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  • Genasi (Fire) | Halcyon D&D

    Fire Genasi Racial Guidelines Basic Traits Racial Traits Fire Genasi Descended from efreet, the genies of the Elemental Plane of Fire, or severe exposure to fire elemental energy, the fire genasi channel the chaotic and often destructive nature of flame. They show their heritage in their skin tones, which can range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke. Fire genasi are generally energetic, quick to act, and impatient. They often care a great deal about their appearance, dressing flamboyantly. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Calimshan Chult Lake of Steam Unther Deities Gond Talos Kossuth Enmity Generally amicable with many races and people Humans (Distrusted, especially those from Calimshan) Air Genasi (Were at war in Calimshan) Affinity Generally amicable with many races and people Notable Features Hot to the touch, quick to anger, decisive, self-reliant, confidant, proud, omnivore. Prideful, saw themselves as superior over all races including other Genasi. Basic Traits Height Min: 150 cm (4'11") Max: 190 cm (6'3) Languages Common Primordial Life Spa n Adulthood: 18 years Longevity: 120 years Movement 3 ti 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. Natural Magic (Fire) Reaching to the blaze of the Elemental Plane of Fire, all fire genasi know the basics of fire magic. You know the Produce Flame cantrip, and can cast Burning Hands for free once per long rest. Fire Resistance You are resistant to fire damage.

  • 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. Expectations 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: +3 Hit bonus (Unarmed) and +3 Damage 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. 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. 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).

  • Human | Halcyon D&D

    Human Racial Guidelines Basic Traits Racial Traits Human Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human, their physiques wildly varying. A lot of humans have a dash of nonhuman blood as well, revealing hints of elf, orc, or other lineages. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Widespread across Faerun Calimshan Sea of Fallen Stars Sword Coast Thay Kara-Tur Deities No set pantheon Lathander Helm Bane Shar Cyric Selune Kelemvor Mielikki Enmity Drow Orcs Goblins Affinity Half-races (Half-Elves, Half-Orcs) Aasimars Genasi Tieflings Notable Features Adaptive, diverse, morally flexible, ambitious, champions other races and disputes, omnivore. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Languages Common 1 Choice Life Spa n Adulthood: 18 years Longevity: 100 years Movement 3 tiles per turn Racial Traits Adaptable Humans have a knack for being able to adapt to a variety of environments and situations. You have a +1 to all saving throws. Agrarian Raised in a society heavily influenced by religion and agricultural life, humans are keenly aware of gods and monsters. You are proficient in Religion and Survival. Industrious Once a day, you can grant yourself an extra crafting attempt or profession turn in.

  • Gnome | Halcyon D&D

    Gnome Racial Guidelines 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. Racial Guidelines Homelands Lantan The Daelands The Great Dale Thesk The Western Heartlands Aglarond Spiderhaunt Wood Deities Lords of the Golden Hills (Gnome Pantheon) Garl Glittergold (Rock Gnomes) Bearvan Wildwanderer (Forest Gnomes) Enmity Goblins Kobolds Affinity Eladrin Elves Halflings Dwarves Notable Features Very knowledgeable about the arcane, omnivore with a leaning towards berries and vegetables, tricksters and jokesters, curious, strong affinity to nature. 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.

  • Halcyon D&D

    Halcyon D&D is a text based roleplaying server for Conan Exiles. Based on Dungeons and Dragons 5e systems. Season 7: Crowns of Ash And Salt F The age of recovery is over. The age of claim has begun. rom the depths of the Underdark to the black-tide ports of the coast, three great coalitions rise, each convinced the future belongs to them alone. Beneath Thraev, where stone remembers every betrayal, the Demonheart Pact tightens its grip. Forged between House Baenre, the Daemonfae, and the Arcane Brotherhood, their rule is one of shadowed elegance and ruthless precision. Arcane engines hum through ancient caverns, relics are stripped from forgotten vaults, and demons whisper promises of inevitability. The Pact does not conquer loudly. It replaces. Along the shining docks of the coast, banners snap in the salt wind as Varelmere stands defiant. The Varelmere Vanguard, an ironbound alliance of the Argent Legion, Radiant Heart, and Emerald Enclave, rules the port city with steel, faith, and root-deep resolve. Arcanium fuels their rise, but ideology fuels their wars. Order. Balance. Purity. They claim to defend the Marches, yet every wall they raise redraws the future. In the fog-choked harbors of Shadeport, coin speaks louder than creeds. The Syndicate, a ruthless union of Bregan D’aerthe, the Zhentarim, and the Company of the Wolf, controls the lifeblood of trade, smuggling, and mercenary might. Where others preach destiny, Shadeport sells it. Information is currency. Loyalty is rented. Victory goes to the clever, not the righteous. These coalitions do not merely clash. They bleed into one another. Guild wars erupt over ancient relics, forgotten ley lines, shattered keeps, and the bones of kingdoms not yet born. Every road becomes contested. Every forest claim disputed. The Far Forest and Silver Marches stand on the brink of being reforged into something new… or torn apart entirely. Yet not all threats march beneath banners. Across the waterways, eco-raiders strike without warning. Pirate flotillas of Sea Elves, Tritons, and Water Genasi cripple shipping lanes, sink Arcanium transports, and choke the flow of commerce itself. They claim the seas are dying. They do not negotiate. And behind it all, unseen but patient, seven ancient demons of sin stir. They do not rule territory. They cultivate collapse. Each war feeds them. Each compromise opens a door. Each crown forged in blood brings their hour closer. The Marches are no longer a frontier. They are a prize. Choose your coalition. Choose your cause. Because this season, neutrality is a myth… and survival is political. Server Info

  • Oni | Halcyon D&D

    Oni Racial Guidelines Basic Traits Racial Traits Oni Shapeshifting fiendish ogre-kin, sometimes known to the west as Ogre Magi, Oni are supernatural giants with extraplanar heritages. Created by the spiteful ogre god Vaprak, there were three immortal sons thus- Muaj the Red, Anori the Blue, and Hakuni the Pale. All were forged with ambition and a tool for Vaprak’s vengeance notably against the humans. He challenged his three sons to lead his ogre armies to victory, crushing civilization as they saw fit, and whoever succeeded would be granted godhood. However, despite the killing of untold thousands, none of the three sons ultimately succeeded. In his rage, Vaprak stripped them of all of their greatest powers and immortality, and cast them into the lower planes. Muaj landed in the chaotic Abyss, Anori in the Nine Hells, and Hakuni in the mysterious Hades. The three sons, coupled with the natives there, created the Aka, Ao, and Shiro lineages as they are known today. The Red, Blue, and Pale Oni. Over the millennia, the progeny of the three sons found their own ways back to the Material Plane, possessing the ambition of their forefathers, but eternally lacking the power and time required to give their profane wills form. Kara-Tur holds an abundance of Oni. Usually living solitary lives, they haunt dark places and prey upon unlucky travelers, as well as harass villages that do not pay them or other supernatural creatures proper tribute. In rare circumstances, they have been known to befriend small communities, guarding them from other monstrous entities- or lording over them as oppressive tyrants. It has been theorized that, in the distant past, Oni were regarded as guardians of extraplanar gates, but have long since abandoned that duty. To this end, Oni sometimes find themselves leading bands of less intelligent monsters and they are often found allying with powerful spellcasters such as dark wizards and hags, offering their services in exchange for flesh and magical items. They hoard these items, coveting their magical properties and often create hordes of them that are jealously guarded from all others. As a reflection of their lost divinity, Oni possessed some innate arcane abilities, such as shapeshifting. Mingling with humans over the centuries granted them the ability to assume human forms. They use these to lure unsuspecting victims to their doom. Many Oni are clever, living among humans for decades undetected as they quietly laid their schemes. Despite only being distantly related to ogres, Oni shares the same voracious appetite. They do not need to eat the flesh of intelligent beings to survive, yet they crave it all the same and will rarely pass up an opportunity to feast on the vulnerable humanoids. This is done via trickery and manipulation or by using their physical power and constitution against the lesser creatures of the realm. All Oni present as either Red, Blue, or Pale, according to their heritage. Those corrupted by the Abyss, the Aka- Red Oni- tend towards chaos and violence, delighting in the thrill of battle and deriving pleasure from causing as much suffering as possible. Those corrupted by the Hells, the Ao- Blue Oni- are more calculating in their schemes and have a greater capacity for restraint, but are no less cruel. They desire power and control over others through subtler means. Meanwhile, those corrupted by Hades, namely the Yugoloths, the Shiro- Pale Oni- makes them aloof and unpredictable. Almost uncaring of the schemes and aggression of the Ao and Aka, but they cannot deny their ravenous hunger. Despite it, interactions with the Shiro could range from wanton murder or unbridled praise. They are incredibly calculated with their schemes, they have petty considerations for law and chaos, and they are incredibly specific about their own best interests. Regardless of what lineage they come from, Oni fall victim to their lost divinity, sometimes worshipping themselves as semi-divine vessels. Those within the west believe these creatures are simple boogeymen made up to frighten children. But those of Kara-Tur know what lurks in the night and the well lit streets. Credited to Octavia Frayus Racial Guidelines Homelands Kara-Tur Amn Deities Vaprak (Creator) Anori Hakumi Muaj Enmity Most humanoids Oni of different lineages Affinity Human vassals Those that pay fealty Oni of the same lineage Notable Features Large fiendish giants, shapechangers, tricksters and warriors, imposing strength, horned and muscular, chaotic temperament, carnivorous, believes fear enhances flavor of meat, strong desire for magical artifacts and luxurious items. Hated Race Expectations Boogeymen to some, the Oni are the creatures that haunt the waking world for many. They exist alongside society, hidden in plain sight as humans, the Oni are duplicitous beings that will do anything to continue their horde or to trick others into worshipping it. They are extremely vain, believing themselves godly despite their long-passed stripped divinity, and they often keep hordes of magical artifacts and items for themselves. From that, their hatred for humans is specific and vile. Due to their failing to extinguish the human scourge across the lands, they were stripped of their divinity and all oni detest humans for this reason. They strike fear into the hearts of many with their intimidating size and natural affinity for magic, and they often play with their prey for hours or days for they believe fear is the best spice for meat. Basic Traits Height Min: 210 c m (6'11") Max: 245 cm (8'0") Langua ges Common Giant Life S pa n A dult hood: 25 years Longevity: 400 years Mo vement 3 ti le s per turn Affliction Limitations Oni are considered shapechangers and are not able to become Vampires/Werewolves 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. Change Shape You have an alternate human form. You cannot change what this form looks like after you have decided upon its appearance. As an action, you can either change into your alternate form or back into your true form . You revert to your true form if you die. This shapechange is not detectable via magic like the spell Disguise Self is, for example. You are also immune to polymorph. Human Form Rules You may not take the identity of another player character. This extends to their ToT Presets, using another character's name via /act, or any means which would directly duplicate another PC. Failure to abide by these stipulations or abuse of the race may result in a retirement of your character and a suspension from playing any trust based race. Oni Form You gain access to a 1d6 main and offhand claw attacks. You gain proficiency in Strength and Constitution Saving Throws. Extraplanar Heritage Oni are supernaturally strong, enduring, deceptive, and attuned to magic. You have a +2 to Strength and Constitution saving throws and are proficient in Arcana and Deception.

  • Yuan-Ti | Halcyon D&D

    Yuan-Ti Racial Guidelines Basic Traits Racial Traits Yuan-Ti Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes. Blessed with resistance to magical and poisonous effects by the rituals that created them, each of these yuan-ti manifests their serpentine heritage in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian characteristic. The worst of the yuan-ti are people-eating, demon worshipers, Sseth being the most revered. They honor him through bloody sacrifices, their victims often the many civilized folk of the world. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Lushpool Vihon Reach Black Jungles Chult Calimshan Deities Sseth Zehir Enmity Generally disdained all non-lizard races Affinity Lizardfolk Kobolds Notable Features Serpentine traits, cold-blooded, secretive and cunning, hierarchical society, skilled manipulators, long-lived, partial or full snake-like appearance, carnivorous with some preference for exotic meats and herbs. Hated Race Expectations Skilled in magic and deception, the Yuan-ti are a masterclass of assassins. They abhor the smell of humans and often force those subservient to them to cover up with perfume, they are a race that pride reptilian features over all. They follow demons and practice blood rituals and sacrifices in their honor, and they often manipulated the weak-willed to participate at their own peril. They crave and eat the flesh of any warm-blooded creature, including humans. Cruel and dismissive, the Yuan-ti are truly intelligent yet destructive in their scourge across Faerun. Basic Traits Height Min: 140 c m (4'7") Max: 190 cm (6'3") Langua ges Common Abyssal Life S p a n A d ult h ood: 18 years Longevity: 120 years Mo vement 3 ti le s per turn Racial Traits Alternative Origins You may choose to be a pureblood, halfblood, or abomination yuan-ti. Let us know in your application so we can help accommodate in game upon approval. 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. Natural Magic (Water) Attuned to water and poison, the yuan-ti know the basics of such magic. You know the Poison Spray cantrip. Yuan-Ti Resistance Yuan Ti are hardened to the poison and magic that created them. You have a +2 to your Constitution, Wisdom, and Charisma saving throws, aswell as Poison Resistance.

  • Hexblood | Halcyon D&D

    Hexblood Racial Guidelines Basic Traits Racial Traits Hexblood Where wishing fails, ancient magic can offer a heart's desire―at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag's influence: ears that split in forked points, skin in lurid shades ,long hair that regrows if cut, and an irremovable living crown. along with these marks hexbloods manifest hag-like traits, such as darkvision, and a variety of magical methos to beguile the senses and avoid the same. While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age, particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge connect with their fey natures, or to avoid a hag that obsesses over them. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Feywilds Spread throughout Faerun Deities Seelie and Unseelie Court Archfey As per original race Enmity Hag (Depending on Relations) Affinity Hag (Depending on Relations) Tiefling Reborn Dhampir Notable Features Fey-touched origin, hag-influenced transformation, visible crown of horns or thorns, skin often bears unnatural hues, innate magical talents, unsettling presence, fated for eerie destinies, drawn to curses and bargains 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 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. Eerie Token You can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic and lasts for 24 hours. The use of Eerie Token requires a DM ticket. While the token is imbued this way, you can take these actions: Telepathic Message. You can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words. Remove Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but ends early if you dismiss it or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. When the trance ends, the token is harmlessly destroyed. (You will be expected to take and hold onto a screenshot of you handing out the token. It must clearly show your emote in removing the token from yourself, who you are handing it to, and the time/date. Failure to do so may result in its use being voided) Hex Magic You can cast the Disguise Self spell with this trait. Once you cast this spell, you cannot cast it again until finishing a long rest.

  • Githyanki | Halcyon D&D

    Githyanki Racial Guidelines Basic Traits Racial Traits Githyanki Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their psionic powers and built a great city called Tu’narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their children can reach adulthood. A lanky people with skin tones of yellows, greens, and browns, githyanki complement their physical prowess with psionic might, instilled in them by mind flayers and cultivated over eons in the Astral Plane. Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left behind by beings who travel, live, and die among the silver astral clouds. Githyanki who reside in the Astral Plane can live indefinitely. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Astral Plane Deities Vlaakith Enmity Mind Flayers Githzerai Astral Elves Affinity Proud Xenophobes Dragons Notable Features Fierce planar warriors, psionically gifted, pale or yellowish skin, expert swordsmen, highly disciplined, prideful and aggressive, skilled in astral navigation, resistant to psychic damage, long-lived, omnivorous with preference for hearty and spiced foods. Advanced Race Expectations Githyanki have no true religion and have no care for it. Most are highly disciplined soldiers that conquer and pillage any ship or planes that they come in contact with in Vlaakith, their Queen's, name. Generally seeing themselves above all others, they care nothing of other races culture, language, or persons. The closest religious figures the Githyanki have are revered knights that devote themselves completely to Vlaakith. A smaller caste within Githyanki society, called the Mlar, was made up of crafters and specialized tasks, laborers and foragers, and those that constructed weapons, astral ships, buildings, and tools. Basic Traits Height Min: 170 c m (5'5") Max: 210 cm (6'11") Langua ges Common One language of your choice Life S pa n A dult hood: 18 years Longevity: 12 0 years Mo vement 3 ti le s per turn Racial Traits Astral Knowledge You can mystically access a reservoir of experiences of entities connected to the Astral Plane. You are proficient in the Arcana skill. Githyanki Psionics You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. You also may use a bonus action to magically teleport up to 3 tiles to an unoccupied space you can see. Usable once per long rest. Psychic Resilience You have resistance to psychic damage.

  • Tabaxi | Halcyon D&D

    Tabaxi Racial Guidelines Basic Traits Racial Traits Tabaxi Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended. Tabaxi’s appearance is as varied as their attitudes. Some tabaxi have feature s or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences—or might even be hairless! To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Maztica Chult Deities Cat Lord (Creator) Tezca Nula Azul (Tabaxi Pantheon) Enmity Generally amicable with all races Affinity Generally amicable with all races Notable Features Feline humanoids resembling predatory cats, naturally agile, deeply curious, nomadic and self reliant, omnivorous, physically expressive (tail, ears, posture), fond of trinkets, prefer knowledge and story to material wealth, omnivorous with strong preference for fish and small game. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Languages Common 1 Choice Life S pa n Adult hood: 18 years Longevity: 100 years Movement 3 tiles per turn Race Expectations Tabaxi are required to have an animalistic face and not just a regular face with tattoos to mimic one. 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 worl d. Cat's Talent You gain proficiency in Stealth and Perception. Cat's Claws You may attack with your claws for 1d4+STR damage, and additionally may climb at n o speed penalty in combat.

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