of the wolves and bears that prowl the night, passed down through generations to warn and instruct in the hopes of keeping their kin safe, yet still: the bite cannot be denied. There are many packs within the world, made manifest by an Ancient wielding the curse eons prior; now presided over by Greater Lycanthrope with their own variety of the affliction. The lessers of their packs and sleuths carry these tumultuous feelings and ideals. It whispers and echoes in their blood, and under the glow of the full moon these pacts scream their absolution. Regardless of the Pack that is chosen, all characters must adhere to the basis of Lycanthropy. Every pack still retains their weaknesses and strengths, and all are a slave to their instincts. ​ Of Canine and Claw While there are many lycanthropes within the world, two types are generally seen and understood: the Werewolves and the Werebears. Werewolves are usually seen as the more hot tempered, vicious entities, spreading their curse and chaos when turned. When not alone, they hunt and live in packs, vehemently dedicated to rank and strength. Their hot blooded nature, predatory instincts, and aptitude for violence can outweigh their desire for peace and calm. ​ On the other hand, Werebears generally trend towards the opposite spectrum from their wolven counterparts. Often known as protectors, when not alone they live in sleuths, which defend territory and care for others- especially those who cannot defend themselves. They more than naught exude a stalwart defiance against senseless violence, and have a proclivity for patience and understanding. Real or perceived threats to their territory or family are not simply endured, however. A Werebear's wrath is rare and fatal. ​ ​ ​ ​ Rashness Courage Anarchy Temperance Irascibility Patience Irascibility ​ Resentment and lability. Anger, bitterness, disappointment, or disgust will bubble first in the minds of these Lycanthropes. The reaction, a spectrum between restrained or violent, are reliant on life's many factors. But the emotion will always arise, always demand a vented spleen, a payment for violations. Easily provoked and even harder to manage, this pact rises bloodlust, suspicion, offense, and temper as a tsunami. The roar of emotion, whether accurate or not, crashing over reasoning. A trespasser in their sights may be forgiven, but the slight will never be forgotten. The Irascibility pack demands fairness in kind, a balance unbroken, and perceived debts paid in full. Courage ​ ​ Those in this resolute pact show it through many faces. A dedication to moving forwards, holding steady, conquering fear or lack of control, and finding what is right, true, or authentic then defending it with every fiber of their being. But all courage involves hardship. Courage is a choice to confront that which is difficult, frightening, painful, and disturbing. Lycanthropes from this pact constantly weigh the balance between fear and hope, risk and reward, and choice and action. These Lycanthropes are often haunted by the morality of life, such as the difference between being good, nice, or right. They are immovable, until it is time to be unstoppable. Rashness ​ Lycanthropes of this pack are quick to act, and react, without consideration of consequence. Their power assures their success. Their opinions and feelings are eager to paint the world in their image. Heightened emotions, especially those from vices, distress, or anger, lead to extreme urgency, expedited boredom, and crumbling promises or inhibitions. A Lycanthrope of this pack is flexible, impulsive, and finds relaxation and happiness in their creativity. There is a freedom in acting without thought. Living spontaneously in the moment. They are the epitome of risk, despite any reward or cost. ​ Temperance ​ ​ Herein lies guilt. Lycanthropes of the Temperance pact have given everything to resist their curse. Often they have lost loved ones or past lives to their afflictions, and as such dedicate themselves to painstaking precision, modest humility, and the ideals of forgiveness. There is no end to the search for inner peace and self control, often adding subtle restraints against indulgences. This virtue weighs heavy on the mind and soul, snapping at great cost. Their fortitude is constantly corrected, every mistake a crumble in the dam. Their curse is their inner demon and they are cloaked in the cancer of it, desperate to keep the monster trapped, lest it get the chance to fall the veil and bare its devastation. Anarchy Society crumbles beneath the uncontrollable chaos that is the Anarchy clan of Lycanthropy. From the borderline feral to the gruff and awkward, they have no care for subtlety, social cues or norms, or following rules or laws. In fact they find amusement from balking against the grain, witnessing the dissonance, questioning philosophies, ideals, sociology, even others’ theologies whether they happen to agree with someone or not! These Lycanthropes are antisocial, uncontrollable, and even if they break no real laws, can quickly outstay any welcome, kill any mood, or elicit one’s questioning of life's choices simply with their unacceptable behavior. It is a delight to destroy domesticity. It is a test to tamper with tranquility. Their bedlam cannot be belayed. Patience A judge of lambs. Lycanthropes of the patience pact rarely feel the need to exert their control or power. They are the apex, the royalty, the confident dance of death stalking amongst cattle. They pride themselves in their control, their inner curse demanding the blood of those who threaten their herd or, on rare occasion, one of their own who might egregiously step out of line. These lycanthropes delight in the slow hunt of prey, playing with their food, especially if their target is another predator, and even more thrilling if it's another predator’s prey. They wait until the perfect time to strike, tenderizing the meat before slaughter. Features 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. ​ Transformation: Werewolf As a bonus action, you may assume the hybrid form granted by your strain of lycanthropy. While transformed, the werewolf gains the following basic features: +2 Strength and Dexterity. +2 Hit bonus (Unarmed). 18 AC as Natural Armor (your equipped armor is unequipped when you transform). You gain 20 max hit points when transforming for the first time per combat. You gain +1 Attack Action (to a max of 2). You gain a magical Bite Attack and Claw attacks with the Finesse property (1d10+atr, 1d8+atr). You may climb with no movement penalty. When you transform, all of your used equipment merges into your new form. Upon deshifting, you may choose to have your equipment fall off your person or be re-equipped. ​ ​You may transform 6 times per long rest. Werewolves cannot use weapons, armor, or use any potions or abilities from their class or subclass while transformed. Further, when you fall in combat during a PvP you must de-shift excluding during a Full Moon. ​ Additionally, you gain access to the following more advanced abilities: ​ ​ Shapechanger You are immune to polymorph. Additionally, during a full moon you cannot have your form forcefully reverted with Moonbeam or Brand of the Axiom. ​ Ferocious Momentum You may dash for the cost of a bonus action. ​ Rending Claw Draw your claws across the target, dealing 1d6 damage and applies Exposed to the target on a hit until the end of their next turn and lowering the Inner Fury of the lycanthrope by 1 on a success. Limited to one augmented lycanthrope ability per turn. ​ Infectious Bite Tear into your target with your teeth, dealing 1d8 damage and applies Poisoned to the target on a hit until the end of their next turn and lowering the Inner Fury of the lycanthrope by 1 on a success. Limite d to on e augmented lycanthrope ability per turn. ​ Wereregeneration As a bonus action you may give into your curse, allowing the inner fury to accelerate the mending of your injuries. Regaining 3d6 + 6 hit points and increasing your Inner Fury by 3. This is usable once per turn. ​ Unleash Fury Once on each of your turns you may give into your inner fury to deliver an additional 2d8 damage with one of your attacks. Increases your Inner Fury by 2. ​ Lycanthrope Howl Unleash a fearful howl. Granting all other lycanthropes within range advantage until the end of their next turn and lowers their Inner Fury by 2. Additionally all other lycanthropes within range may make an attack of opportunity against a target that you decide. Non-lycanthropes who hear this howl much succeed a DC 15 Wisdom Saving Throw or be frightened until the end of their turn. Usable once per Long Rest. ​ ​ Pack Authority R equires Greater Lycanthrope ​ You are a Greater Lycanthrope , one of the strongest a pack leader. You may create Lesser Lycanthropes, so you must be able to control them. When you deal damage to a Lesser Lycanthrope you deal an additional 2d8 typeless damage to them once per turn. Weaknesses Inner Fury The lycanthrope is filled with an eternal anger from their curse. This is reflected by the Inner Fury Resource. When starting PvP without having the Sated buff it will start at 6, while with the buff at 0. This resource may be spent using certain abilities in combat and to gain the Sated buff for a period of 48 hours a lycanthrope must use the Maul consequence, unleashing their fury on the target and leaving them bloodless. ​ Pack Mentality The curse of lycanthropy makes you quick to anger. This can come in the form of rash decision making or doing whatever it takes to protect those you care about. ​ Silver Hypersensitivity Silver has an adverse effect to the curse that swells within your veins. The simple touch of it against your skin burns. Weapons made of silver deal an additional 6 damage to anyone suffering from Lycanthropy. ​ ​ Call of the Moon While most who have embraced the curse within them are able to control when and where they transform through training and discipline, it is impossible to hold back the urge during a full moon. All lycanthropes go into an uncontrollable rage and are fueled by a desire to hunt once per month (this will only be enforced during server wide events and will be announced prior, during which all players with the affliction will be forced to transform).
- Vampirism | Halcyon D&D
Vampirism Bloodlines Features Weaknesses Vampirism Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. ​ Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. Ones fascinated with power and control may seek to create a vast host of thralls. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed. Vampiric Blood Lines Vampiric Blood Lines While it is unknown who cast the first ancient curse, Vampirism has manifested and warped into seven distinct bloodlines spread across the lands. Each has distinct and noticeable attributes to those whom the curse effects. It is believed that a single Elder Vampire presides at the head of each line. Beneath them: an untold amount of True Vampires all capable of carrying death upon the night and spreading the curse to others. When turned, a Vampire Fledgling and then Vampire Spawn will share the bloodline of their sire, the True Vampire who turned them, thus becoming imbued with the bloodline’s attributes. Regardless of the Line that is chosen, all characters must adhere to the basis of Vampirism. Every bloodline still retains their weaknesses and strengths, and all are a slave to their bloodlust. ​ ​ Lost To Time ​ Those of the Lust and Sloth bloodlines have been completely absent for quite some time. Those of Sloth have taken too long in their reveries, Lust too far gone within their longing for others. These lines are so rare, it’s almost impossible to have seen one in the yawning void of existence for the other vampire bloodlines. (Due to this, players will not be able to choose these particular bloodlines at this time.) ​ ​ ​ ​ Avarice Gula Invidia Ira Luxuria Superbia Tistitia Lust ​ The line of Luxuria fills the vampire with an intense longing for others. This can show in the form of unbridled desire for fornication, money, or even power. Though even with eternity on their side they are doomed to never stop wanting. Of course, that isn’t to say their desires are not tainted. Those of the Luxuria Bloodline are vividly obsessed with others that they latch onto. It is not simply a desire of the flesh, but a desire for what makes a person just that. They sup upon it all, the body, mind, and soul to their content. Nothing is outside of their purview and they spread their malicious compulsion wherever they go. Many victims do not realize something is wrong until it is far too late. Gluttony ​ ​ Vampires of this bloodline are the most ravenous. Their eternal thirst is even more impossible to curb. They are the ones who drain entire villages, hunt without end, and often draw the most attention to themselves. They take all that they can, uncaring of the quality put into the work, the blood, or the craftsmanship. They are completely smitten with the wanton need for more, over-indulging in anything they can get their hands on. Driven as if emaciated, their starvation knows only urgency. Their selfishness will swallow, until there is nothing but their void left. Greed ​ Hunger is not the only thing that drives those of this cursed lineage. Unable to pass up the desire to amass wealth, treasures, or anything else they believe will lead them to fortune. This can range from the most exquisite blood to artistic masterpieces, to even a collection of refined trinkets. Incredibly insatiable and shallow, those of this bloodline find themselves basking in the satisfaction of other’s deprivation. Even metaphorical valuables can make up their horde, such as the proverbial purse strings of one’s soul. The cost will always outweigh their desire to acquire, to possess in absolution, and to own. ​ Sloth ​ The line of Tristitia can be seen as the sheer opposite of those of Luxuria. A twisted form of apathy reigns within these vampires, causing them to seem even more aloof, uncaring, or bankrupt than others of their kin. They are equally some of the most conniving, taking countless days or even weeks coming forth with a plan of action for their coven. Due to this, they rarely draw much attention to themselves, and there’s but a whisper in the wind behind the inevitable downfall of their enemies. While they can hunt for themselves, they are more often calling on others to do the work for them, too wrapped within their own thoughts to remember to feed. Moody and absent, they’ve seen the worst of existence, and refuse to give the world any more of their effort. Wrath ​ ​ Mortals cannot fathom the malignant rage that seethes through these vampire’s veins. Those of this bloodline are warped almost beyond recognition by their fury, their minds a cacophony of misplaced prejudice and disdain. They are the most feral of all bloodlines, caring not of any nefarious plans to keep themselves hidden or their safety by and large. The vampiric curse has perverted the minds of the Ira Bloodline, burgeoning them to become natural to the fight, and hungry for the kill. Their minds screeching, pounding for violence for violence’s sake, these vampires are a force to be reckoned with, especially alone. They rip and tear and cleave, destroying any flesh or mind in its wake. Envy Sad, resentful, and covetous vampires fill this bloodline. Their curse cries and whines for them to obtain possessions from others, by force if necessary. But it’s never enough. They are the ones that work within the shadows, a dripping poison on the tongue, pulling the strings of all the little marionettes. Making them dance and sing and wail, then replacing their old and tattered toys with the bright and shiny new ones. That is not to say, however, that they do not get their own hands dirty. The feeling of joy follows the ripping and carving of another’s reputation, their misfortune and grief. They hone in on their prey, destroying them meticulously with words and phrases, turning another’s greatest hope into their darkest sorrow. Taking it from them… only to have it turn to sand in their own hands. Slowly, these fleeting joys will always and inevitably sour, bringing back the cycle of anger and annoyance. The grass is always greener. And nothing they have looks as golden as it had before it was theirs. Pride Swathed in nothing but the finest of silks while they drink from one’s veins, the Superbia Bloodline turn their nose to all those they deem below them. They are the Aristocrats and Noblepersons. Known for their haughtiness and vanity, these particular vampires are incredibly prudish, dutifully intent on hierarchy, and are known to amass underlings, henchmen, and spawns to serve them. Those under them are treated with contempt at best and fodder at worst. The bloodline is riddled with sophisticated devourers, demanding only the finest blood from their preferred and carefully selected prey. They are quick to be offended, blame others, and reassure their own ego. Their arrogance is well-deserved, and any who question that are reminded of their place in the food chain. Features 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. Spider Climb You have a climbing speed equal to your movement speed. You can move up, down, and along vertical surfaces while keeping your hands free. While climbing a surface you may only make a single melee attack against a target within 1 tile (regardless of your own reach). If you take any other action (such as casting a spell, or swapping weapons) you fall to the ground below and are subject to the usual fall damage. ​ Empowered Unarmed Strike Your unarmed attacks are more powerful, constitute as magical attacks and have the finesse property. They deal 1d8 + AT R damage. ​ ​ Eternal Thirst You are driven by an eternal desire to drink the blood of other living creatures. When you roll initiative your thirst activates. If you are under the effects of the Recently Fed buff from using the Feed Consequence in the last 48 hours, or drinking from a Blood Vial in the last 24 hours your Eternal Hunger starts at 0. Otherwise it is set to 6. ​ When your Eternal Thirst is equal to, or greater than 4 and you begin or end your turn your are given the Starving debuff. ​ Drain Vitality As a full round action, and against a target that is either Grappled, Knocked Prone, Stunned, or Charmed you may make an attack to attempt to drain them of their vitality. On a success the target takes 2d8 points of necrotic damage, you gain 1d6 + CON hit points and your Eternal Thirst is reduced by 2. ​ Vampiric Regeneration As a bonus action, and so long as your Eternal Thirst does not exceed 6, you may gain 1 Eternal Thirst and heal for 2d6 + CON + Eternal Thirst hit points. ​ Unnatural Speed As a bonus action, and so long as your Eternal Thirst does not exceed 3, you may gain 3 Eternal Thirst to gain one extra action on your turn. This may not be used to cast a spell if you have already cast a spell, and you may not take the same Full Round Action more than once on any turn. ​ Enthralling Gaze As a bonus action, you may attempt to charm a target you can see within range. The target must succeed a DC 16 Wisdom Save or be charmed by you until the end of their next turn. A creature charmed in this way is always willing to receive your Drain Vitality bite attack. Any time you, or one of your allies do anything harmful to the target it may repeat the saving throw. Once a target succeeds on its saving throw, or the effect wears off it is immune or the remainder of combat. Using Drain Vitality on an Enthralled target removes this effect. Blood Frenzy Once per combat when your Eternal Thirst is greater than 5 you may select a target that you can see in range. Temporarily removing the downsides of your hunger until the start of your next turn and granting a +4 bonus to hit with melee attacks, a +4 bonus to Athletic checks, and 1 extra attack action on your turn. ​ Necrotic Resistance You have resistance against necrotic damage. ​ Alter Memories You gain the ability to make a creature unaware of your magical influence on it. When you charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed. ​ Alternatively, you may use this feature in conjunction with a feeding consequence to have a creature forget the details of the combat. They remain aware who they were with before the fight took place, and that there was a fight, but further details are too clouded. This cannot be dispelled or reversed. Once it has been done the effects are irreversible. ​ Ageless Bloodline Requires True Vampire ​ You are a True Vampire, one of the oldest and strongest of your kind. You may create Vampire Spawn, so you must be able to control them. When you deal damage to a Vampire Spawn you deal an additional 2d8 typeless damage to them once per turn. Weaknesses Forbiddance The vampire can't enter a private residence without a verbal invitation from one of the occupants inside. ​ Any building that is open to the public or openly accepting visitors such as taverns, gathering halls, or open homes with no expectation of privacy do not require an invitation inside. The invitation need only be given by a living creature on the inside, not the home owner. The invitation may not be revoked and expires as soon as the vampire exits the residence. ​ Sunlight Hypersensitivity The vampire takes 12 radiant damage when it starts its turn in the sunlight. Damage from this source does not prevent fleeing. ​ All vampires burn in direct sunlight. This can be partially negated by having their bodies covered by clothing, but the vampire will always have some level of discomfort. You do not need to roleplay literally burning in the sun and will only take damage while in combat, however you should be roleplaying some level of avoidance of directly standing in the sunlight, as it will still heavily tax and pain you regardless. The snowy regions of Exiled Lands are exempt from Sunlight Hypersensitivity. ​ ​ Eternal Thirst The vampire is forever filled with the desire to quench its unyielding thirst. As a consequence, you may feed on your victim's blood granting yourself a +1 to Attack and Spell Bonus for 24 hours. Alternatively, if the vampire has not fed in the last 24 hours, they take the following negatives: -1 Strength Saving Throw, -3 Constitution Saving Throw, -2 Dexterity Saving Throw, -1 Intelligence Saving Throw, -6 Wisdom Saving Throw, and -3 Charisma Saving Throw. ​ As a consequence, the vampire may also collect a vial of blood from their victim and consume it at a later point. Vials of Blood heal 3d6 hit points on consumption. ​ Curse of the Grave Healing magics have no effect on the vampire. ​ Radiant Weakness Your undead nature leaves you weak to radiant damage.
- Dhampir | Halcyon D&D
Dhampir Basic Traits Racial Traits Dhampir Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampir a taste of a vampire's deathless prowess in the form of dark vision and innate abilities. ​ Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reason to indulge. All dhampirs have red eyes regardless of race due to their cursed origin. ​ To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height ​ Min: As per original race ​ Max: As per original race ​ Langua ges As per original race ​ Life S pa n ​ A dulthood: As per original race ​ Longevity: As per original race ​ Mo vement 3 ti le s per turn ​ Race Expectations Dhampirs should not be played as a "daywalking" vampire. Characters of this nature tend to devalue both the characters and effort put in by those with an actual vampirism affliction. As such we expect all Dhampirs to stay within the mold of despising their vampiric h eritage and not feed on people. They should abhor drinking blood, feeding on anyone, and have little to no love lost for full vampires. You will need DM approval to roleplay a Dhampir outside of these bounds. Failure to adhere to his will result in immediate character retirement. Racial Traits Bite Attack A finesse-based attack action that deals 1d6 damage and heals you by 1d6. Darkvision ​ You have superior vision in dark and dim conditions, negating the Perception present at nighttime and in the dark areas of the world. ​ Deathless Nature You do not need to breathe. ​ Spider Climb You have a climbing speed equal to your movement speed. You can move up, down, and along vertical surfaces while keeping your hands free. While climbing a surface you may only make a single melee attack against a target within 1 tile (regardless of your own reach). If you take any other action (such as casting a spell, or swapping weapons) you fall to the ground below and are subject to the usual fall damage.
- Kobold | Halcyon D&D
Kobold Basic Traits Racial Traits Kobold Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ancestry in the glint of their scales and in their roars. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons. In some lands, kobolds serve chromatic or metallic dragons—even worshiping them as divine beings. In other places, kobolds know too well how dangerous those dragons can be and help others defend against draconic destruction. ​ Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed, their cry resonates with draconic power. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Being smaller than 140 results in Conan wonkin ess, so please keep in mind that proportions must remain believable. ​ Min: 100 cm (3'3") ​ Max: 110 cm (3'7") ​ Langua ges Common Draconic ​ Life S pa n ​ A dult hoo d: 18 years ​ Longevity: 120 years ​ ​ Mo vement 3 ti le s 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. ​ Brave Defiant in nature, kobolds are immune to being frightened. ​ ​ ​ Craftiness Kobolds, often underestimated, are clever creatures. You are proficient in Arcana and Sleight of Hand. ​ Natural Magic (Arcane) ​ Kobolds are attuned to the basics of draconic sorcery. You know the Fire Bolt cantrip.
- Reborn | Halcyon D&D
Reborn Basic Traits Racial Traits Reborn Death isn't always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends with their ashen flesh making it clear that they've been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own. ​ Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or vision of the past to come rushing back. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height ​ Min: As per original race ​ Max: As per original race ​ Langua ges As per original race ​ Life S pa n ​ A dulthood: As per original race ​ Longevity: As per original race ​ Mo vement 3 ti le s per turn ​ Racial Traits Deathless Nature You have escaped death, a fact represented by the following benefits. You have advantage on death saving throws. You don't need to eat, drink, or breathe. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness. You are still classified as a living creature. ​ Knowledge from a Past Life You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make a skill roll, if all parties consent, you may roll an additional 1d6 and add it to the number rolled. ​ Poison Resistance You have resistance to poison damage.
- Rogue | Halcyon D&D
Rogue Class Features Arcane Trickster Phantom Soulknife Swashbuckler Rogue Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. ​ When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities. ​ Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators. Subclasses Class Features Basics Base Hit Points: 56 Hit Points per Advancement: 14 Actions: 1 Attack, 1 Bonu s, 1 Reaction Casting Attribute: Dexterity Arcane Trickster: Intelligence Starting Kit Dagger​ Dagger (Off Hand) Leather Armor Thieves' Tools ​ Proficiencies Armor: Light armor Weapons: Simple weapons Saving Throws: Dexterity, Intelligence Skills: Acrobatics, Investigation, Sleight of Hand, Stealth Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) ​ Cunning Action Your quick thinking and agility allow you to move and act quickly. You may take the dash or disengage action as a bonus action on your turn. ​ Sneak Attack You know how to exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if that creature is currently knocked down, you have an ally that has targeted them in the last or current turn within 1 tile, or if the creature has not targeted you at all in the last or current turn. ​ Steady Aim As a bonus action, you give yourself +2 on your next attack roll. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action your speed is 0 until the end of the current turn. If the attack hits, you are able to use Sneak Attack. ​ Thieves' Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. ​ In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. ​ Uncanny Dodge When an attacker that you can see hits you with an attack you may use your reaction to halve the attack’s damage against you. ​ Roguish Archetypes Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques. Choose your roguish archetype (subclass) from the four listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Subclass: Arcane Trickster Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers. ​ Bonus P roficiencies Skills: Arcana Spell Bonus:​ Level 10: +3 Level 12: +1 (4) ​ Mage Hand Ledgerdomain You may pickpocket anyone within 3 tiles using your Mage Hand, with no penalty. All other pickpocket rules apply. ​ Versatile Trickster As a bonus action, you can designate a creature within 1 tile and distract them with your Mage Hand. Granting you a +2 bonus to Attack Bonus until the end of your turn. This enables the use of Sneak Attack. ​ Spell Thief Requires Level 12 ​ Immediately after a creature casts a spell that targets or includes you in the area of effect, you may use your reaction to force the creature to make a saving throw with its spell casting ability modifier. On a failed save, you negate the spell’s effect against you and refunds you one 2nd and one 3rd level spell slot. Usable once per Long Rest. (8 + Spell Bonus vs INT/WIS/CHA Saving Throw) ​ Spell Slot s ​ ​ ​ ​ ​ Spells Level 10 1st: 4 2nd: 2 3rd: 0 Level 12 1st: 4 2nd: 3 3rd: 2 Cantrips 1st 2nd 3rd Fire Bolt Lightning Lure Shocking Grasp Sword Burst Lightning Lure Evocation 1 Action V You create a lash of lightning energy that strikes at one creature of your choice that you can see within 2 tiles. The target must succeed on a Strength Saving Throw or be pulled 1 tile towards you and take 3 d8 lightning damage. (8 + Spell Bonus vs STR Saving Throw) Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Fire Bolt Evocation 1 Action V, S You hurl a mote of fire at a creature or object within range. 3d10 Fire Damage (1d20 + Spell Bonus vs AC) Shocking Grasp Evocation 1 Action V, S Lightning springs from your hand to deliver a shock to a creature you try to touch. On a hit, the target cannot take reactions until the end of their next turn. 2d8 Lightning Damage (1d20 + Spell Bonus vs AC) Charm Person Disguise Self Ice Knife Sleep Charm Person Enchantment 1 Action V, S You attempt to charm a humanoid you can see within range. It must make a Wisdom Saving Throw. If it fails the saving throw it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns. (8 + Spell Bonus vs WIS Save) Ice Knife Conjuration 1 Action V, S You create a shard of ice and fling it at one creature within range. Hit or miss, the shard explodes. The target and each creature within 1 tile of the point where the original target is located must succeed on a Dexterity Saving Throw or take 2d6 cold damage. (8 + Spell Bonus vs DEX Saving Throw) Disguise Self Illusion 1 Action V, S You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for two hours or until you use another action to dismiss it. You can seem 1 foot taller or shorter and can appear thin, fat, or in between. You can’t change your body type so you must adopt a form that has the same basic arrangement of limbs. ​Any changes created by this spell are purely visual. You cannot grow additional body parts with this spell, and if someone touches a part of your illusion that does not match with your physical being by shape or texture, they will immediately be aware that an illusion is at play. If someone for any reason whatsoever suspects you for being disguised, they may roll Investigation against your Spell Bonus + 8 as the DC to learn an illusion is in use. This spell will be automatically dispelled upon entering combat. ​ Acquired at Level 10 and y ou may not disguise as an Advanced Race or a different gender than your own. Sleep Enchantment 1 Action V, S Attempt to put the target into a magical slumber. They must succeed a Constitution Saving Throw (DC 8 + Spell Bonus) or be put to sleep and fall prone until the end of their next turn. If the creature is attacked while asleep they will wake up early. ​ Acquired at 10th Level Cloud of Daggers Invisibility Shadow Blade Invisibility Illusion 1 Action V, S A creature you touch becomes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends when the target takes any action. ​ Acquired at Level 12. Cloud of Daggers Conjuration 1 Action V, S You fill the air with spinning daggers in a 1 tile cube. Every creature within 1 tile of that tile takes 4d4 slashing damage. Shadowblade Illusion 1 Bonus Action V, S You weave together threads of shadow to create a sword of solidified gloom in your main hand. This magic sword lasts for the duration of combat, dealing 2d8 psychic dam age a hit. Dispel Magic Fireball Dispel Magic Abjuration 1 Action V, S Choose one creature within range. Any magical effects on the target end. Fireball Evocation 1 Action V, S A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.. Each creature in a 2 tile radius sphere centered on that point must make a Dexterity Saving Throw. A creature takes 6 d6 fire damage on a failed save, or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Flavor Spells ​ ​ The following spells are included in the arcane trickster'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 roleplay scenario. Some are available to a newly created ch aracter (Level 8) and others are unlocked at Level 10. Level 8 Control Flames Dancing Lights Gust Mage Hand Minor Illusion Prestidigitation Illusory Script Dancing Lights Evocation 1 Action V , S, M You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. Mage Hand Conjuration 1 Action V, S A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. ​ You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. ​ The hand can't attack, activate magic items, or carry more than 10 pounds. Control Flames Transmutation 1 Action S ​ You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: ​ You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. ​ If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Gust Transmutation 1 Action V, S You seize the air and compel it to create one of the following effects at a point you can see within range: ​ One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. Minor Illusion Illusion 1 Action S, M You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. ​ If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Prestidigitation Transmutation 1 Action V, S ​ This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusory Script Conjuration 1 Minute S, M You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. ​ To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message. Subclass: Phantom Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and spies. ​ Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard’s confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave. ​ Bonus Proficiencies ​ Skills: Perception Class Resources​ Level 10: +4 (Tokens of the Departed) ​ Wails from the Grave As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal Sneak Attack damage to a creature on your turn, you can spend 1 CR to target a second creature that you can see within 4 tiles of the first, then deal half of your sneak attack damage in necrotic damage to them aswell. ​ Token of the Departed When a life waivers in your presence you’re able to snatch a token from the wounded soul, a sliver of its life essence that takes physical form. As a reaction you open your free hand and cause a tiny trinket to appear there, a soul trinket. You may only collect a soul trinket from a creature once per day. And you may only carry up to 4 of these at a time. For each soul trinket you currently possess, you gain +5 max HP. ​ Destroy Token of the Departed Destroy one of your Tokens of the Departed to regain a class resource. ​ Ghost Walk Requires Level 12 ​ As a bonus action, you assume a spectral form. While in this form, your movement speed becomes fly speed and increases by 1 tile. Your AC is increased by 2, and you may pass through walls and solid objects on t he first turn this ability is activated. Usable once per long rest. Dispelled by Ghostslayer Sundering. ​ Death Knell R equires Level 12 ​ Your association with death has become so close, that you gain the ability to cause additional 5d6/2 necrotic damage to the original target of your sneak attack immediately after using it. Subclass: Soulknife Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy. ​ Bonus P roficiencies ​ Skills: Insight Class Resources: Level 10: +6​ Level 12: +2 (8) ​ Psychic Blades You can manifest your psionic power as shimmering blades of psychic energy. If your mainhand is free, you can manifest a psychic blade and make an attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a range of 4 tiles, and on a hit, it deals psychic damage equal to 1d6+dex. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target. After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your off hand is also free to create it, also being 1d6+dex. ​ Homing Strikes For 1 class resource, make an attack roll with your Psychic Blades against a target and add 1d10 to the number rolled to hit. If the attack misses you are refunded that class resource. Allows Sneak Attack on hit. ​ Psychic Teleportation As a bonus action for 1 class resource, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see within 3 tiles. You then teleport to that space. ​ Psychic Veil Requires Level 12 ​ As an action, you can magically become invisible, along with anything you are wearing or carrying, for the duration of combat or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature, or you force a creature to make a saving throw. Usable once per long rest. ​ Rend Mind Requires Level 12 ​ You sweep your Psychic Blades directly through a creature’s mind. When you deal Sneak Attack damage to a creature you can force that target to make a Wisdom Saving throw for 2 class resource. If the save fails ,the target is stunned until the end of their next turn. Can only be done once per target, per combat. (8 + Attack Bonus vs WIS Save) Subclass: Swashbuckler You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. ​ Bonus P roficiencie s ​ Skills: Athletics Master Dualist: Level 12: +4 ​ Rakish Audacity When rolling initiative, your charisma bonus will be added to the total. You also gain an additional way to use your Sneak Attack; you may use it on any target you strike aslong as no other enemies are within' 1 tile of you. ​ Fancy Footwork After landing a melee attack, you are able to move up to 2 tiles. Moving this way does not proc Attack of Opportun ity. ​ Master Due list Requires Level 12 Your mastery of the blade lets you turn failure into success in combat. If you miss with a melee roll, you may spend 1 Master Dualist point and gain 1 Attack Action.
- Adventurer | Halcyon D&D
Adventurer Loot Adventurer A life of quests and wanderlust calls to the adventurer. They wish to see the world, or find what may be lost within its nigh limitless arms. They scour ancient ruins, seek lost relics and knowledge, delve into dungeons, and come face-to-face with terrifying monsters. ​ Adventurers gain access to the Adventurer's Hall in Silvergarde. From there they may seek training and guidance from the mentors within, allowing them to seek out and challenge formidable foes for bountiful rewards. ​ On the Books As a registered member of the Adventurers' Guild, you are trained to track and hunt down creatures the guild currently has a bounty set out for, and are trusted to take multiple Adventuring Contracts from the guild each day to deal with them. Similarly, being registered earns you the perk of earning a payout for each Proof of the Kill you turn in for each creature the guild currently wants quelled. The number of contracts you are trusted to handle increases at Adept rank, and again at Expert. Each turn in is 32+CHA gold. ​ Loot Many of the creatures adventurers hunt down, being magical beasts and monstrosities themselves, drop valuable loot that are necessary for certain magical item creation recipes. ​ On Order Requires Adventurer: Adept As an adept adventurer, you are particularly well aware when it comes to who is best to provide you with the equipment you'll need to tackle your journeys.You may grant a Craftsman, Blacksmith, or Apothecary a Commissioned buff, granting them a single extra crafting attempt and +1 crafting bo nus for any attempts made within 20 minutes after receiving it. You may use this feature 1+CHA-1 (2 is 1, 3 is 2, etc) times per week, with a minimum of 1 and a max of 3. Laborer's Muse Requires Adventurer: Expert Your stories and experience always seem to have a certain charm or quality to them. Maybe they still aren't very good, but one cannot deny hearing about how all their equipment gets used on actual adventures you've been on can motivate them towards new heights. Once per week you may grant 100 profession XP to any other profession, +25 for every point of CHA you have over 0. Loot Captured Melody ​ ​ Harvested from the Mimic. ​ Feral Claw ​ Harvested from the Monstrous Lynx. ​ Draconic Scale ​ Harvested from the Rattelyr. ​ Precious Gemstone ​ Harvested from the Galeb Duhr. ​ Elegant Feather ​ Harvested from the Dire Corby. ​ Resilient Heart ​ Harvested from the Yeti. ​ Unstable Essence ​ Harvested from the Wendigo. ​
- Donations | Halcyon D&D
Moons Hero's Marks A single Moon can be exchanged for one of the following items at the Market Hub. Custom items must not have links to IRL pictures, pornography, or other immersion breaking pictures. They are subject to deletion. The available items are: ​ Custom Ba nner A Long Custom Banner A Short Custom Banner B Long Custom Banner B Short Custom Book Custom Letter Custom Playing Cards Custom Sign Custom Shield Custom Scroll Armor St and with Custom Banner Custom Round Rug Custom Rug Custom Tapestry Custom Pillow A A single Hero's Mark can be exchanged for a number of exotic mounts. The available mounts are: ​ War Boar Mount Ostrich Mount Dire Wolf White Mount Dire Wolf Black Mount Elk King Mount Tiger Mount Mountain Goat Mount Hyena Mount Panther Mount Camel Mount Rabbit Mount Sulcata Tortoise Mount White Tiger Mount Saber-toothe d Tiger Mount Frog Mount Donations $ 10 Become a Patron Patron Rewards 🗹 P atron Rank on Discord 🗹 4x Moons 🗹 1x Hero's Mark 🗹 2 Additional Character Shelf Slo ts 🗹 Clan Building Extension of 100 Building Pieces and 50 Placeables 🗹 Our Thanks ​ This can stack up to 3 times within a single clan. If you donate $30 individually, or your clan collectively has up to $30 worth of donations, you can add 300 building pieces and 150 placeables. Multiple donations of $10 get you 4 more Moons, and one more Hero's Mark. Additional packages beyond the first $10 do not carry between full wipes. You will always be a patron and subject to the first package at the start of any new season. However, multiple additional packages will be limited to further donations within that season . Moons and Hero's Marks may be traded or sold, in-character, at your discretion. They cannot be stolen. Giving a donation is a one-time payment to show appreciation, is not a subscription, and do es not excuse you from our rules. You will not receive deferential treatment from Halcyon Staff.
- Afflictions | Halcyon D&D
Afflictions Afflictions represent magical transformations that your character has undergone, usually against their will, that change their physiology in an often permanent fashion. These afflictions will provide you with additional features and traits that represent your new-found abilities and weaknesses. Afflictions are curses―a give and a take; power for loss of autonomy. Vampirism and Lycanthropy are the two examples of such afflictions, damning the afflicted with a bloodlust and a hunger for superiority by simply existing. They are usually hunted for what they are, for they can afflict others with their curse, spreading their damnation. They require an application in order to be played that will be supplied and reviewed by the Dungeon Master Team. ​ These afflictions, whether minor or major, can only be cured through DM provided events. ​ Races that already have origins stemming from an affliction such as shifters, cannot receive vampirism as an affliction. Shapeshifters cannot receive afflictions. Blood Hunters have undergone the Hunter's Bane which makes them unable to be afflicted with vampirism. Blood Hunters seeking the lycanthropy affliction will only be approved with an exceptional reason and if the curse was gained through entirely in character means. ​ There may only be one True Vampire and one Greater Werewolf per clan. Two Greater Werewolves or Two True Vampires may not exist within' the same clan, or be subservient to one another. Afflictions Lycanthropy Shapechangers bound by the moon, aggression, and a ravenous hunger. Vampirism Agents of undeath and darkness with a constant thirst for blood. Soul-Wight Intelligent undead bound to this plane by their very soul. Created to wage war against the living.