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  • 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.

  • Gnome | Halcyon D&D

    Gnome Basic Traits Racial Traits Gnome A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around. ​ To play, press and hold the enter key. To stop, release the enter key. Basic Traits Hei ght Being smaller than 140 results in Conan wonkin ess, so please keep in mind that proportions must remain believable. ​ Min: 100 c m (3'3") ​ Max: 120 cm (3'11") ​ Languages Common Gnomish ​ Life Spa n ​ Adulthoo d: 40 years ​ Longevity: 500 years ​ ​ Movement 3 tiles per turn ​ Racial Traits D ar kvision Yo u 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. ​ ​ ​ Artificer's Lore All gnomes share a fascination of the mysteries of magic and the world around them. You are proficient in Arcana and History. ​ Gnome Cunning You have a +2 to your Intelligence, Wisdom, and Charisma saving throws. ​ Natural Illusionist While long removed from their origins, all gnomes still have sylvan roots. You know the Minor Illusion cantrip and the Speak with Animals spell.

  • 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: This does not include the 'Choose One' option. ​ 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.

  • 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 + AT 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.

  • Avariel | Halcyon D&D

    Avariel Basic Traits Racial Traits Avariel Within Faerun exists a race of winged elves, they were one of the first elven races to migrate to Faerun. Conflict with dragons almost wiped them out, making them a rare sight to behold. Most consider them myths or legends, as they could barely be found until recently. Scattered throughout Toril, most are found in the Aerie of the Snow Eagles atop Mount Sundabar. ​ Avariel have two sides to their culture: War and Peace. One being honor-bound warriors sworn to fight for their protection. While the other side is devout priests and scholars who are sworn to diplomacy and healing. Avariel are lithe and light, their smaller thinner builds help them take flight and soar in the skies, fighting foes like dragons. Most Avariel honor Aerdrie Faenya and are free spirits. ​ Their complexion is pale, ivory, and light tan, and their hair ranges from whiteish blonde to darkest black. They do not have any unusual colors such as purples, greens, etc. Their eyes are green, blue, golden, brown, or silver. Their wings are typically black, brown, or white. Applications: Closed Limited Slots ​ ​ To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height ​ Min: 140 cm (4'7") ​ Max: 190 cm (6'3") ​ Langua ges Common Elvish Primordial ​ Life S pa n ​ A dult hood: 40 years ​ Longevity: 500 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. ​ Fey Ancestry You are immune to magical sleep effects. ​ ​ ​ Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. T rance 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). ​ 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. Wings Because of your wings, your movement counts as flying type all the time. You cannot take fall damage unless you are incapacitated when falling. Broad and feathered, they can span up to 10 feet when fully extended. They are usually white, but could be black, or brown. Your wings can only be hidden by using the spell Disguise Self.

  • High Elf | Halcyon D&D

    High Elf Basic Traits Racial Traits High Elf High elves are separated into two distinct bloodlines: sun elves and moon elves. Sun elves are haughty and reclusive, believing themselves to be superior to all others. They have bronze skin and hair of copper, black, or golden blonde. Their eyes are golden, silver, or black. ​ Moon elves are more common, friendlier, and adventurous. They have pale, alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blonde, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height ​ Min: 140 cm (4'7") ​ Max: 190 cm (6'3") ​ Languages Common Elvish 1 Choice ​ Life Spa n ​ Adulthood: 100 years ​ Longevity: 700 years ​ ​ Movement 3 tiles per turn ​ Racial Traits Alternative Origins ​ You can use this race as a base to play a Snow Elf. ​ 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. ​ ​ ​ Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. ​ Natural Magic (Arcane) High elves have a keen mind and a mastery of at least the basics of magic. You may pick between one of the three following cantrips: Fire Bolt, Frostbite or Shocking Grasp. ​ 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). ​ 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.

  • 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 This does not include the 'Choose One' option. 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.

  • Goliath | Halcyon D&D

    Goliath Basic Traits Racial Traits Goliath The first goliaths lived on the highest mountain peaks—far above the tree line, where the air is thin and frigid winds howl. Distantly related to giants and infused with the supernatural essence of their ancestors’ mountainous home, goliaths stand between 7 and 8 feet tall and have a wide array of skin tones resembling different types of stone. ​ Goliaths are naturally competitive, keeping track of their accomplishments and seeing everything as a challenge. It is rare for goliath adventurers to retire or live to an old age, as they often die trying to surpass their previous achievements. Permanently injured or aging goliaths often seek death in battle rather than succumb to an existence where they cannot excel. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height ​ Min: 210 cm (6'11") ​ Max: 245 cm (8'0) ​ Languages Common Giant ​ Life S pa n ​ Adult hood: 18 years ​ Longevity: 100 years ​ ​ Movement 3 ti le s per turn ​ Racial Traits Little Giant Standing head and shoulders above most races, goliaths physiques are impressive and imposing. You are proficient in Athletics and Intimidation, as well as having a +1 to Strength and Constitution saving throws. ​ ​ ​ Stone's Endurance With skin as tough as stone, goliaths shrug off more physical damage than most. When you take damage, you can use your reaction to roll a d12+CON and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. ​ Mountain Born ​ You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

  • Fighter | Halcyon D&D

    Fighter Class Features Arcane Archer Battle Master Eldritch Knight Psi Warrior Rune Knight Samurai Fighter Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike. ​ Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters. ​ Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. Subclasses Class Features Basics Base Hit Points: 68 Hit Points per Advancement: 14 Actions: 2 Attack, 1 Bonus, 1 Reaction Casting Attribute: Strength Eldritch Knight, Arcane Archer: Intelligence Starting Kit: Chain Shirt​ Shield Shortsword ​ Proficiencies Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Saving Throws: Strength, Constitution Skills: Acrobatics, Athletics Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) ​ Action Surge You can push yourself beyond your normal limits for a moment, granting you the ability to take one additional Attack Action on your turn. Usable once per Short Rest. ​ Second Wind You may use your bonus action to regain 1d10+10 hit points. Usable once per Short Rest. Martial Archetype Each fighter has a combat style and technique that they strive to emulate. Choose your martial archetype (subclass) from the six listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Subclass: Arcane Archer An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. ​ ​ Bon us Proficiencies ​ Skills: Arcana Skills: Perception Arcane Shot: Level 10: +3 Level 12: +2 (5) ​ Magic Arrow Whenever your fire a nonmagical arrow from a shortbow or longbow, it is magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. ​ ​Curving Shot You have learned how to direct an errant arrow towards a new target. Whenever you miss an attack with a magic arrow, you can use a bonus action to reroll the attack against a different target in line of sight of the Arcane Archer. ​ Ever Ready Shot ​Your magical archery is available whenever battle starts. If you roll initiative and have no Arcane Shot you gain two. ​ ​ ​ Arcane Arrows As an arcane archer, you have access to a variety of arcane arrows that you can utilize to get the advantage over your foes, capable of all sorts of useful utilities and effects that are able to be used after successfully hitting the target. Each one uses a single Arcane Shot and they may be refreshed on a short or long rest. DC of (8 + Proficiency Bonus + INT) Level 10 Level 12 Beguiling Arrow Bursting Arrow Grasping Arrow Beguiling Arrow 1 Class Resource ​ Your enchantment magic causes your arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and must succeed a Wisdom Saving Throw or be charmed until the end of it's next turn. Bursting Arrow 1 Class Resource ​ You imbue your arrow with force energy draw from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits a creature, the target and all other creatures within 2 tiles of it take 2d6 force damage. Grasping Arrow 1 Class Resource ​ When your arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit takes 2d6 additional damage and is restrained until the end of their next turn. Shadow Arrow Banishing Arrow Shadow Arrow 1 Class Resource ​ You weave illusion magic into your arrow. Causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom Saving Throw or be blinded until start of your next turn. Banishing Arrow 1 Class Resource ​ You use abjuration magic to try and temporarily banish your target to a harmless location in the feywilds. The creature hit by the arrow must succeed on a Charisma Saving Throw or be banished until the end of their next turn. A target who is banished cannot be targeted by anything whatsoever until they return. Flavor Spell ​ The following spell is included in the Arcane Archer's repertoire, however; this spell cannot be used in combat and does 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. It is fully consent based and cannot be used to force an outcome in a rol eplay sc enario. It is unlocked at Level 10 when the subclass is unlocked. Level 10 Prestidigitation 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. Subclass: Battlemaster Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge. ​ Bonus P roficiencies Skills: Persuasion Maneuver s Level 10: +4​ ​ Ambush Instead of rolling initiative normally, you may roll initiative as an ambush, adding an additional 1d10 to a base initiative roll. ​ Brace When a creature you can see moves into range, you can use your reaction to spend one Manuever and make one attack against the creature using that weapon. Deals 1d10 bonus damage on hit. ​ Disarming Attack When you make an attack, you may spend a Maneuver to attempt to disarm your target (8 + Attack Bonus vs STR Save). ​ Menacing Attack After you hit a creature with an attack for 1 Maneuver, deal 1d10 damage and attempt to frighten them. The target must succeed a Wisdom Saving Throw or be frightened of you till the end of their next turn. ​ Pushing Attack After you hit a creature with an attack for 1 Maneuver , deal 1d10 damage and you follow it up with a shove. If the target is large or smaller, it must make a Strength Saving Throw (DC 8 + Attack Bonus). On a failed save, you push the target back 2 tiles. ​ Sweeping Attack When you hit a creature with a melee attack, you can spend one Maneuver to follow your swing through the first target and onto another within range (1d20 + Attack Bonus vs AC). Consumes 1 class resource, but only if you hit. ​ Trip Attack After you hit a creature with an attack for 1 Maneuver , deal 1d10 damage and attempt to follow it up with a trip. The target of your attack must succeed a Strength Saving Throw (DC 8 + Attack Bonus) or be knocked prone. ​ Commander's Strike Requires Level 12 As a bonus action for 1 Maneuver , you may grant an ally the ability to make a single attack as a bonus action. ​ Rally Requires Level 12 Use your bonus action and one Maneuver to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains hit points equal to 1d10 + CHA. ​ R elentless Requires Level 12 When you have no class resources remaining, you may regain one class resource. ​ Subclass: Eldritch Knight The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. ​ Bonus Proficie ncies ​ Skills: Arcana ​ War Magic Your mastery over the arcane allows you to weave in a strike with your weapon after casting a cantrip (1d20 + Attack Bonus vs AC). This excludes bolas, caltrops, nets and throwing knives. ​ Weapon Bond You are bound to your weapon. You cannot be disarmed and are able to summon your weapon to your hand as a free action. ​ Arcane Charge Requires Level 12 ​ When you use your action surge, you can teleport up to 4 tiles. ​ ​ ​ ​ ​ ​ Spells Spell Slots: Level 10 1st: 3 2nd: 1 3rd: 0 Level 12 1st: 4 2nd: 3 3rd: 2 Cantrips 1st 2nd 3rd Fire Bolt Frostbite Shocking Grasp 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 unti l the end of their next turn. 2d8 Lightning Damage (1d20 + Spell Bonus vs AC) Frostbite Evocation 1 Action V, S You cause numbing frost to form on one creature that you can see within range. 3d6 Cold Damage (8 + Spell Bonus vs CON) ​ Acquired at 12th Level Burning Hands Magic Missile Ray of Sickness Shield Thunderwave Burning Hands Evocation 1 Action V, S As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth in a 2 tile cone. Each target must make a Dexterity Saving Throw. A creature takes 3d6 fire damage on a failed save or half as much on a success. (8 + Spell Bonus vs DEX Save) Magic Missile Evocation 1 Action V, S You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. The darts deal 1d4+1 force damage to its target. Ray of Sickness Necromancy 1 Action V, S ​ A ray of sickening greenish energy lashes out towards a creature within range. Target must succeed a CON save or take 2d8 poison damage and the Poisoned Status. Shield Abjuration 1 Reaction V, S An invisible barrier of magical force appears and protects you. Until the start of your next turn you have a +2 bonus to AC including against the triggering attack . Can be cast at any time on your turn, or when struck. You take no damage from magic missile. Thunderwave Evocation 1 Action V, S A wave of thunderous force sweeps out from you. Each creature in a 2 tile x 2 tile cube must make a Constitution Saving Throw (DC 8 + Spell Bonus). On a failed save, a creature takes 2d8 thunder damage and is knocked back 1 tile. If succeeded, the creature only takes half damage. ​ Acquired at 12th Level Blindness Enlarge Gust of Wind Mind Spike Misty Step Scorching Ray Melf's Acid Arrow Blindness Necromancy 1 Action V You attempt to blind a foe. Choose one creature that you can see within range to make a Constitution Saving Throw. If it fails the target is blinded until the end of combat. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. (8 + Spell Bonus vs CON Save) Enlarge Transmutation 1 Action V, S You cause a creature you can see within range to grow larger for the duration of combat. Being enlarged grants the ability to do an additional 1d4 damage per weapon attack. ​ Acquired at 12th Level Gust of Wind Evocation 1 Action V, S A line of strong wind 6 tiles long and 1 tile wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength Saving Throw or be pushed 2 tiles away. (8 + Spell Bonus vs STR Save) ​ Acquired at 12th Level 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 Mind Spike Divination 1 Action S You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save or half as much damage on a successful one. On failed save, the caster knows the targets location for the duration of combat and gains +2 on tracking attempts on the target for 2 hours after combat ends. ​ Acquired at 12th Level Scorching Ray Evocation 1 Action V, S You create three rays of fire and hurl them at targets within range. Make a ranged spell attack for each ray. On a hit the target takes 2d6 fire damage. (1d20 + Spell Bonus vs AC) Melf's Acid Arrow Evocation 1 A ction V, S A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of it's next turn. Lightning Bolt Dispel Magic Lightning Bolt Evocation 1 Action V, S A stroke of lightning forming a line that is 10 tiles long and 1 tile wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity Saving Throw. A creature takes 6 d6 lightning damage on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Dispel Magic Abjuration 1 Action V, S Choose one creature within range. Any magical effects on the target end. Flavor Spells ​ The following spells are included in the Eldritch Knight's repertoire, however; these spells cannot be used in combat and does 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. It is fully consent based and cannot be used to force an outcome in a rol eplay sc enario. It is unlocked at Level 10 when the subclass is unlocked. Level 10 Control Flames Dancing Lights Gust Light Mending Mold Earth Prestidigitation Shape Water Light Evocation 1 Action V You touch one object that is no larger than 10 feet in any dimension. For up to an hour, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. ​ If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. ​ * Flavor spell; not reflected in RPR. Used for roleplay. Dancing Lights Evocation 1 Action V, S You create up to four torch-sized lights within range that last for up to a minute. They can be made to 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. 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. ​ * Flavor spell; not reflected in RPR. Used for roleplay. C ontrol 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. ​ * Flavor spell; not reflected in RPR. Used for roleplay. 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. ​ * Flavor spell; not reflected in RPR. Used for roleplay. Mending Transmutation 1 Action V, S, M This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. Mold Earth Evocation 1 Action V You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: ​ If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. ​ * Flavor spell; not reflected in RPR. Used for roleplay. 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. ​ * Flavor spell; not reflected in RPR. Used for roleplay. Shape Water Transmutation 1 Action S You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. ​ * Flavor spell; not reflected in RPR. Used for roleplay. Subclass: Psi Warrior Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Some of the most disciplined high elves train to become such warriors, and those that may learn from them. ​ As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield. ​ Bonus P roficiencies ​ Skills: Insight Class Resources: Level 10: +4​ Level 12: +2 (6) ​ Psionic Power Once per long rest, you may spend a bonus action to regain 1 class resource. Guarded Mind Spend one class resource to bolster your mind with psionic energy, removing any charmed or frightened effects. ​ Protective Field When you or another creature you can see within 4.5 tiles of you takes damage, you can use your reaction to spend one class resource and return 1d10+int hit points. ​ Psi-Powered Leap As a bonus action for 1 class resource, your movement speed is doubled and is treated as a fly speed until the end of your turn . ​ Psionic Strike You can propel your weapon with psionic force. Once on each of your turns, immediately after you strike a target within 3 tiles of you with a melee strike and deal damage to it with a weapon, you can spend one class resource to deal an additional 1d10+int force damage. ​ Bulwark of Force Requires Level 12 ​ You can shield yourself and others with telekinetic force. As a bonus action you can choose 4 creatures, which can include you that you can see within 4.5 tiles. Each of the chosen creature’s AC and saves are increased by +1. ​ Telekinetic Thrust Requires Level 12 ​ When you deal damage to a target with your Psionic Strike, you can force that target to make a Strength Saving Throw (DC 8 + Attack Bonus). If the target fails, they are knocked prone. ​ Telekinetic Movement Requires Level 12 ​ You can move a creature with your mind. If they are willing, you may move their creature up to 3 tiles for an action and 1 class resource. Subclass: Rune Knight Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment. ​ Bonus P roficiencie s ​​ Skills: Survival ​ Giant's Might You can imbue yourself with the might of giants. As a bonus action, you increase your size to large. Once per Long Rest. Cloud Rune When you or a creature you can see within' 3 tiles is hit by an attack that targets AC, you may use your reaction to invoke the rune and choose a different creature within' 3 tiles of yourself. Transfers all additional hit-effects and damage of the attack with it. May not send attacks back to the creature that attacked. Usable once per Short Rest. Fire Rune When you hit a creature with an attack using a weapon, you can invoke this rune to summon fiery shackles. The target takes an extra 1d6 fire damage and must succeed on a Strength Saving Throw (DC 8 + Attack Bonus + STR) or be restrained until the end of their next turn. Twice per Short Rest. ​ Frost Rune As a bonus action, you may invoke your frost rune, granting you a +2 bonus to Strength and Constitution Saving Throws for the remainder of the combat. Once per Short Rest. ​ Stone R une When a target ends its turn within 3 tiles of you, you may, as a reaction, invoke the rune and force the creature to make a Wisdom Saving Throw (DC 8 + Attack Bonus + STR). Unless the target succeeds, they are incapacitated. Once per Short Rest. ​ Hill Rune Requires Level 12 As a bonus action, you may invoke your hill rune, restoring 1d10 + 10 hit points. Once per Short Rest. ​ Storm Rune Requires Level 12 Activate your storm rune, sending out an arc of lightning towards the target that may then jump to up to 2 additional targets. Each target must succeed on a Dexterity Saving Throw (8 + Attack Bonus + STR) or take 2d6 lightning damage and become silenced until the end of their next turn. Does half damage on successful save. Once per Short Rest. Subclass: Samurai The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai's resolve is nearly unbreakable, and the enemies in a samurai's path have two choices: yield or die fighting. ​ B onus P roficiencie s ​ Skills: Intimidation Class Resources Level 10: +5 ​ Fighting Spirit As a bonus action on your turn for 1 class resource, you can give yourself advantage (+2) on all weapon attacks rolls until the end of the current turn. When you do so, you also gain 6 hit points. ​ Rapid Strik e When you are under the effects of Fighting Spirit you may choose to dispel it to be granted +1 Attack Action for this turn; allowing you make three attacks in place of the usual two. ​ Steadfast You may forgo the last attack on your turn to assume a defensive stance. Granting you +2 AC and +2 Attack Bonus until the start of your next turn. ​ Countering Strike Requires Level 12 As a reaction to taking damage you may strike out against your opponent. Removing Steadfast and granting you the ability to make a single weapon attack in retaliation. ​ Tireless Spirit When you have no class resources remaining you may gain one upon entering combat. ​ Strength Before Death Requires Level 12 Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay death and immediately take an extra turn. If your extra turn ends and you still have 0 hit points you are wounded as usual.

  • 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.

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