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  • Sea Elf | Halcyon D&D

    Sea Elf Racial Guidelines Basic Traits Racial Traits Sea Elf Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water. Aquatic elves could have eye colors including turquoise, white, black, blue, green, and rarely silver. Their hair was usually thick and somewhat stringy, and some aquatic elves had a rough hair texture. It could be blue-green, emerald green, blue, black, silver, or even occasionally red. Warriors clipped their hair short, but other aquatic elves wore it long and flowing. Females in particular sometimes grew their hair up to 4 feet long. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Sea of Fallen Stars Western Coast of Faerun Deities Deep Sashelas (Patron Deity) Asathalfinare Pantheon Corellon Trishina Istishia Enmity Marel (Sea Elves that follow Umberlee) Sahuagin Sharks Malenti (Sahuagin that look like Sea Elves to infiltrate them) Affinity Triton Marine Storm Giants Notable Features Amphibious, webbed fingers and toes, extremely loyal, territorial, omnivorous, graceful, Elvish pride and tradition, reserved and cautious with surface folk. Basic Traits Height Min: 140 cm (4'7") Max: 200 cm (6'6") Langua ges Common Elvish Life S pa n A dult hood: 100 years Longevity: 750 years Mo vement 3 ti le s per turn Racial Traits Child of the Sea You can breathe air and water, you have innate swim speed, and you have resistance to cold damage. 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. 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.

  • Dwarf | Halcyon D&D

    Dwarf Racial Guidelines Basic Traits Racial Traits Dwarf Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves. Dwarves are solid and enduring like the mountains they love, standing well under 5 feet tall and being so broad and compact that they can weigh as much as a human standing nearly two feet taller. They weather the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don’t abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Great Rift Cold Lands (Specifically Damara and Vaasa) The Vast Eastern Heartlands Underground cities above the Underdark Deities Moradin (Creator) Morndinsamman Pantheon (Dwarvish Pantheon) Enmity Goblins Orcs Drow Kobolds Duergar Affinity Gnomes Halflings Goliaths Elves (Volatile and often feuded, however) Notable Features Short and stout, omnivore, honorable, community focused, long memories and will hold grudges through generations, uncomfortable around open water. Basic Traits Height Going smaller than 140 cm results in Conan wonkin ess, so please keep in mind that proportions must remain believable. Min: 13 0 cm (4'3") Max: 150 cm (4'11") Languages Common Dwarvish Life Spa n Adulthoo d: 50 years Longevity: 350 years Movement 3 tiles per turn Racial Traits Dark vision 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. Dwarven Armor Training You are proficient with light and medium armor, regardless of class. Dwarven Toughness All dwarves are born with an innate hardiness. They have an additional 12 hit points. Grants: Tough Feature. Stonecun ning All dwarves, stubborn in nature, share the lore and grudges of their long-lived people. You are proficient in History. You also receive +2 crafting attempts and poison resistance.

  • Goblin | Halcyon D&D

    Goblin Racial Guidelines Basic Traits Racial Traits Goblin A subterranean folk that is often seen as vermin to the civilized world. In their earliest years, goblins served the court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they no longer remember their origins. Like other goblinoids, goblins often have a short temper, and are more easily provoked than individuals of most other races, taking sadistic pleasure in exacting revenge once crossed. They often find it difficult to overcome this short fuse, and have a sense of greed that makes it difficult for them to act altruistically. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Temperate Plains Caverns and Tunnels Deities Maglubiyet (Deity Patron) Khurgorbaeyag Goblinoid Pantheon Enmity Dwarves Gnomes Elves Generally did not get along with many races Affinity Orc Half-Orc Worgs Notable Features Small and nimble, sharp-toothed, quick and cunning, natural scavengers, prone to mischief and stealth, strong pack instincts, sunlight sensitive, skilled in guerrilla tactics, omnivorous with preference for insects, meats, roots, and carrion. Advanced Race Expectations Creatures that most races deem as pests, Goblins care only for their own needs as much as they love raiding, pillaging, and stealing. They are extremely short tempered, have foul moods and would rather explode in a flurry of attack that may wound and maim rather than admit their own fault. A smaller race that uses their turn of phrases to talk themselves out of anything, Goblins will try to weasel their way into coins, trinkets, and material items that they may add to their horde. 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: 120 cm (3'11") Langua ges Common Goblin Life S pa n A dult hood: 18 years Longevity: 60 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. Children of Air & Darkness Goblins, built for the queen they used to serve, are quick and hard to catch. You are proficient in Acrobatics, Sleight of Hand, and Stealth. Nimble Escape When using the Flee action, you may exit combat after 2 turns of not taking damage as opposed to the usual 3.

  • Monk | Halcyon D&D

    Monk Class Features Ascendant Dragon Four Elements Open Hand Shadow Mercy Monk Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes. Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power. For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure. Subclasses Class Features Basics Base Hit Points: 56 Hit Points per Advancement: 14 Actions: 2 Attack, 1 Bonus, 1 Reaction Ki Points: Level 8: +2 Level 10: +2 (4) Level 12: +4 (8) Casting Attribute: Wisdom Starting Kit: Quarterstaff Proficiencies Armor: N/A Weapons: Simple weapons, Shortsword Saving Throws: Strength, Dexterity Skills: Acrobatics, Athletics Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Unarmored Defense While you are wearing no armor and not wielding a shield, your AC equals 10 + Dexterity + Wisdom. Martial Arts Your practice of martial arts gives you mastery of combat styles that use unarmed strikes or any simple weapon. You gain the following benefits while you are unarmed or wielding a simple weapon, and you aren’t wearing armor or wie lding a shield: You can use Dexterity instea d of Strength for the attack and damage rolls of your unarmed strikes. You can roll a d8 in place of the normal damage of your unarmed strikes. (Empowered Unarmed Strike) When you use the attack action with an unarmed strike or simple weapon on your turn, you can make one empowered unarmed strike as a bonus action. For example, if you take the attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action that turn. Ki Your training allows you to harness the mystic energy of ki, making your unarmed strikes act as magical attacks. Your access to this energy is represented by a number of Ki Points. Your level determines the number of points you have. You can spend these points to fuel various ki features. Flurry of Blows As a bonus action and for the cost of 1 Ki Point, tap into your ki and gain two bonus unarmed strikes, with each attack causing 1d8 + Attack Bonus damage. Patient Defense Tapping into your ki at the cost of 1 Ki Point, you take the dodge action as a bonus action, granting you +2 AC until the start of your next turn. Step of the Wind As a bonus action for the cost of 1 Ki Point, take the dash acti on granting you +4 movement for your current turn. You also gain the effects of the disengage action, preventing you from being hit with Attacks of Opportunity. Deflect Missile As a reaction, you deflect any ranged attack that targets your AC, reducing the total damage by 1d10 + Dexterity. Also works on Magic Missile. Stunning Strike Requires Level 10 As a bo nus action, you interfere with the flow of ki in an opponent's body. When you hit another creature, you spend 1 Ki Point to attempt a Stunning Strike. The target m ust succeed on a Constitution saving throw (DC 8 + Attack Bonus + Wisdom) or be stunned until the end of their next turn. You may only stunning strike a target once per combat. Stillness of Mind Requires Level 12 Use your action to end one effect on y ourself t hat is causing you to be c harmed or frightened. Purity of Body Requires Level 12 You are immune to the Poisoned status effect, and Diseased effect. Monastic Traditions Traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor multiple traditions and instruct each monk according to his or her aptitude and interest. All traditions rely on the same basic techniques, diverging as the student grows more adept. Choose your monastic tradition (subclass) from the four listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Subclass: Way of the Ascendant Dragon The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane. Bon us Proficiencies Skills: Intimidation Tongue of Dr agons You learn to speak, read, and write Draconic. Breath of the Dragon By consuming one class resource, you emulate a dragon and use its destructive waves of energy, causing 2d8 damage to anyone caught in a 3 tile range. Damage is halved if they succeed a Dexterity saving throw (DC 8 + Attack Bonus + Wisdom). Wings Unfurled After using Step of the Wind, you unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you may fly as your movement action. Aspect of the Wyrm | Explosive Fury Requires Level 12 As a bonus action, you radiate your draconic energy to inspire fear in your enemies within one tile until the end of their next turn. When you activate your Aspect of the Wyrm, you can cause draconic fury to explode from you. Spend 2 Ki points and choose as many targets as you like within' 1 tile of you. Each of those creatures must succeed on a Dexterity saving throw against 8 + Spell Bonus or take 3d10 damage, or half on success. Subclass: Way of the Four Elements You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves. Bonus P roficiencies Skills: Nature Disciple of the Elements You learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. After activating one of your elemental abilities an additional effect will remain until the start of your next turn, or you become incapacitated. Crushing Hand of the Mountain 2 Ki Points - You choose a creature you can see within range. A Medium hand made from compacted soil rises there and reaches for the creature. The target must make a Strength saving throw. On a failed save, the target takes 3d8 bludgeoning damage and is restrained until the end of their next turn. Activates Disciple of Earth: Grants Become Immovable and gain Resistance to Physical Damage. Sweeping Cinder Strike 2 Ki Points - Casts Burning Hands Activates Disciple of Fire: When dealing fire damage to a creature, you may ignite them. Causing them to burn until the end of their next turn. Fist of Unbroken Air 2 Ki Points - As an action, you can spend 2 ki points and choose a creature within 3 tiles of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, and you can push the creature up to 2 tiles away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone. Activates Disciple of Air: Grants Fleet of Foot. Water Whip 2 Ki Points - Use your action and spend 1 Ki Point to create a whip of water that pulls a creature. A creature that you can see that is within 4 tiles of you must make a Dexterity saving throw (DC 8 + Prof + Spell Bonus). On a failed save, the creature takes 3d10 bludgeoning damage, and pull it up to 2 tiles closer to you. On a successful save, the creature takes half as much damage, and you don't pull it. Activates Disciple of Water: Regain WIS + Remaining Ki Points HP at the start of each turn. Fist of the Elements Requires Level 12 2 Ki Points - Casts Elemental Weapon on self as a bonus action. Only applies to the main two attack actions. Cannot stack with the monk bonus action off hand, or flurry of blows additional hits. Can be dispelled. Master of the Elements Requires Level 12 After casting a Harmony cantrip, or using any of your Disciple of the Elements abilities you may make a single unarmed attack. Harmony of Fire and Water Requires Level 12 You learn the Ray of Frost, and Firebolt Cantrips. Harmony of Air and Earth Requires Level 12 You learn the Sword Burst and Blade Ward Cantrips. Subclass: Way of the Open Hand Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. Bonus Proficie ncies Skills: Sleight of Hand Open Hand Technique (Prone) Whenever you hit a creature with one of your attacks granted by Flurry of Blows, you may attempt to knock them prone. The target must succeed a Dexterity Saving Throw (DC 8 + Spell Bonus) or be knocked prone. Open Hand Technique (Push) Whenever you hit a creature with one of your attacks granted by Flurry of Blows, you may attempt to push them back. The target must succeed a Strength Saving Throw (DC 8 + Prof + Spell Bonus) or be pushed back 2 tiles. Wholeness of Body As an action, you can regain hit points equal to 30. You may only use this once per long rest. Open Hand Technique (React) Requires Level 12 Whenever you hit a creature with BOTH of your attacks granted by Flurry of Blows, you may attempt take their ability to react. The target must succeed a Consitution Saving Throw (DC 8 + Spell Bonus) or lose their reaction, if they have one. Takes priority before reactions. If this fails, you may still attempt a push or prone. Quivering Palm Requires Level 12 Once per day when you strike a creature within a 1 tile range you may spend 3 Ki points to cause imperceptible and lethal vibrations in their body, leaving them wracked with pain and agony as part of the same attack. The target must succeed a Constitution Saving Throw (DC 8 + Prof + Spell Bonus) or be dealt 30 hit points of damage. If the target succeeds, they take only 3d6 damage. Subclass: Way of the Shadow Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students. Bonus P roficiencies Skills: Stealth Darkvision Training to utilize the dark to your advantage has made you adept at working your trade within' it. You gain Darkvision if you do not already have it. Shadow Arts (Silence) As an action with a cost of 2 ki points, create a 2x2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of their next turn. Shadow Arts (Darkness) For the cost of 2 Ki, magical darkness spreads from you for three tiles. Snuffing out any bright light produced from light sources within range reducing them to dim light. This does not stop sunlight, and any effect which produces bright light that is activated after dispels this effect. Shad ow Step You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can move up to 3 tiles to an unoccupied space you can see that is also in dim light or darkness. Cloak of Shadows Requires Level 12 When you are in an area of dim light or darkness, you can use your action to become invisible up to three turns. You remain invisible until you take any action, or are in an area of bright light. Usable once per long rest. Opportunist Requires Level 12 You can exploit a creature's momentary distractions. Whenever an enemy near you attacks someone other than yourself or an enemy becomes silenced within' range, you may use this feature for the cost of your reaction to make a single melee attack against them. Subclass: Way of Mercy Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy. Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death. Bonus P roficiencie s Skills: Medicine Hands of Healing Your mystical touch can mend wounds. As an action, you can spend 1 Ki Point to touch a creature and restore a number of hit points equal to 1d8 + Unarmed Damage + Wisdom. Additionally, you cure all blinded, paralyzed, poisoned, bleeding, or stunned effects on the target. When you use Flurry of Blows you can replace one of the unarmed strikes with a use of Hands of Healing, restoring 1d8 + Unarmed Damage + Wisdom hit points to a target you can touch.You may only do this once per turn. Hands of Harm You may use your Ki to inflict wounds. When you hit a creature with an unarmed strike you may spend 1 Ki Point to deal 1d8 extra necrotic damage. You may only use this once per turn. The target is also poisoned until the end of their next turn. Flurry of Healing and Harm Requires Level 12 You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending Ki Points for the healing. In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the class resource for Hands of Harm. You can still use Hands of Harm only once per turn. Hands of Ultimate Mercy Requires Level 12 You may use a surgeon's kit to attempt to cure another of the severely wounded status. You make a DC 12 medicine check. On a success the target's wounded status is removed and they are instead granted the "Stabilized" status for 1 hour, suffering only half of the normal negatives in that time.

  • Barbarian | Halcyon D&D

    Barbarian Class Features Ancestral Guardian Beast Berserker Storm Herald Zealot Barbarian People of towns and cities take pride in their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian, though, a settled life is no virtue, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise. Their courage in the face of danger is often unparalleled, making barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties. Subclasses Class Features Basics Base Hit Points: 72 Hit Points per Advancement: 14 Actions: 2 Attack, 1 Bonus, 1 Reaction Class Resources Level 8: +4 Casting Attribute: Wisdom Starting Kit: Battleaxe (x2) Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Saving Throws: Strength, Constitution Skills: Athletics, Intimidation Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Rage In battle, you fight with primal ferocity. On your turn, you can consume both a class resource and a bonus action to go into a rage. For the remainder of combat, you gain +2 Strength and physical resistance (-4 damage to all physical damage sources). It ends early if you are stunned/incapacitated in anyway, or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. Unarmored Defense While you are not wearing any armor, your Armor Class equals 10 + Dexterity + Constitution. You can use a shield and still gain this benefit. Reckless Attack You throw aside all concern for defense to attack with fierce desperation, granting you +2 Attack Bonus at the cost of -2 Armor Class until the start of your next turn. Danger Sense You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge away from danger. You have a passive +2 to Dexterity saving throws. Relentless Attack Requires Level 12 Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while raging, you can make a 1d20 + Constitution saving throw (DC 10). On a successful roll, you can continue to fight with one hit point. This can only be used once per combat. Primal Paths Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing. Choose your primal path (subclass) from the four listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Subclass: Path of the Ancestral Guardian Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals. Bonus P roficiencies Skills: History Ancestral Protectors Spectral Warriors appear around you. While you are raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder their attacks. Until the end of the target's next turn they have disadvantage on any attacks made. Spirit Shield The guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 3 tiles takes damage, you can use your reaction to reduce that damage by 3d6. Vengeful Ancestors Requires Level 12 Your ancestral spirits have grown strong enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes 3d6 force damage. Subclass: Path of the Beast Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You must choose the origin of your feral might when creating this kind of barbarian. Bonus Proficiencies Skills: Animal Handling Beastial Form When you enter your rage, you can transform into a bestial state as a free action alongside it. Bestial Form has the following effects: You may climb with no penalty. You cannot use weapons or shields in this form. You gain access to magical 1d6 main and offhand claw attacks, aswell as a 1d8 bite attack that can be performed once per turn. Potent Fury When landing your beast bite attack, you may deal 2d10 additional damage. Cannot be used if you have already used Infectious Fury this turn. Infectious Fury Requires Level 12 When landing your beast bite attack, you may force that creature to make a Wisdom saving throw (DC 8 + CON + AB). On a failed save, that creature must take it's reaction (if it has one) to make a single melee attack against a target of your choice within' their range. If there are no targets in range, they must make that attack against you instead. This takes priority before all other reactions. Cannot be used if you have already used Potent Fury this turn. Call the Hunt R equires Level 12 The first time you enter a rage during combat, you can impart your ferocity to up to 4 allies (not yourself) within 3 tiles of you for the remainder of combat. Grants +1 Attack Bonus. Subclass: Path of the Berserker For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. Bonus P roficiencies Skills: Survival Frenzy You may choose to enter into a frenzy when you rage. For the duration of your rage, you can make a single melee attack as a bonus action on each of your turns. Each time you attack in such a way, you gain -1 to Hit Bonus (Melee) until you exit your rage. Mindless Rage While raging, you cannot be charmed nor frightened. Intimidating Presence Requires Level 12 You may use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 3 tiles of you. It must succeed a Wisdom Saving Throw (8 + Proficiency Bonus + Intimidation (CHA)) or be frightened for two turns. Once a creature succeeds on its saving throw you cannot use this feature on that creature again until the end of combat. Subclass: Path of the Storm Herald All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts. Bonus P roficiencie s Skills: Nature Storm You may choose the Desert, the Sea, or the Tundra as the source of your primal magics for a given rage. Storm Au ra D esert You may, as a bonus action, exude a fiery aura, dealing 4 points of fire damage to e veryone within 2 tiles of you. Grants Fire Resistance while active. Sea You may, as a bonus action, select one target within 2 tiles of you. They must pass a Dexterity saving throw (DC 12 + CON) or take 2d6 lightning damage. Grants Lightning Resistance while active. Tundra Exude icy spirits to endure the suffering of those around you. You may, as a bonus action, select any number of creatures within 2 tiles of you, healing them for 4 hit points. Grants Cold Resistance while active. Raging Storm Requires Level 12 D esert When a creature within 2 tiles of you makes an attack, you may, as a reaction, lash out at them with fire. The target must succeed a Dexterity saving throw (DC 12 + CON) or take 5 fire damage. Sea As a reaction, select one target within 2 tiles of you that you landed an attack against. That creature must succeed a Strength saving throw (DC 12 + CON) or be knocked prone. Tundra As a bonus action, select one target within 2 tiles of you. They must succeed a Strength saving throw (DC 12 + CON) or be restrained until the end of their next turn. Subclass: Path of the Zealot Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots – warriors who channel their rage into powerful displays of divine power. A variety of gods across the planes inspire their followers to embrace this path. Tempus, Lolth, and Bane are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good. Bonus P roficiencie s Skills: Religion Divine Fury You can channel divine fury into your weapon strikes. As a bonus action while you're raging, the first creature you hit on each of your turns with a weapon strike takes extra damage equal to 1d6 + 6 radiant damage. Warrior of the Gods Your soul is marked for endless battle. Once every four days you may cure yourself of any Wounded, Severely Wounded, Death's Door, or Recovering Statuses. Fanatical Focus The divine power that fuels your rage can protect you. You gain proficiency in Strength, Constitution, Dexterity, Intellect, Wisdom, and Charisma Saving throws while raging. Zealous Presence Requires Level 12 As a bonus action, you unleash a battle cry infused with divine energy. Up to three other creatures of your choice within 6 tiles of you that can hear gain Blessed. Granting a +2 Hit Bonus until the end of their next turn. Rage Beyond Death Requires Level 12 While you're raging, having 0 hit points doesn’t knock you unconscious. Instead you may remain fighting for a time. After using this ability, at the start of each of your turns for the remainder of combat that you begin with 0 hit points you must succeed a DC 8 Constitution Saving Throw. This DC increases by 8 each time you succeed the save. If your rage ends for any reason while at 0 hit points you fall as normal. You may not receive any healing while in this state.

  • Druid | Halcyon D&D

    Druid Class Features Spellcasting Dreams The Land The Moon Spores Stars Wildfire Druid Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines. Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form. For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others. Subclasses Class Features Basics Base Hit Po ints: 52 Hit Points per Advancement: 10 Actions: 1 Attack, 1 Bonus, 1 Reaction Casting Attribute: Wisdom Starting Kit: Wooden Club Shield Leather Armor Proficiencies Armor: Light armor, medium armor, shi elds (druids will not use any that are made of metal.) Weapons: Clubs, Dagger, Mace, Staff, Sickle, Spear Sav ing Throws: Intelligence, Wisdom Skills: Animal Handling, Nature Proficiency Bo nus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Druidic You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others w ho know th is l anguage automatically spot such a message. Others spot the message’s presence with a successful DC 15 Perception check, but can’t decipher it without magic. Wild Shapes You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a long rest. While wild shaped, you cannot cast spells or speak. The act of Wild Shaping for combat is stressful on the druid's true form. Each turn spent within another form causes the druid to take 8 points of unavoidable damage to their true Hit Points. Any healing received while Wild Shaped goes towards the druid's Temporary Hit Points and may not exceed that maximum. Once a shape's temporary hit points have been exhausted the form is removed. Dire Wolf Armor Class: 14 Temp HP: 32 4 Tiles of Movement 1 Attack Action 2d6+ Str/Dex Bite Attack. If it lands, target has to succeed a DC (13 + Athletics) Strength Saving Throw or be knocked prone. Pack Tactics: As a bonus action on your turn you may inspire your allies on their hunt. Granting +2 to Hit Bonus (Melee) and Hit Bonus (Unarmed). Rune choices: Shapeshifting (Grey Wolf), Shapeshifting (Black Wolf), & Shapeshifting (White Wolf) Bear (Level 12) Armor Class: 20 Temp HP: 48 3 Tiles of Movement, Climb Speed Physical Damage Resistance 2 Attack Actions 1d6+ Str/Dex Claw Attack 1d6 + Str/Dex Off Hand Claw Attack Growl: Unleash a savage growl. When your transform each hostile creature within 6 tiles must succeed a DC 14 Wisdom Saving Throw or be Frightened for up to two turns. Once a creature is frightened or succeeds this saving throw they are immune to the ability for the rest of the combat. Rune: Shapeshifting (Bear) Critters All druids may learn to wild shape into small critters that have no comb at purpose. These include: Cat Chicken Cobra Doe Fox Frog Horse Piglet Rabbit These wild shapes can be learned through a quest by speaking to Druidess Pichor in the Oasis opposite the Blacksmith quarter. Druids will be allowed to learn 3 total critters, so choose wisely! Druid Circle All druids identify with a circle of druids. Choose your druid circle (subclass) from the six listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Class Expectations Druids exist to maintain the balance of nature. Anything disrupting the balance of nature is considered vile and unnatural. As such druids are not allowed to associate in a friendly manner with Vampires, Soul Wights, or any such undead beings. This includes clanning with them even if you are 'IC' unaware. All circles, including Spores, falls under this expectation. Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. Spell Slots Level 8 1st: +4 2nd: +3 Level 10 3rd: +3 4th: +2 Level 12 4th: +1 5th: +2 Combat Spells The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters. Cantrips 1st Level 2nd Level 3rd Level Absorb Elements Cure Wounds Entangle Healing Word Thunderwave Absorb Elements Abjuration 1 Reaction V, S The spell captures some of the incoming elemental energy from attacks, lessening its effect on you. If the damage was Acid, Fire, Cold, or Lightning you may reduce the triggering damage by 6. Also dealing 6 damage of the same elemental type back to the original attacker. Acquired at level 12 Entangle Conjuration 1 Action V, S Grasping weeds and vines sprout from the gro und in a 2 tile x 2 tile square starting from a point within range. A creature within the square must succeed a Strength Saving Throw or be restrained until the end of their next turn. (8 + Spell Bonus vs STR Save) 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 10th Level Cure Wounds Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 1d8 + Spell Bonus. This has no effect on Undead or Constructs. When you cast this spell using a spell slot of 2nd or higher, the healing increases by 1d8 for each spell slot above 1st. Healing Word Evocation 1 Bonus Action V A creature of your choice that you can see within range regains hit points equal to 1d4 + Spell Bonus. This has no effect on undead or constructs. Produce Flame Primal Savagery Thorn Whip Produce Flame Conjuration 1 Action V, S A flickering flame appears in your hand. The flame sheds bright light for 1 tile. You can make an attack with the flame. 2d8 Fire Damage Thorn Whip Transmutation 1 Action V, S You create a long, vine-like whip covered in thorns that lashes out towards a creature within 3 tiles. On a hit, if the creature is large or smaller they are moved 1 tile closer to you. 3d 6 Piercing Damage Primal Savagery Transmutation 1 Action S You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 1 tile . On a hit, the target takes 2d10 acid damage. After you make the attack, your teeth or fingernails return to normal. (1d20 + Proficiency Bonus + Spell Bonus vs AC) Acquired at level 10 Call Lighting Tidal Wave Call Lightning Conjuration 1 Action V, S A storm cloud appears over the area. Choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 1 tile of that location must make a Dexterity Saving Throw. Taking 3d10 damage on a failed save or half as much on a success. (8 + Spell Bonus vs DEX Save) Acquired at level 12 Tidal Wave Conjuration 1 Action V, S You conjure up a wave of water that crashes down on an area within range. The weave is 3 tiles wide, 1 tile high, and moves forward from you for 12 tiles. Each creature in the area must make a Dexterity Saving Throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. (8 + Spell Bonus vs DEX Save) Acquired level 10 Barkskin Cure Wounds (2nd) Earthbind Healing Word (2nd) Heat Metal Moonbeam Barkskin Transmutation 1 Action V, S You touch a willing creature. Until the end of combat the target's skin has a tough, bark-like appearance, and the target's AC can't be less than 19. Regardless of what kind of armor it's wearing. Cure Wounds (2nd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 2d8 + Spell Bonus. This has no effect on Undead or Constructs. Healing Word (2nd) Transmutation 1 Bonus Action V, S A creature of your choice that you can see within range regains hit points equal to 2d4 + Spell Bonus. This had no effect on undead of constructs. Heat Metal Transmutation 1 Action V, S Choose a weapon made of metal that you can see within range. You cause the object to glow red-hot. A creature holding the weapon takes 2d8 fire damage and must succeed a Constitution Saving Throw or drop the weapon. (8 + Spell Bonus vs CON Save) Acquired at 10th Level Moonbeam Evocation 1 Action V, S A silvery beam of pale light shines down. A creature is engulfed in ghostly flames that causes searing pain and must make a Constitution Saving Throw. It takes 2d10 radiant damage on a failed save, or half as much on a successful one. Shapechangers are reverted to their natural form on a failed save. (8 + Spell Bonus vs CON Save) Earthbind Transmutation Full Round Action V, S Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. Flavor Spells The following spells are included in the druid's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, for use in Vocation systems, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a rol eplay sc enario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 8 Level 10 Plant Growth Watery Sphere Speak with Animals Transport via Plant Plant Growth Transmutation 1 Action V, S This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. Watery Sphere Transmutation 1 Action V, S You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. Speak with Animals Divination 1 Action V, S You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters and wildlife. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion during DM events. Transport via Plants Conjuration 1 Action V, S This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, you can step into the target plant and exit from the destination plant. Control Flames Druidcraft Guidance Gust Mending Mold Earth Shape Water Create or Destroy Water Purify Food and Drink Control Flames Transmutation 1 Action S You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. Y ou affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Gust Transmutation 1 Action V, S You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. Mending Transmutation 1 Minute V, S 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 Transmutation 1 Action S 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. 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. Druidcraft Transmutation 1 Action V, S Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire. Guidance Divination 1 Action V, S You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Create or Destroy Water Transmutation 1 Action V, S, M You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. Purify Food and Drink Transmutation 1 Action V, S All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purifi ed and rendered free of poison and disease. Ritual Spells Spel ls that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does . If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand. Level 8 Level 12 Detect Magic Detect Poison and Disease Locate Animals or Plants This is an RPR Spell, and does not require a DM Ticket! Detect Magic Divination 1 Action V, S , M Class Required: Artificer Cleric Bard Druid Paladin Ranger Sorcerer Wizard Components Required: 1x Unstable Essence 5x Arcane Res idue For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dir t. This is an RPR Spell, and does not require a DM Ticket! Detect Poison and Disease Divination 1 Action V, S, M Class Required: Cleric Bard Druid Paladin Ranger Sorcerer Components Required: 10x Mother's Leaf 5x Arcane Res idue For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Locate Animals or Plants Divination 1 Action V, S, M Class Required: Druid Bard Components Required: 4x F eral Claw 10x Arcane R es idue Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. Commune with Nature Druid Grove Reincarnate Scrying Druid Grove Abjuration 10 Minutes V, S, M Class Required: Druid Components Required: 30x Basic He rb 4x Feral Claw 30x Arcane Residue You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 3 tile cube or as large as a 9 tile cube. Buildings and other structures are excluded from the affected area. Druids within the area area gain the following effects: Grasping Undergrowth - Once per long rest while fighting within your grove you may call upon nature for aid. Allowing you to cast Entangle as a free action on your turn. The druid may choose any targets they wish within range to target and exempt any others. This is allowed to be used by druid's within their own grove or one that they are friendly to. The owner of the grove decides if another druid is friendly or not. Bountiful Nature - Once per three days a druid may harvest from their grove. Gaining: 1d6 Basic Herbs 1d4 Plant Fiber 1d4 Briskleaf 1d6 Daisy 1d4 Mother'sleaf 1d4 Giant's Root 1d4 Valorbell This shares a cooldown across all groves. A druid may only harvest from a single grove once a week. Commune with Nature Divination 1 Minute V, S Class Required: Druid Components Required: 30x Plant Fiber 30x Sand 30x Arcane Residue You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: terrain and bodies of water prevalent plants, minerals, animals, or peoples powerful celestials, fey, fiends, elementals, or undead influence from other planes of existence buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. Scrying Divination 1 0 Minutes V, S, M Class Required: Bard Druid Warlock Wizard Components Required: 1x Crystal Ball 30x Arcane Residue Item from Target of Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a DC 15 Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Secondhand (you have heard of the target): +5 Save Modifier Firsthand (you have met the target): +0 Save Modifier Familiar (you know the target well): -5 Save Modifier Connection Likeness or drawing/painting: -2 Save Modifier Possession or garment: -4 Save Modifier Body part, lock of hair, bit of nail, or the like: -10 Modifier On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. Reincarnate Divination 1 Hour V, S, M Class Required: Druid Components Required: Diamonds worth 15,000 Gold 25x Arcane Residue You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. 1 - 5: Aarakocra 6 - 10: Dragonborn (1d10 for color) 11 - 15: Drow 16 - 20: Dwarf 21 - 25: Genasi (1d4) 26 - 30: Gnome 31 - 35: Goblin 36 - 40: Halfling 41 - 45: Half-Elf 46 - 50: Half-Orc 51 - 55: High Elf 56 - 60: Human 61 - 65: Kenku 66 - 70: Kobold 71 - 75: Satyr 76 - 80: Sea Elf 81 - 85: Tiefling 86 - 90: Triton 95 - 99: Wood Elf 100 - Choice of anything on the list. Subclass: Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between the good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest. Bonus P roficiencies Skills: Medicine Class Resources: Level 10: +10 Level 12: +2 (12) Balm of the Summer Court As a bonus action, you can choose any ally you can see within 12 tiles of you and spend 4 class resources. The target regains 4d4 + 4 hit points. Hidden Paths You can use hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport a creature up to 2 tiles away to an unoccupied space that you can see. You may use this twice per Long Rest. Walker in Drea ms Requires Level 12 Once per long rest, you may magically teleport yourself and up to two willing allies who touch you back to the last location where you finished a long rest on the current plane. Upon casting this ability you may not move, or take any actions for three turns. If you are not stunned, or brought to 0 hit points after this time you may PvP Flee from combat with up to two allies . Circle Spells Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level Cure Wounds (3rd) Dispel Magic Summon Fey Dispel Magic Abjuration 1 Action V, S Choose one creature within range. Any magical effects on the target end. Acquired at Level 12. Cure Wounds (3rd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 3d8 + Spell Bonus. This spell removes the Wounded status. This has no effect on Undead or Constructs. Summon Fey Conjuration Full Round Action V, S You call forth a fey spirit. It manifests in the tile with you. The creature is an ally to you and your companions. In combat the spirit has 30 Hit Points and follows minion rules. As a bonus action on your turn you may order the spirit to act. Performing a longsword attack against the target. Or imposing disadvantage against it until the end of their next turn. Poison Spray Poison Spray Evocation 1 Action V, S You extend your hand toward a creature and project a puff of noxious gas from your palm. 2d12 Poison Damage (8 + Spell Bonus vs CON Save) Cure Wounds (4th) Freedom of Movement Polymorph Cure Wounds (4th) Evocation 1 Action V, S A creature you touch regains a nu mber of hit points equal to 4d8 + Spell Bonus. This spell will remove the Severely Wounded status. This has no effect on Undead or Constructs. Freedom of Movement Abjuration 1 Action V, S Choose a willing creature that you can see within range, granting the target Freedom of Movement which will give the target a on use status to clear any restrained, or slowed effects. While the effect persists on the target they receive +2 to Dexterity Saving Throws until used. Acquired at 12th level Polymorph Transmutation 1 Action V, S This spell transforms a creature that you can see within range into a helpless critter. The target must succeed a Wisdom Saving Throw or be transformed for two turns. Any damage reverts the target back to its original shape. Acquired at Level 10 Cure Wounds (5th) Mass Cure Wounds Cure Wounds (5th) Evocation 1 Action V, S A creature you touch regains a number of hit p oints equal to 5d8 + Spell Bonus. This spell will remove the Death's Door status. This has no effect on Undead or Constructs. Mass Cure Wounds Evocation 1 Action V, S A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 3 tile radius sphere. Each target regains hit points equal to 3d8 + Spell Bonus. Removes basic Wounded status. This spell has no effect on Undead or Constructs. Faerie Fire Faerie Fire Evocation 1 Action V, S Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. Healing Spirit Healing Spirit Conjuration 1 Bonus Action V, S You call forth a nature spirit to soothe the wounded. As a bonus action on your turn, you can move the Spirit up to 6 tiles to a space you can see. The spirit restores 1d6 to a target within its tile. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears. Rituals Level 12 Dream Greater Restoration Regenerate True Resurrection Dream Illusion 1 Minute V, S, M Class Required: Cleric: Twilight Dom ain Druid: Circle of Dreams Bard: College of Glamour Warlock Component Required: Ground up Valor Bell (Flavor) Ground up Brisk Leaf (Flavor) Ground up Mother's Leaf (Flavor ) This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. Regenerate Transmutation 1 Minute V, S, M Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: 4x Holy Water 35x Arcane Residue You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. True Resurrection Necromancy 1 Hour V, S, M Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: Diamonds worth 25,000 Gold 1,000 Gold 50x Arcane Residue 50x Daisy You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. Greater Restoration Abjuration 1 Action V, S Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: 1 Precio us Gemstone 25x Arcane Residue 90 Gold You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target. One curse, including the target's attunement to a cursed magic item. Any reduction to one of the target's ability scores. One effect reducing the target's hit point maximum. Subclass: Circle of The Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus P roficiencies Skills: Survival Class Resources: Level 12: +4 Land's Stride Your attunement to nature allows you to brush off any slows, restrains, or grapples as a reaction. Nature's Ward You are immune to charm, fear, poison, and disease. Nature's Sanctuary Requires Level 12 When a creature makes a melee attack against you, as a reaction and 1 class resource you can force them to make a Wisdom Saving Throw. On a failure the, attack misses. Circle Spells Cantrips 1st Level 2nd Level 3rd Level Dispel Magic Erupting Earth Dispel Magic Abjuration 1 Action V, S Choose one creature within range. Any magical effects on the target end. Erupting Earth Transmutation 1 Action V, S Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 2 tile cube centered on that point. Each creature in that area must make a Dexterity Saving Throw. A creature takes 3d12 bludgeoning damage on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Poison Spray Poison Spray Evocation 1 Action V, S You extend your hand toward a creature and project a puff of noxious gas from your palm. 2d12 Poison Damage (8 + Spell Bonus vs CON Save) Gust of Wind Spike Growth 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) Spike Growth Transmutation 1 Action V, S The ground in a 2 tile radius twists and sprouts hard spikes and thorns. Dealing 2d4 piercing damage to any creature within. Jump Jump Transmutation 1 Action V, S You touch a creature. It may jump up to 6 tiles as their next move action. Terrestrial Alignment Requires Level 12 Additionally, Circle of the Land druids will be able to commune with the land around them to further augment their spell list. Once every there days they may change their active land to add the following spells. Artic Spell List 3rd Level 4th Level 5th Level Sleet Storm Slow Sleet Storm Conjuration 1 Action V, S Freezing rain and sleet fall in a 4 tile radius centered at a point you choose within range. The ground in the area is covered with slick ice. Any creature within the area must succeed a Dexterity Saving Throw (8 + Spell Bonus) or be knocked prone. Slow Transmutation 1 Action V, S You alter time around up to three creatures of your choice in a 4 tile cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell until the end of their next turn. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. Acquired at 12th Level Ice Storm Ice Storm Evocation 1 Action V, S A hail of rock-hard ice pounds to the ground in a 2 tile radius centered on a point within range. Each creature must make a Dexterity Saving Throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs DEX Save) Cone of Cold Cone of Cold Evocation 1 Action V, S A blast of cold air erupts from your hands. Each creature in a 4 tile cone must make a Constitution Saving Throw. A creature takes 6d8 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs CON Save) Desert Spell List 2nd Level 4th Level 5th Level Blight Polymorph Blight Necromancy 1 Action V, S Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution Saving Throw. The target takes 6d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on Undead or Constructs. (8 + Spell Bonus vs CON Save) Polymorph Transmutation 1 Action V, S This spell transforms a creature that you can see within range into a helpless critter. The target must succeed a Wisdom Saving Throw or be transformed for two turns. Any damage reverts the target back to its original shape. Silence Silence Illusion 1 Action V, S Create a 2x2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of their next turn. Acquired at Level 12. Insect Plague Insect Plague Conjuration 1 Action V, S Swarming, biting locusts fill a 2 tile sphere at a point you choose within range. The sphere spreads around corners. Any creature within the area must succeed a Constittuion Saving Throw. Taking 4d10 piercing damage on a failed save, or half as much damage on a success. Grassland Spell List 2nd Level 4th Level 5th Level Fire Shield Freedom of Movement Fire Shield Evocation 1 Action V, S Thin and wispy flames wreathe your body for the duration, shedding bright light for 1 tile and dim light for 1 tile beyond that. Whenever a creature hits you with a melee attack, you may use your reaction to have the shield erupt with flame. Dealing 2d8 fire damage to the attacker. Provides Cold resistance. Freedom of Movement Abjuration 1 Action V, S Choose a willing creature that you can see within range, granting the target Freedom of Movement which will give the target a on use status to clear any restrained, or slowed effects. While the effect persists on the target they receive +2 to Dexterity Saving Throws until used. Acquired at 12th level Invisibility Invisibility Illusion 1 Action V, S A creature you touch becomes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends when the target attacks or casts a spell. Acquired at 10th Level Insect Plague Insect Plague Conjuration 1 Action V, S Swarming, biting locusts fill a 2 tile sphere at a point you choose within range. The sphere spreads around corners. Any creature within the area must succeed a Constittuion Saving Throw. Taking 4d10 piercing damage on a failed save, or half as much damage on a success. Underdark Spell List 1st Level 2nd Level 4th Level 5th Level Ice Storm Ice Storm Evocation 1 Action V, S A hail of rock-hard ice pounds to the ground in a 2 tile radius centered on a point within range. Each creature must make a Dexterity Saving Throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs DEX Save) Invisibility Invisibility Illusion 1 Action V, S A creature you touch becomes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends when the target attacks or casts a spell. Acquired at 10th Level Cloudkill Cloudkill Conjuration 1 Action V, S You create a 2 tile radius sphere of poisonous, yellow-green fog centered on a point you choose within range. A creature inside the fog must make a Constitution Saving Throw, taking 5d8 poison damage on a failed save or half as much on a success. Creatures are affected even if they hold their breath or don’t breathe. (8 + Spell Bonus vs CON Save) Fog Cloud Fog Cloud Conjuration Full Round Action V, S Create a cloud of thick smoke in a 2 tile radius. The cloud's area is heavily obscured, dim light, and any targets within cannot be targeted with any attack or ability that requires sight of them until the start of their next turn. Subclass: Circle of the Moon Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood. Bonus Proficiencies Skills: Athletics Class Resources: Level 10: +2 Level 12: +1 (3) C ombat Wild Shape You gain the ability to use Wild Shape on your turn as a bonus action instead of a full round action. The wild is in your blood. When your wildshape's Temp HP is reduced to 0 you are not forced to revert back to your true form. Instead you may remain and take damage to your natural hit points instead. Additionally while you are transformed by Wild Shape, you can use a bonus action to expend a 5th level spell slot to regain 5d8 hit points. Circle Forms The rites of your circle grant you the ability to transform into more dangerous animal forms. You gain an additional 10 Temp Hit Points in your Beast Wild Shapes and deal an additional 4 damage per attack. Elemental Wild Shape You may expend two uses of Wild Shape at the same time to transform into an Air, Earth, Fire, or Water elemental. Which grant the following features: Air Elemental Requires Level 10 Armor Cla ss: 17 Temp HP: 20 Immunities: Poison Resistances: Thunder, Lightning 2 Attack Actions To Hit: 1d20 + STR/DEX + Proficiency Bonus + Hit Bonus (Unarmed) Damage: 2d6 + STR/DEX + Unarmed Damage Bonus Elemental Immunities: You are immune to the Grappled, Poisoned, Prone, and Restrained statuses. You gain a flying speed. Once per turn, each creature within 1 tile of the elemental must make a DC 13 Strength Save or take 3d8 + WIS bludgeoning damage and be pushed 2 tiles away from the elemental and knocked prone. Taking half as much damage and remaining in place on a successful save. Water Elemental Requires Level 10 Armor Cla ss: 17 Temp HP: 20 Immunities: Poison Resistances: Acid Attack Actions: 2 To Hit: 1d20 + STR/DEX + Proficiency Bonus + Hit Bonus (Unarmed) Damage: 2d6 + STR/DEX + Unarmed Damage Bonus Elemental Immunities: You are immune to the Grappled, Poisoned, Prone, and Restrained statuses. You have double movement speed while swimming. Once per turn, up to two targets within 1 tile of the elemental must make a DC 15 Strength Save or take 2d8 + WIS damage and be grappled for one turn. Earth Elemental Requires Level 12 Armor Cla ss: 23 Temp HP: 20 Immunities: Poison Resistance: Physical Damage Attack Actions: 2 To Hit: 1d20 + STR/DEX + Proficiency Bonus + Hit Bonus (Unarmed) Damage: 2d6 + STR/DEX + Unarmed Damage Bonus Elemental Immunities: You are immune to the Grappled, Poisoned, Prone, and Restrained statuses. You are vulnerable to Thunder Damage. Once per turn, assuming you have not moved already, you may trade your movement to burrow from your location to another within 4 tiles along the same connected patch of ground. Moving through the earth does not provoke attacks of opportunity when you dive or emerge. Fire Elemental Requires Level 12 Armor Cla ss: 17 Temp HP: 20 Immunities: Poison, Fire Attack Actions: 2 To Hit: 1d20 + STR/DEX + Proficiency Bonus + Hit Bonus (Unarmed) Damage: 2d6 + STR/DEX + Unarmed Damage Bonus Elemental Immunities: You are immune to the Grappled, Poisoned, Prone, and Restrained statuses. At the start of each turn, all creature within 1 tile of the elemental takes 1d10 fire damage and receives the burning status. Thousand Forms You have learned to use magic to alter your physical form as second nature. You are immune to the Polymorph spell and Moonbeam cannot force you out of your Wild Shape transformations. Circle Spells Cantrips 1st Level 3rd Level 4th Level 5th Level Ice Storm Freedom of Movement Ice Storm Evocation 1 Action V, S A hail of rock-hard ice pounds to the ground in a 2 tile radius centered on a point within range. Each creature must make a Dexterity Saving Throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs DEX Save) Freedom of Movement Abjuration 1 Action V, S Choose a willing creature that you can see within range, granting the target Freedom of Movement which will give the target a on use status to clear any restrained, or slowed effects. While the effect persists on the target they receive +2 to Dex Saving Throws until used. Maelstrom Maelstrom Evocation 1 Action V, S A mass of water appears and swirls in a 3 tile radius from a point you can see within range. Any creature within range must succeed on a Strength Saving Throw or take 6d6 bludgeoning damage. (8 + Spell Bonus vs STR Save) Create Bonfire Create Bonfire Conjuration 1 Action V, S You create a bonfire on ground that you can see within range. A bonfire fills a 1 tile radius. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 3d8 fire damage. Faerie Fire Fog Cloud Jump Faerie Fire Evocation 1 Action V, S Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. Fog Cloud Conjuration Full Round Action V, S Create a cloud of thick smoke in a 2 tile radius. The cloud's area is heavily obscured, dim light, and any targets within cannot be targeted with any attack or ability that requires sight of them until the start of their next turn. Jump Transmutation 1 Action V, S You touch a creature. It may jump up to 6 tiles as their next move action. Erupting Earth Erupting Earth Transmutation 1 Action V, S Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 2 tile cube centered on that point. Each creature in that area must make a Dexterity Saving Throw. A creature takes 3d12 bludgeoning damage on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Subclass: Circle of Spores Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form. Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted. Bonus Proficiencies Skills: Intimidation Class Resources: Level 10: +2 Level 12: +2 (4) Halo of Spores When a creature moves within 1 tile of you or ends their turn there, you may, as a reaction, cause your invisible necrotic spores to be unleashed upon them. They must succeed on a Constitution Saving Throw (DC 8 + Proficiency Bonus + Wisdom) or take 1d10 necrotic damage. Symbiotic Entity Requires Level 12 You gain the ability to channel magic into your spores. As a full round action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 40 temporary hit points. Additionally your attacks (Including Spells that target AC) deal an additional 1d6 necrotic damage on hit if the target is within 1 tile. You may also apply 1d6 additional necrotic damage to your Halo of Spores damage from any range while this effect is active. This effect ends when your temporary hit points are exhausted like all other Wild Shapes. Spreading Spores You gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl the spores at a target up to 3 tiles away. The target, and any creature within 1 tile must succeed on a Constitution Saving Throw (DC 8 + Proficiency Bonus + Wisdom) or take 1d10 necrotic damage from your Halo of Spore feature. You may not activate Halo of Spores as a reaction until the start of your next turn after using this ability. Fungal Infestation Requires Level 12 Your spores gain the ability to infest a corpse and animate it. Using the listed resources you may create Fungal Zombie minions and summon them in combat. The Fungal Zombie has 22 hit points. As a bonus action on each of your turns you may order the Fungal Zombie to perform one of the following: Attack: Move up to 2 tiles and attack a target. +3 to hit, 1d6 + 1 damage. Symbiosis: Deal damage to the Fungal Zombie equal to it's remaining hit points. You heal for half of the damage done in this way. Resources: 20x Mysterious Mushrooms, 1 Blood Vial. Circle Spells Cantrips 1st Level 2nd Level 4th Level 5th Level Blindness 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) Chill Touch Chill Touch Necromancy 1 Action V, S You create a ghostly, skeletal hand in the space of a creature within range. On a hit the target cannot regain hit points until the start of your next turn. 3d8 Necrotic Damage (1d20 + Spell Bonus vs AC) Blight Polymorph Blight Necromancy 1 Action V, S Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution Saving Throw. The target takes 6 d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on Undead or Constructs. (8 + Spell Bonus vs CON Save) Polymorph Transmutation 1 Action V, S This spell transforms a creature that you can see within range into a helpless critter. The target must succeed a Wisdom Saving Throw or be transformed for two turns. Any damage reverts the target back to its original shape. Cloudkill Insect Plague Cloudkill Conjuration 1 Action V, S You create a 2 tile radius sphere of poisonous, yellow-green fog centered on a point you choose within range. A creature inside the fog must make a Constitution Saving Throw, taking 5d8 poison damage on a failed save or half as much on a success. Creatures are affected even if they hold their breath or don’t breathe. (8 + Spell Bonus vs CON Save) Insect Plague Conjuration 1 Action V, S Swarming, biting locusts fill a 2 tile sphere at a point you choose within range. The sphere spreads around corners. Any creature within the area must succeed a Constittuion Saving Throw. Taking 4d10 piercing damage on a failed save, or half as much damage on a success. Fog Cloud Jump Jump Transmutation 1 Action V, S You touch a creature. It may jump up to 6 tiles as their next move action. Fog Cloud Conjuration Full Round Action V, S Create a cloud of thick smoke in a 2 tile radius. The cloud's area is heavily obscured, dim light, and any targets within cannot be targeted with any attack or ability that requires sight of them until the start of their next turn. Subclass: Circle of Stars The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many druids of this circle keep records of the constellations and the stars' effect on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples; any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm. Bonus Proficiencies Skills: History Class Resources: Level 10: +3 Level 12: +1 (4) Star Chart You gain two free casts of 1st Level Guiding Bolt per long rest. Twinkling Constellations At the start of your turn, before taking willing movement, actions, or bonus actions, the Stars Druid may swap their active constellation as a free action. Using this dispels it, and gives you back the resources to cast it again for free. Starry Form (Archer) At the cost of one use of your wildshape feature you may assume the starry form of the archer. Granting you the ability to deal 1d8 + Wisdom radiant damage as a bonus action. Starry Form (Chalice) At the cost of one use of your wildshape feature you may assume the starry form of the chalice. Allow you to heal your target for an additional 1d8 + Wisdom when targeting them with a healing spell as a bonus action. Cosmic Omen (Woe) As a reaction to an attack and 1 CR, you may roll 1d6 and subtract that amount from the target's roll. If this would make the attack miss, damage may be reverted. Full of Stars Requires Level 12 You become partially incorporeal, giving you physical damage resistance. Circle of the Spells Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level Guiding Bolt (2nd) Guiding Bolt (2nd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 5d6 radiant damage. Faerie Fire Guiding Bolt Guiding Bolt Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 4d6 radiant damage. Faerie Fire Evocation 1 Action V, S Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. Cure Wounds (3rd) Guiding Bolt (3rd) Sleet Storm Guiding Bolt (3rd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 6d6 radiant damage. Cure Wounds (3rd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 3d8 + Spell Bonus. This spell removes the Wounded status. This has no effect on Undead or Constructs. Sleet Storm Conjuration 1 Action V, S Freezing rain and sleet fall in a 4 tile radius centered at a point you choose within range. The ground in the area is covered with slick ice. Any creature within the area must succeed a Dexterity Saving Throw (8 + Spell Bonus) or be knocked prone. Acquired at 10th Level Freedom of Movement Ice Storm Freedom of Movement Abjuration 1 Action V, S Choose a willing creature that you can see within range, granting the target Freedom of Movement which will give the target a on use status to clear any restrained, or slowed effects. While the effect persists on the target they receive +2 to Dexterity Saving Throws until used. Acquired at 12th level Ice Storm Evocation 1 Action V, S A hail of rock-hard ice pounds to the ground in a 2 tile radius centered on a point within range. Each creature must make a Dexterity Saving Throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs DEX Save) Maelstrom Mass Cure Wounds Maelstrom Evocation 1 Action V, S A mass of water appears and swirls in a 3 tile radius from a point you can see within range. Any creature within range must succeed on a Strength Saving Throw or take 6d6 bludgeoning damage. (8 + Spell Bonus vs STR Save) Mass Cure Wounds Evocation 1 Action V, S A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 3 tile radius sphere. Each target regains hit points equal to 3d8 + Spell Bonus. Removes basic Wounded status. This spell has no effect on Undead or Constructs. Frostbite Frostbite Evocation 1 Action V, S You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution Saving Throw. On a failed save the target takes 3d6 cold damage and has disadvantage on weapon attacks until the end of its next turn. 3d6 Cold Damage (8 + Spell Bonus vs CON) Acquired at 12th Level Subclass: Circle of Wildfire Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another. Bonus Proficiencies Skills: Arcana Class Resources: Level 10: +3 Level 12: +2 (5) Summon Wildfire Spirit You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The Wildfire Spirit can be moved within 3 tiles of the druid, and each creature within 1 tile of the Spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage. The Wildfire Spirit has 40 hit points and is immune to fire damage. As a bonus action on each of your turns you may order the Wildfire Spirit to perform one of the following: Attack: 6 tile range, 1d20 + Proficiency Bonus + Spell Bonus (WIS) to hit. 1d6 + 4 fire damage. Fiery Teleportation: Up to one willing creature within 1 tile of you to a location you can see up to two tiles away. Enhanced Bond The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell. Cauterizing Flames When a creature's hit points reach 0 within 3 tiles of you, a harmless spectral flame springs forth in the dead creature's space. You can use your reaction to extinguish the spectral flame there and heal them for 2d10 + your Wisdom. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Blazing Revival Requires Level 12 The bond with your wildfire spirit can save you from death. When you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain 50 hit points and immediately rise to your feet. Once you use this feature, you can't use it again until you finish a long rest. Circle of Spells Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level Scorching Ray 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) Burning Hands 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 ) Fire Shield Wall of Fire Fire Shield Evocation 1 Action V, S Thin and wispy flames wreathe your body for the duration, shedding bright light for 1 tile and dim light for 1 tile beyond that. Whenever a creature hits you with a melee attack, you may use your reaction to have the shield erupt with flame, dealing 2d8 fire damage to the attacker. Wall of Fire Evocation 1 Action V, S You create a wall of fire from you in a line on a solid surface within range 6 tiles long and 2 tiles high. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. Flame Strike Mass Cure Wounds Flame Strike Evocation 1 Action V, S A vertical column of divine fire roars down from the heavens in a location you specify. Each creature within a 1 tile radius must make a Dexterity Saving Throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Mass Cure Wounds Evocation 1 Action V, S A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 3 tile radius sphere. Each target regains hit points equal to 3d8 + Spell Bonus. Cures regular Wounded Status. This has no effect on Undead or Constructs. Create Bonfire Create Bonfire Conjuration 1 Action V, S You create a bonfire on ground that you can see within range. A bonfire fills a 1 tile radius. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 3d8 fire damage. Cure Wounds (3rd) Erupting Earth Cure Wounds (3rd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 3d8 + Spell Bonus. This spell removes the Wounded status. This has no effect on Undead or Constructs. Erupting Earth Transmutation 1 Action V, S Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 2 tile cube centered on that point. Each creature in that area must make a Dexterity Saving Throw. A creature takes 3d12 bludgeoning damage on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save)

  • Half-Elf | Halcyon D&D

    Half-Elf Racial Guidelines Basic Traits Racial Traits Half-Elf Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Aglarond Gulthandor The Daelands Luruar Deities The Seldarine (Elven Pantheon) Sune Silvanus Hanali Celanil Chauntea Selune Valkur Eilistraee (Aglarond born Half-Elves) Enmity Drow (Elven Generational Hatred. Gods at war) Orcs Goblins Affinity Elves Humans Dwarves Gnomes Halflings Half-races such as half-orcs Notable Features Independent, creative and expressive, dislike towards strict rules and restrictions, pointed but more rounded ears than elven race, omnivore with a heavier lean towards vegetables and grains inherited from their elven race. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Languages Common Elvish 1 Choice Life Spa n Adulthoo d: 20 years Longevity: 180 years Movement 3 tiles per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fey Ancestry You are immune to magical sleep effects. Of Two Worlds Half-elves are very familiar with the similarities and differences between human and elven society. Their multicultural nature makes them skilled at reading, and dealing with, a variety of people. You are proficient in Insight and Persuasion. Half-Elf Versatility Depending on your heritage, you gain various abilities. Drow half-elves receive Faerie Fire, High Elves may pick Firebolt, Frostbite, or Shocking grasp, and Wood Elv es may attain Fleet of Foot.

  • Dragonborn | Halcyon D&D

    Dragonborn Racial Guidelines Basic Traits Racial Traits Dragonborn Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand. The blood of a particular type of dragon runs very strong through dragonborn clans and those descended from the metallic dragons—brass, bronze, copper, gold, silver—are the most commonly found intermingled with the other races of the Forgotten Realms, for the demeanor of their ancestry flows through them. They are not as ill-inclined as their chromatic brethren and are generally accepted and treated fairly in most civilized areas. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Laerakond Tymanther Deities No patron deities. They hate all within the Draconic Pantheon Enmity Generally amicable to all races. Dragons Kobolds Affinity Generally amicable to all races Tieflings Outcasts Notable Features Warm Blooded, resistant scaly skin, omnivore with a leaning towards meat, charismatic, courteous, respectful, proud. Basic Traits Height Min: 180 cm (5'9") Max: 220 cm (7'2) Languages Common Draconic Life Span Adulthood: 18 years Longevity: 80 years Movement 3 tiles per turn Racial Traits Draconic Ancestry All dragonborn descend from a lineage of dragons and exhibit some or all of their personality traits. Choose your heritage from the list below. This will also determine the element of the destructive energy you exhale through your breath weapon attack, and the elemental resistance you have. Once per day, as an action, you may unleash that hellish rebuke of your respective element through your draconic maw in a 3 tile cone. The target must succeed a Dexterity Saving Throw (DC 8 + Constitution + your proficiency bonus), or be dealt 2d6 damage of that element. Copper / Black: Acid (Note: Resistance for now will be poison, as there are no abilities or spells that deal acid damage.) Silver / White: Cold Brass / Gold / Red: Fire Bronze / Blue: Lightning Green : Poison Imposing Nature Though you are not a dragon, you carry a similarly imposing gravitas etched into your scales. You are proficient in Intimidation.

  • Halfling | Halcyon D&D

    Halfling Racial Guidelines Basic Traits Racial Traits Halfling The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver. Halflings appear relatively harmless, and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Their skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Nomadic Sea of Fallen Stars (Lives within human settlements) Ethdale Easting Reach Amn Deities Yondalla (Creator) Yondalla's Children (Halfling Pantheon) Enmity Half-Orcs (Animosity but rarely came to blows) Kobolds Affinity Dwarves Gnomes Humans Elves Notable Features Lucky, strong sense of community, close-knit livelihood, brave, hairy- has hair on feet, omnivore with leaning towards roasted meats, vegetables, and baked goods, cultivators and farmers. 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: 120 cm (3'11") Languages Common Halfling Life Spa n Adulthoo d: 20 years Longevity: 150 years Movement 3 tiles per turn Racial Traits B rave Halflings are immune to being frightened. Halfling Resilience Halflings are nimble and stout. You have a +2 to your Dexterity and Constitution saving throws. Naturally Stealthy Halflings can easily hide from notice, even using other people as cover. You are proficient in Sleight of Hand and Stealth.

  • Goliath | Halcyon D&D

    Goliath Racial Guidelines 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. Racial Guidelines Homelands Thesk Mountains Mountains of Copper Sunrise Mountains Icerim Muontains Sword Coast Mountain Ranges of Chult and Anauroch (Azirrhat) Tamalune Spine of the World Deities Kavaki Kuliak Manethak Naki-Uthai Thalia Vanua Primal Forces of Nature Enmity Goblin (Wary) Orc (Wary) Half-Orc (Wary) Affinity Dwarves Human Very fond of druids Earth Genasi (Friendly Rivalry) Elves (Intimidated but friendly) Notable Features Competitive, self-reliant and independent, fair competitors, value talent, belief that using magic leads to complacency, small nomadic tribes, mock hierarchical societies, omnivore leaning towards meat. 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.

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