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- Aasimar | Halcyon D&D
Aasimar Racial Guidelines Basic Traits Racial Traits Aasimar Whether descended from a celestial being or infused with heavenly power, aasimar are humans who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens. They resemble their parents, but often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. Most aasimar feel an intense drive to purge evil or protect the weak and the innocent. This motivation is not all-consuming however, and while still emitting radiant light, an aasimar has the propensity, like any other, to fall into the dark. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Durpar Murghom Thesk Waterdeep Deities Helm Tymora Chauntea Lathander Mielikki Selune Sune Enmity Genasi (Wary) Tieflings (Wary) Dwarves (Neutral, no true opinion) Elves (Neutral, no true opinion) Affinity Half-Races (Half-Elves, Half-Orcs) Notable Features Diplomatic. Omnivore with leaning towards vegetarian foods. Cautious, misunderstood, empathetic, keeps a low profile. Basic Traits Height Min: 150 cm (4'11") Max: 190 cm (6'3") Languages Common Celestial Life Spa n Adulthood: 18 years Longevity: 160 years Movement 3 tiles per turn Racial Traits Celestial Revelation Once per day, as a bonus action, you may unleash divine energies around you. Causing everyone within 2 tiles to take 5 radiant damage. This allows you to dash, and gives you flying speeding until the end of your turn. 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. Healing Hands Once per day, as an action, you can touch a creature and heal them for 3d4 hit points. Light Bearer You know the Light cantrip. Celestial Resistance You have resistance to radiant damage.
- Triton | Halcyon D&D
Triton Racial Guidelines Basic Traits Racial Traits Triton Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, the noble tritons have gradually become increasingly active in the world above. Tritons were a humaniform race, notable in their many underwater adaptations that render them visually distinct from other humanoid races. Their skin was most commonly a deep-blue, but had also been known to appear as pearl, light green, or in rare cases, other mutant colors. Their hands and feet were webbed, and they had minor dorsal fins that run from their mid-calf and end at their ankles. They were notably shorter than humans, averaging around five feet tall. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Elemental Plane of Water Sea of Swords Trackless Sea Bay of Dancing Dolphins Zakhara Deities Persana (Creator) Eadro (Some believe they are the Creator) Asathalfinare Pantheon Enmity Generally xenophobic but not fully unkind or instantly hostile to non-Tritons Affinity Sea Elves General Sea life Notable Features Amphibious, cold-resistant, noble and proud, speak formally, natural underwater warriors, guardians of the deep sea, lawful and duty-bound, distant from surface customs, adept with tridents and magic, diet of fish and sea plants. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Langua ges Common Primordial Life S pa n A dult hood: 18 years Longevity: 200 years Mo vement 3 ti le s per turn Racial Traits Amphibious You can breathe air and water and you have innate swim speed. 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. Control Air and Water A child of the sea, you can call on the magic of elemental air and water. You can cast Gust of Wind with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Guardian of the Depths Adapted to even the most extreme ocean depths, you have resistance to cold damage.
- Rogue | Halcyon D&D
Rogue Class Features Arcane Trickster Assassin Phantom Soulknife Swashbuckler Thief Rogue Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities. Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators. Subclasses Class Features Basics Base Hit Points: 56 Hit Points per Advancement: 14 Actions: 1 Attack, 1 Bonu s, 1 Reaction Casting Attribute: Dexterity Arcane Trickster: Intelligence Starting Kit Dagger Dagger (Off Hand) Leather Armor Thieves' Tools Proficiencies Armor: Light armor Weapons: Simple weapons, Hand Crossbow, Longsword, Rapier, Shortsword Saving Throws: Dexterity, Intelligence Skills: Acrobatics, Investigation, Sleight of Hand, Stealth Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Cunning Action Your quick thinking and agility allow you to move and act quickly. You may take the dash or disengage action as a bonus action on your turn. Sneak Attack You know how to exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if that creature is currently knocked down, you have an ally that has targeted them in the last or current turn within 1 tile, or if the creature has not targeted you at all in the last or current turn. You may not trigger Sneak Attack with any weapon that includes the 2-handed property that does not also include the ranged property. Steady Aim As a bonus action, you give yourself +2 on your next attack roll. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action your speed is 0 until the end of the current turn. If the attack hits, you are able to use Sneak Attack. Thieves' Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge When an attacker that you can see hits you with an attack you may use your reaction to halve the attack’s damage against you. Roguish Archetypes Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques. Choose your roguish archetype (subclass) from the four listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Subclass: Arcane Trickster Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers. Bonus P roficiencies Skills: Arcana Spell Bonus: Level 10: +3 Level 12: +1 (4) Mage Hand Ledgerdomain You may pickpocket anyone within 3 tiles using your Mage Hand, with no penalty. All other pickpocket rules apply. Versatile Trickster As a bonus action, you can designate a creature within 1 tile and distract them with your Mage Hand. Granting you a +2 bonus to Attack Bonus until the end of your turn. This enables the use of Sneak Attack. Spell Thief Requires Level 12 Immediately after a creature casts a spell that targets or includes you in the area of effect, you may use your reaction to force the creature to make a saving throw with its spell casting ability modifier. On a failed save, you negate the spell’s effect against you and refunds you one 2nd and one 3rd level spell slot. Usable once per Long Rest. (8 + Spell Bonus vs INT/WIS/CHA Saving Throw) Spell Slot s Spells Level 10 1st: 4 2nd: 2 3rd: 0 Level 12 1st: 4 2nd: 3 3rd: 2 Cantrips 1st 2nd 3rd Lightning Lure Mind Sliver Ray of Frost Lightning Lure Evocation 1 Action V You create a lash of lightning energy that strikes at one creature of your choice that you can see within 2 tiles. The target must succeed on a Strength Saving Throw or be pulled 1 tile towards you and take 3 d8 lightning damage. (8 + Spell Bonus vs STR Saving Throw) Ray of Frost 1 Action V, S A frigid beam of blue-white light streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 cold damage, and its speed is reduced by 1 tile until the end of their next turn. (1d20 + Spell Bonus vs AC) Granted at 12th Level. Mind Sliver Enchantment 1 Action V, S You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 3d6 psychic damage and receive disadvantages on saving throwing until the end of their next turn. Charm Person Disguise Self Sleep Tasha's Hideous Laughter Charm Person Enchantment 1 Action V, S You attempt to charm a humanoid you can see within range. It must make a Wisdom Saving Throw. If it fails the saving throw it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns. (8 + Spell Bonus vs WIS Save) Tasha's Hideous Laughter Enchantment 1 Action V, S A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom Saving Throw or fall prone. (8 + Proficiency Bonus + Spell Bonus vs WIS Save) Disguise Self Illusion 1 Action V, S You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for three hours or until you use another action to dismiss it. You can seem 1 foot taller or shorter and can appear thin, fat, or in between. You can’t change your body type so you must adopt a form that has the same basic arrangement of limbs. Any changes created by this spell are purely visual. You cannot grow additional body parts with this spell, and if someone touches a part of your illusion that does not match with your physical being by shape or texture, they will immediately be aware that an illusion is at play. If someone for any reason whatsoever suspects you for being disguised, they may roll Investigation against your Spell Bonus + 8 as the DC to learn an illusion is in use. This spell will be automatically dispelled upon entering combat. Acquired at Level 10 and y ou may not disguise as an Advanced Race or a different gender than your own. Sleep Enchantment 1 Action V, S Attempt to put the target into a magical slumber. They must succeed a Constitution Saving Throw (DC 8 + Spell Bonus) or be put to sleep and fall prone until the end of their next turn. If the creature is attacked while asleep they will wake up early. Acquired at 10th Level Crown of Madness Invisibility Shadow Blade Invisibility Illusion 1 Action V, S A creature you touch becomes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends when the target takes any action. Acquired at Level 12. Crown of Madness Enchantment 1 Action V, S One humanoid of your choice that you can see within range must succeed on a Wisdom Saving Throw or become charmed by you for the remainder of combat. While charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On each of its turns it can make a Wisdom Saving Throw against your spell DC to end the effect. (8 + Spell Bonus vs WIS Save) Shadowblade Illusion 1 Bonus Action V, S You weave together threads of shadow to create a sword of solidified gloom in your main hand. This magic sword lasts for the duration of combat, dealing 2d8 psychic dam age a hit. Must be dispelled. Fear Fireball Fear Illusion 1 Action V, S You project a phantasmal image of a creature’s worst fear. Each creature in a 3 tile cone must succeed on a Wisdom or become frightened until the end of it's next turn. (8 + Spell Bonus vs WIS Save) Granted at 12th Level. Fireball Evocation 1 Action V, S A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.. Each creature in a 2 tile radius sphere centered on that point must make a Dexterity Saving Throw. A creature takes 6 d6 fire damage on a failed save, or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Flavor Spells The following spells are included in the arcane trickster's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created ch aracter (Level 8) and others are unlocked at Level 10. Level 8 Control Flames Dancing Lights Gust Mage Hand Minor Illusion Prestidigitation Illusory Script Dancing Lights Evocation 1 Action V , S, M You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. Mage Hand Conjuration 1 Action V, S A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. Control Flames Transmutation 1 Action S You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Gust Transmutation 1 Action V, S You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. Minor Illusion Illusion 1 Action S, M You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Prestidigitation Transmutation 1 Action V, S This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusory Script Conjuration 1 Minute S, M You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message. Subclass: Assassin You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. Bonus P roficiencies Skills: Deception Exterminate In addition to the normal qualifiers to trigger your sneak attack, your training allows you hone in on weakened targets. You may use your sneak attack against targets who are bleeding when you land your attack with a finesse or ranged weapon. You gain a +2 to Hit Bonus (Melee) when using a dagger. Assassinate You are a master at taking advantage of your foe's weakness. When a target is bleeding, you may use your bonus action to immediately cause their Bleed damage and leave them exposed until the end of their next turn. Additionally you gain a +5 bonus to your initiative rolls. And the cooldown on your dagger abilities is always decreased to 2 turns. Imposter You gain the ability to unerringly mimic other people's speech, writing, and behaviors. Your ruse is indiscernible to the casual observer as anything more than another person in the crowd. You gain the ability to use Disguise Self once per long rest. This functions the same as the spell, however it does not have a time limit, remains in combat, and is not magical in nature. If someone, for any reason whatsoever, suspects you for being disguised, they may roll Investigation against your Deception as the DC to learn an illusion is in use. The normal Disguise Self rules apply: You may not appear to have additional body parts including racial features like elven ears, tails, or horns. You may not take the identity of another player character. This extends to their ToT Presets, using another character's name via /act, or any means which would directly duplicate another PC. Death Strike Requires Level 12 You become a master of instant death. When you sneak attack and hit a creature, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, deal an additional 2d6 damage. Subclass: Phantom Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and spies. Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard’s confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave. Bonus Proficiencies Skills: Perception Class Resources Level 10: +4 (Tokens of the Departed) Wails from the Grave As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal Sneak Attack damage to a creature on your turn, you can spend 1 CR to target a second creature that you can see within 4 tiles of the first, then deal half of your sneak attack damage in necrotic damage to them aswell. Token of the Departed When a life waivers in your presence you’re able to snatch a token from the wounded soul, a sliver of its life essence that takes physical form. As a reaction you open your free hand and cause a tiny trinket to appear there, a soul trinket. You may only collect a soul trinket from a creature once per day. And you may only carry up to 4 of these at a time. For each soul trinket you currently possess, you gain +3 max HP. Destroy Token of the Departed Destroy one of your Tokens of the Departed to regain a class resource. Ghost Walk Requires Level 12 As a bonus action, you assume a spectral form. While in this form, your movement speed becomes fly speed and increases by 1 tile. Your AC is increased by 2, and you may pass through walls and solid objects on t he first turn this ability is activated. Usable once per long rest. Dispelled by Ghostslayer Sundering. Death Knell R equires Level 12 Your association with death has become so close, that you gain the ability to cause additional 5d6/2 necrotic damage to the original target of your sneak attack immediately after using it. Subclass: Soulknife Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy. Bonus P roficiencies Skills: Insight Class Resources: Level 10: +4 Level 12: +2 (6) Psychic Blades You can manifest your psionic power as shimmering blades of psychic energy. If your mainhand is free, you can manifest a psychic blade and make an attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a range of 4 tiles, and on a hit, it deals psychic damage equal to 1d6+dex. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target. After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your off hand is also free to create it, also being 1d6+dex. Homing Strikes As a bonus action and for 1 class resource, make an attack roll with your Psychic Blades against a target and add + INT to the number rolled to it. If the attack misses you are refunded that class resource. Allows Sneak Attack on hit. Psychic Teleportation As a bonus action for 1 class resource, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see within 3 tiles. You then teleport to that space. Psychic Veil Requires Level 12 As an action, you can magically become invisible, along with anything you are wearing or carrying, for the duration of combat or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature, or you force a creature to make a saving throw. Usable once per long rest. Rend Mind Requires Level 12 As a bonus action, you sweep your Psychic Blades directly through a creature’s mind. When you deal Sneak Attack damage to a creature you can force that target to make a Wisdom Saving throw for 3 class resource. If the save fails, the target is stunned until the end of their next turn. Can only be done once per target, per combat. (8 + Proficiency Bonus + INT vs WIS Save) Subclass: Swashbuckler You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Bonus P roficiencie s Skills: Athletics Master Duelist: Level 12: +4 Rakish Audacity When rolling initiative, your charisma bonus will be added to the total. You also gain an additional way to use your Sneak Attack; you may use it on any target you strike aslong as no other enemies are within' 1 tile of you. Fancy Footwork After landing a melee attack, you are able to move up to 1 tile and are granted Fleet of Foot. Moving this way does not proc Attack of Opportun ity. Master Due list Requires Level 12 Your mastery of the blade lets you turn failure into success in combat. If you miss with a melee roll, you may spend 1 Master Dualist point and gain 1 Attack Action. Subclass: Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ. Bonus P roficiencies Skills: Arcana Fast Hands As a bonus action on your turn you may attempt to lockpick doors in combat. You may also interact with doors to open them, or swap a piece of equipment as a bonus action. Additionally you gain an extra bonus action on each of your turns. Second-Story Work You gain the Athlete Feat. Supreme Sneak Requires Level 12 As an action on each of your turns, if no hostile creature has direct line of sight of you, you may go invisible until the start of your next turn or you take an action, bonus action, or reaction.
- Aarakocra | Halcyon D&D
Aarakocra Racial Guidelines Basic Traits Racial Traits Aarakocra A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air—and were imbued with a measure of their masters’ power over winds. Their descendants still command echoes of that power. From below, aarakocra look like large birds and thus are sometimes called birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands High Forest Cormyr Vilhorn Reach Chult Chessenta Deities Aerdrie Faenya Enmity Chessentans Dragons Kobolds Affinity Avariel Generally amicable with many races and people Notable Features Community driven, male plumage can have brighter colors, female plumage is darker browns and grays. Peaceful but vicious defenders. Hollow bones, carnivorous leaning but, due to mingling with other races, can digest and eat baked goods. They have strong stomach acid and can eat bones. Basic Traits Height Min: 140 cm (4'7") Max: 160 cm (5'3") Languages Common Primordial Life S pa n Adult hood: 18 years Longevity: 60 years Movement 3 tiles per turn Racial Traits Alternative Origins You can use this race as a base to play an Owlin. Flight Because of your wings, your movement counts as flying type all the time. You cannot take fall damage unless you are incapacitated when falling. Your wings can only be hidden while using the spell Disguise Self. Talons You are proficient with unarmed strikes due to your talons. Your unarmed strikes deal 1d4 + Attack Bonus of damage instead of the usual 1 + Attack Bonus of damage.
- Avariel | Halcyon D&D
Avariel Racial Guidelines Basic Traits Racial Traits Avariel Within Faerun exists a race of winged elves, they were one of the first elven races to migrate to Faerun. Conflict with dragons almost wiped them out, making them a rare sight to behold. Most consider them myths or legends, as they could barely be found until recently. Scattered throughout Toril, most are found in the Aerie of the Snow Eagles atop Mount Sundabar. Avariel have two sides to their culture: War and Peace. One being honor-bound warriors sworn to fight for their protection. While the other side is devout priests and scholars who are sworn to diplomacy and healing. Avariel are lithe and light, their smaller thinner builds help them take flight and soar in the skies, fighting foes like dragons. Most Avariel honor Aerdrie Faenya and are free spirits. Their complexion is pale, ivory, and light tan, and their hair ranges from whiteish blonde to darkest black. They do not have any unusual colors such as purples, greens, etc. Their eyes are green, blue, golden, brown, or silver. Their wings are typically black, brown, or white. Applications: Closed Limited Slots To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Mount Sundabar Aerie of the Snow Eagles Temperate and Subtropical Mountains or Forests Deities Aerdrie Faenya The Seldarine (Other gods of the Elven Pantheon. Given slight regard) Enmity Dragons Kobolds Drow (Generational Hatred. Gods at war) Goblins Affinity Aarakocra Elves Notable Features Flight-capable elves, feathered wings, graceful and agile, keen eyesight, strong connection to the skies, skilled archers and scouts. Light and nimble, often reclusive, natural affinity for wind magic, slender build. Fear of fire, caves and the Underdark, which drive them mad- refusal to travel them. Omnivorous with preference for fruits, nuts, and light meats like bird or fish. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Langua ges Common Elvish Primordial Life S pa n A dult hood: 40 years Longevity: 500 years Mo vement 3 ti le s per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fey Ancestry You are immune to magical sleep effects. Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. T rance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span. Wings Because of your wings, your movement counts as flying type all the time. You cannot take fall damage unless you are incapacitated when falling. Broad and feathered, they can span up to 10 feet when fully extended. They are usually white, but could be black, or brown. Your wings can only be hidden by using the spell Disguise Self.
- Encounters | Halcyon D&D
DMNPC Encounters Storylines and DMNPC Encounters Halcyon is dedicated to providing our player base with unique experiences. One of the ways you can engage is through DMNPC encounters. In these DMNPC encounters our players will get a “tabletop” feel in the setting we’ve built. You’ll experience puzzles to solve, monsters to slay, and plots to uncover and engage in! Before your adventure begins... When opening up a DMNPC encounter there are a few things you should know. First, they are created and run by our DM team. Once a request is placed giving us a general outline of the type of encounter you’re looking for and potential hooks we take the reins and build a customized experience for you and a group of up to 5 players. These experiences are a single encounter session. Encounters are meant to create a narrative that you can enjoy during the session but also take out into the world and expand your roleplay with them. All DMNPC Encounters are required to tie into the overarching server story in some form or fashion. All DMNPC Encounters will be reviewed and may be denied based on criteria not being met, so make sure to thoroughly communicate with your DM. DMNPC Encounters are one time events that are in the same vein as our 'random encounters'. This option is given to those who are unable to participate, or would like to request a DMNPC for an event they are hosting, etc. You may also find scattered sites around the world with POIs that instruct you to open a DMNPC Encounter ticket. Make sure to screenshot the POI to provide it to staff. Staff story locations will ALWAYS instruct you to open a ticket. Criteria Guidelines Frequently Asked Questions Guidelines for Requesting DMNPC Encounters Please come up with a general idea of what kind of con tent you wish to have. This should be a general idea. Our Dungeon Master team will take your idea and they will create an experience for you, just like tabletop! Please discuss with your party ahead of time! This is important. Organization helps the ship sail smoothly - so what we need are: Character names, time zones, levels, and whatever information you think would be important for us in regard to scheduling your event. Bear in mind that when you request your event odds are you will have to wait. So, if you have a specific timeline you would like to follow, request sooner rather than later. Do NOT request DMNPC encounters for a single individual. These are meant to be group experiences. While we understand some players choose the solo life, DMing storylines can take hours and that is resources we need to see used for multiple players. Courtesy is the staple to our events and we expect it from players and staff alike. Conduct that is unkind or rude will be met with a barring from participation and rewards. Constructive criticisms may be submitted after the fact in the ticket. Fill out the questionnaire and post it into your tick et 1. You understand this will be a single encounter ? 2. What is the premise of this event and what are you trying to achieve for your group narratively? 3. Beyond the typical rewards are you seeking to gain or find anything else from this story? (Please note: we do not create, manufacture, or otherwise grant items not already in our house mod - requests such as these would be flavo r only). 4. In order to coordinate schedules, you will need to provide times and dates of availability for the group and are responsible for obtaining those. You may use Discord Timestamp or a similar discord date generator to better communicate dates and times. 5. Do you and your group prefer narrative encounters, combat encounters, or puzzle encounters? Please specify order of importance. 6. Are you alright with the possibility of 'invisible' NPCs? These will be represented via assets that we have on the server and will be DM'd by the narrator if no other staff are available to take on your request. If you wish to have staff DMNPCs for your event you may have to wait longer in order to accommodate your request due to scheduling reasons. 7. At any point if you are unable to attend the encounter you understand you must let the DM know as soon as possible? 8. You acknowledge that the event being created for your group is subject to changes, deviations, alterations, and potential cancellations depending on variables that may arise? 9. Please provide any more relevant information you think needs supplied to your DM. FAQ What is a DMNPC encounter? A DMNPC encounter is a requested 'random drop'. Typically our DM team will do random encounters for the population. We understand players are not always around during these and this is a means to request one as we would like to make sure everyone has thee chance to get involved! How many people can attend a DMNPC encounter? We allow parties up to 5 Who can request DMNPC encounters? Anyone! We simply require your group to be 3-5 players in size. What level is required to request a storyline? We require players to be at least level 10 to request a storyline. This is due to the nature of scaling and difficulty. We also want our players to familiarize themselves with RpR before reque sting and so the leveling process from 8 to 10 allows for that. Can I request a DMNPC for an event I am hosting? Yes! You may request a DMNPC encounter for events you are hosting. Just open a DM Encounter request and detail the needs you have for the event. Is there a cooldown on requests? Yes! There is a 72 hour or three day cooldown between completed requests and the ability to request a new encounter or storyline . Are there rewards? Yes! Each session there will be rewards. These come in Reward Box and experience form and are given out based on criteria met during the event. There is also potential for loot table rolls! DMNPC Encounter Criteria Present a concept that ties in to the server story All storylines are stories, but not all stories are storylines. What this means is: we expect presented material to effect the world around you and not just be simply off screen adventures. So for your DMNPC Encounter make sure you have something to present that will further narrative! Have a narrative reason When submitting a storyline you should have strong narrative reason for the storyline to take place. Make sure you present that to your DM. Participants must be at least level 10 We believe you should have unlocked your subclass and had a bit of experience with our RpR systems before engaging in storylines. This ensures for a smoother and more enjoyable process. You must have a group of 3+ to request In order to request a DMNPC encounter you must have 3+ members in you group. Player Hosted Event Rewards You must take a screenshot of all members online In order to receive credit you must take a screenshot before and after the event of the players in your clan who actively participated showing their online status in the clan tab as well as periodic roleplay happening during the event. You must post the event in the events channel 3 days prior to the event date Please make sure to post the event at least 3 days prior to the date of hosting to give players time to see the event, this also helps with schedule spacing. You may only receive rewards once per week Once per week your clan will receive a reward for hosting the event. Each active player will receive 1 mark of service for their participation. To receive the reward a clan leader may submit a DM ticket To be rewarded, compile the screen shots listed and open a general DM ticket, provide all of the information - link to event post, screenshots, names of participating clanmates etc.
- Yuan-Ti | Halcyon D&D
Yuan-Ti Racial Guidelines Basic Traits Racial Traits Yuan-Ti Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes. Blessed with resistance to magical and poisonous effects by the rituals that created them, each of these yuan-ti manifests their serpentine heritage in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian characteristic. The worst of the yuan-ti are people-eating, demon worshipers, Sseth being the most revered. They honor him through bloody sacrifices, their victims often the many civilized folk of the world. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Lushpool Vihon Reach Black Jungles Chult Calimshan Deities Sseth Zehir Enmity Generally disdained all non-lizard races Affinity Lizardfolk Kobolds Notable Features Serpentine traits, cold-blooded, secretive and cunning, hierarchical society, skilled manipulators, long-lived, partial or full snake-like appearance, carnivorous with some preference for exotic meats and herbs. Hated Race Expectations Skilled in magic and deception, the Yuan-ti are a masterclass of assassins. They abhor the smell of humans and often force those subservient to them to cover up with perfume, they are a race that pride reptilian features over all. They follow demons and practice blood rituals and sacrifices in their honor, and they often manipulated the weak-willed to participate at their own peril. They crave and eat the flesh of any warm-blooded creature, including humans. Cruel and dismissive, the Yuan-ti are truly intelligent yet destructive in their scourge across Faerun. Basic Traits Height Min: 140 c m (4'7") Max: 190 cm (6'3") Langua ges Common Abyssal Life S p a n A d ult h ood: 18 years Longevity: 120 years Mo vement 3 ti le s per turn Racial Traits Alternative Origins You may choose to be a pureblood, halfblood, or abomination yuan-ti. Let us know in your application so we can help accommodate in game upon approval. Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Natural Magic (Water) Attuned to water and poison, the yuan-ti know the basics of such magic. You know the Poison Spray cantrip. Yuan-Ti Resistance Yuan Ti are hardened to the poison and magic that created them. You have a +2 to your Constitution, Wisdom, and Charisma saving throws, aswell as Poison Resistance.
- Vocations | Halcyon D&D
Vocation Overview Angler Provisioner Survivalist Vocation Overview Vocations are a time honored tradition amongst the adventurers of the land. There are many known vocations that adventurers can pick up and train in their off hours, but of the most notable are the angler, provisioner, and survivalist. Catching fish, cooking an aromatic dish, or learning the lands can help any adventurer and their allies! The scaling for gained experience is the same across all vocations. Each time you level in each vocation, they will gain a base +1 to their rolls for Provisioner, Angler, or Survivalist. The breakpoint for experience is below. Experience Needed Per Rank Rank 1 - 0 Rank 2 - 400 Rank 3 - 800 Rank 4 - 1600 Rank 5 - 3200 Rank 6 - 6400 Rank 7 - 12800 Rank 8 - 25600 Rank 9 - 51200 Rank 10 - 124400 Angler Master of the hook, brave non-sea fairing folks of the Marches' landlocked setting. Armed with a fishing rod and bait, these brave fishers may take on the lake or river locations for all your fishing dreams. There are two fishing zones across located in the lake and river and there are two ways of fishing: for the natural wise survivor they can do it the old fashioned way with a fishing rod in hand, and the hardy and strong can pick up a spear and start skewering! To acquire a fishing rod, adventurer's may find a fishmonger within the hubs. They will also have a select quantity of fishes for purchase as well. Standing out as masters of their craft, they'll always be impressed with how well you show off your fishes to them. The fishmonger's will also carry bait that can be procured for a small sum of gold. This bait is needed for one to properly fish at either location. It does not expire or go bad, and even if the bait is several days old those slippery fish will always bite! Provisioner Anyone can cook. Right? From meat to fish to throwing together a good, crispy meal for other adventurers, the provisioners are the backbones of the Marches. There are multiple different feasts the provisioner may make for their fellow adventurers including: trail rations, roasted vegetables, spiced meat cutlets, and even the tasty dish of all- Silverymoon Grand Table Feast! Whatever it may be, the provisioner can provide. The more one puts into their craft, the better the outcome will be. One cannot expect to make a Grand Table Feast when they've just begun their journey to be a provisioner. However, all that one can make throughout their pursuits to feed friends and companions will be of use. Everything can be used by others, but be wary that there are some... interesting racial dietary needs for others. Any good provisioner will be looking over their ingredients before cooking them. Depending, there may be certain meats that don't quite look like normal fish or deer. These strange cuts of meats will perturb the average adventurer's stomach, but will not cause sickness, but will satiate even further some races with percurliar appetites. Once cooked, it's impossible to tell with these suspicious meats, so do be mindful to always trust your food sources! Provisioner Breakpoints Bon us Per Rank Rank 1 - Can cook Tier 0 and Tier 1 Meals Rank 4 - Can cook Tier 2 Meals Rank 7 - Can Cook Tier 3 Meals Rank 10 - 25% chance to double each meal prepared. Novice Creations Adept Creations Expert Creations Spiced Meat Cutlets Total Amount 6 | Satiety: 45 2 Meat 2 Vegetables 2 Spices Fish & Herb Pot Total Amount 7 | Satiety: 50 2 Fish 3 Vegetables 2 Spices Wilderness Stew Total Amount 9 | Satiety: 55 2 Meat 3 Vegetables 4 Spices Trail Rations Total Amount 2 | Satiety: 10 1 Meat/ 2 Fish 0 Vegetables 1 Spices Roast Vegetables Total Amount 2 | Satiety: 10 0 Meat/Fish 1 Vegetables 1 Spices Charred Meat Cuts Total Amount 3 | Satiety: 20 2 Meat 1 Vegetables 0 Spices Broiled Fish & Root Mash Total Amount 4 | Satiety: 25 2 Fish 2 Vegetables 0 Spices Hunter's Roast Plate Total Amount 5 | Satiety: 30 2 Meat 3 Vegetables 0 Spices Frosthill's Feast Total Amount 10 | Satiety: 70 2 Meat 4 Vegetables 4 Spices River Rauvin Celebration Dish Total Amount 12| Satiety: 75 2 Fish 4 Vegetables 6 Spices Silverymoon Grand Table Feast Total Amount 13| Satiety: 80 2 Meat 5 Vegetables 6 Spices Survivalist Spending just a bit of time in the wilderness can grant you many things! The survivalist has trained themselves and honed their craft to make sure whenever they do spend their energy on a task, they do so in the correct ways. From collecting sand to logs, or rummaging for seeds to plant, the survivalist knows exactly what to do for most any situation. One of the cornerstones of any survivalist is helping hone skills and professions. Anyone can become a survivalist but not just anyone can become a well trusted and allied individual for others to do trade with. It's also not just those skilled in their professions the survivalist may help, but the provisioner as well. Meats can be procured, if one has a handy bow and a few arrows, and food may always be on the table with the ever helpful survivalist! Survivalist Breakpoints Bon us Per Rank Rank 1 - Start Rank 4 - +2 Energy per Long Rest Rank 7 - +2 Energy per Long Rest Energy Required per Action 10 Energy per Long Rest - Max of 10 1 - Collect Sand 1 + (2/4/6) 1 - Collect Fiber 1 + (2/4/6) 2 - Collect Logs 2 + (4/6/8) 2 - Hunt Small Game (Feathers) - 4 + (4/8/12) Feathers | 2 + (4/8/12) Raw Meat 2 - Hunt Small Game (Hide) 2 + (2/4/6) Hides | 2 + (2/4/6) Raw Meat | 4 Feathers 4 - Hunt Large Game 1 Animal Carcass | 5 + 2/4/6/8 Hide | 5 + (2/4/6/8) Raw Meat 4 - Plant/Water/Harvest Veggies | Roll + 2 Amount of Seeds Vegetables
- Ranger | Halcyon D&D
Ranger Class Features Spellcasting Fey Wanderer Gloomstalker Horizon Walker Hunter Monster Slayer Swarmkeeper Ranger Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense. Subclasses Class Features Basics Base Hit Po ints: 64 Hit Points per Advancement: 14 Actions: 2 Attack, 1 Bonus, 1 Reaction Casting Attribute: Wisdom Starting Kit: Shortsword Shortbow Leather Armor Arrows (20x) Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, m artial weapons Sav ing Throws: Strength, Dexterity Skills: Nature, Survival Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Land's Stride Your attunement to nature allows you to brush off natural and magical restrains as a reaction. Doing so leaves you Slowed. Ranger Archetype Each ranger has a combat style and technique th at they strive to emulate. Choose your ranger archetype (subclass) from Fey Wanderer, Gloomstalker, Horizon Walker, Hunter, Monster Slayer, and Swarmkeeper. These will be unlocked at Level 10 and reach their full potential at Level 12. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the fighting styles from the Feats page. You can't take a Fighting Style option more than once, even if you later get to choose again. 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: + 3 2nd: +2 Lev el 10 1st: +1 2nd: +1 3rd: +1 Level 12 3rd : +1 Combat Spells The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters. 1st Level 2nd Level Entangle Jump Hunter's Mark 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) Hunter's Mark Divination 1 Bonus Action V You choose a creature you can see within range and mystically mark it as your quarry. Granting you the ability to deal an additional 1d6 damage whenever you hit the target with a weapon attack. The caster gains +2 on tracking attempts on the target for 2 hours after combat ends. You may not use other player's hunter's marks for additional damage. You must still cast the spell yourself to gain the damage on the individual. Jump Transmutation 1 Action V, S You touch a creature. It may jump up to 6 tiles as their next move action. Lesser Restoration Protection From Poison Spike Growth Silence Protection of Poison Abjuration 1 Action V, S You touch a creature. If it is poison ed, you neutralize the poison and grants them resistance to poison damage for the duration. 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 th eir next turn. Acquired at Level 12. 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. Lesser Restoration Abjuration 1 Action V, S You touch a creature and can end either one disease, poisoned, or blinded effect. Acquired at Level 12. Flavor Spells The following spells are included in the ranger's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a rol eplay sc enario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 10 Plant Growth 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. 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 10 Detect Magic Detect Poison and Disease Detect Magic Divination 1 Action V, S , M Class Required: Artificer Cleric Bard Druid Paladin Ranger Sorcerer Wizard Components Required: 1x Unstable Essence 5x Arcane Res idue For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dir t. This is an RPR Spell, and does not require a DM Ticket! 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. This is an RPR Spell, and does not require a DM Ticket! Water Breathing Water Breathing Transmutation 1 Action V, S , M Class Required: Artificer Bard Ranger Wizard Sorcerer Components Requir ed: 10x Feral Claws 6x Holy Water 30x Arcane Residue This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. The spell ends when PvP Intent is dropped. Subclass: Fey Wanderer A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. Bonus P roficiencies Skills: Persuasion Class Resources: Level 10: 0 Level 12: +2 Dreadful Strikes Your weapons are augmented with mind-scarring magic drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d6 psychic damage once per turn. Beguiling Twist The magic of the Feywild guards your mind. You gain a +2 bonus to Wisdom Saving Throws. In addition, whenever you or a creature you can see within 12 tiles of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 12 tiles of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is frightened of you for 2 turns. Misty Wanderer Requires Level 12 You can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (maximum of thrice), and you regain all expended uses when you finish a long rest. In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 1 tile of you. That creature teleports to an unoccupied space of your choice within 1 tile of your destination space. Fey Wanderer Spells 1st Level 2nd Level 3rd Level Charm Person Cure Wounds Charm Person Enchantment 1 Action V, S You attempt to charm a humanoid you can see within range. It must make a Wisdom Saving Throw. If it fails the saving throw it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns. (8 + Spell Bonus vs WIS Save) 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. Cure Wounds (2nd) Gust of Wind Healing Spirit 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. Gust of Wind Evocation 1 Action V, S A line of strong wind 6 tiles long and 1 tile wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength Saving Throw or be pushed 2 tiles away. (8 + Spell Bonus vs STR Save) Acquired at Level 10. Healing Spirit 2nd Level Spell, 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. 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. Summon Fey 3rd Level Spell, 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. Subclass: Gloomstalker Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. Bonus P roficiencies Skills: Stealth Umbral Sight 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. Iron Mind You have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. Dread Ambusher When you roll initiative you may add your Wisdom Score to the roll. Additionally, at the start of your first round of combat you can move an additional 1 tile. You may also make an additional attack on your first turn, if you take the attack action. All attacks on the first round of combat may benefit from an additional 1d8 damage to your target. Stalker's Flurry You have learned to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack at the cost of a bonus action. Shadowy Dodge Requires Level 12 You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you, you can use your reaction to gain +2 AC until the start of your next turn. This does not stack with Shield of Faith or other AC increasing Abilities. Gloomstalker Spell s 1st Level 2nd Level 3rd Level Conjure Barrage Fear Flame Arrows Fear Illusion 1 Action V, S You project a phantasmal image of a creature’s worst fear. It must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or become frightened until the end of its next turn. Acquired at Level 12 Conjure Barrage 3rd Level Spell, Conjuration Full Round Action V, S You fire a piece of nonmagical ammunition into the air to create a cone of identical arrows that shoot forward and then disappear. Each creature in a 6 tile cone must succeed on a Dexterity saving throw. A creature takes 3d8 physical damage on a failed save, or half as much damage on a successful one. Flame Arrows Transmutation 1 Action V, S You touch a quiver containing arrows or bolts. For the duration of combat when a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. Disguise Self Hail of Thorns Disguise Self Illusion 1 Action V, S You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for three hours or until you use another action to dismiss it. You can seem 1 foot taller or shorter and can appear thin, fat, or in between. You can’t change your body type so you must adopt a form that has the same basic arrangement of limbs. Any changes created by this spell are purely visual. You cannot grow additional body parts with this spell, and if someone touches a part of your illusion that does not match with your physical being by shape or texture, they will immediately be aware that an illusion is at play. You may not take the identity of another player character. This extends to their ToT Presets, using another character's name via /act, or any means which would directly duplicate another PC. If someone for any reason whatsoever suspects you for being disguised, they may roll Investigation against your Spell Bonus + 8 as the DC to learn an illusion is in use. Acquired at Level 10 and y ou may not disguise as an Advanced Race or a different gender than your own. Hail of Thorns 1st Level Spell, Conjuration 1 Bonus Action V The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your attack. In addition to the attack, the target and each creature within 1 tile of it must make a Dexterity saving throw. Taking 1d10 piercing damage on a failed save, or half as much damage on a success. Invisibility Magic Weapon 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. Magic Weapon 2nd Level Spell, Transmutation 1 Bonus Action V, S You touch a non magical weapon. Until the end of combat that weapon becomes a magic weapon with a +2 to Attack Bonus. Subclass: Horizon Walker Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes. Bonus Proficiencies Skills: History Class Resources: Level 10: 0 Level 12: +2 Planar Warrior As a bonus action, deal an additional 1d8 force damage to the target of your last attack. Distant Strike You gain the ability to pass between planes in the blink of an eye. Once per turn after making an attack, you may teleport 1 tile in any direction immediately after the attack lands. Spectral Defense Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to reduce the damage done by 6. Horizon Walker Spells 1st Level 2nd Level 3rd Level Gust of Wind Magic Weapon Misty Step Misty Step Conjuration 1 Bonus Action V Briefly surrounded by a silvery mist, you teleport up to 3 tiles to an unoccupied space that you can see. Acquired at 12th Level Gust of Wind Evocation 1 Action V, S A line of strong wind 6 tiles long and 1 tile wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength Saving Throw or be pushed 2 tiles away. (8 + Spell Bonus vs STR Save) Acquired at Level 10. Magic Weapon 2nd Level Spell, Transmutation 1 Bonus Action V, S You touch a non magical weapon. Until the end of combat that weapon becomes a magic weapon with a +2 to Attack Bonus. Haste Lightning Arrow Haste Transmutation 1 Action V, S Immediately grants Dash to target for their next turn, unless target cannot dash. Also grants +2 AC, and +2 Dex Save for 1 turn. Lightning Arrow Transmutation 1 Bonus Action V, S Use a bonus action to allow for the next attack to transform the weapon’s ammunition into a bolt of lightning. The target and another creature within 1 tile of it must make a Dexterity Saving throw or take 4d8 lightning damage on a fail or half as much on a success. Acquired at Level 12. Absorb Elements Absorb Elements 1st Level Spell, 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. Subclass: Hunter Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. Bonus Proficiencies Skills: Athletics Steel Will You are immune to being frightened. Whirlwind Attack You can use your action to attack everyone around you within' 1 tile radius for 1d10+Finesse (STR/DEX). Rolls against AC as normal. Stand Against the Tide When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. Colossus Slayer Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it is within 2.5 tiles. You can deal this extra damage only once per turn. Hunter Spell 1st Level 2nd Level 3rd Level Conjure Barrage Elemental Weapon Elemental Weapon Transmutation 1 Action V, S A nonmagical weapon you touch becomes a magic weapon. Choose one of the following types: acid, cold, fire, lightning, or thunder. For the duration of combat the weapon has a +1 to Attack Bonus and deals an additional 1d6 damage of the chosen type when it hits. Does not work on ranged weapons. Acquired at Level 12 Conjure Barrage Conjuration Full Round Action V, S You fire a piece of nonmagical ammunition into the air to create a cone of identical arrows that shoot forward and then disappear. Each creature in a 6 tile cone must succeed on a Dexterity saving throw. A creature takes 3d8 physical damage on a failed save, or half as much damage on a successful one. Ensnaring Strike Longstrider Ensnaring Strike Conjuration 1 Bonus Action V After hitting a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the end of their next turn. Taking 1d6 damage at the start of their next turn. Longstrider Transmutation Full Round Action V, S You touch a creature. It gains Fleet of Foot for up to four turns. Gust of Wind Magic Weapon Gust of Wind Evocation 1 Action V, S A line of strong wind 6 tiles long and 1 tile wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength Saving Throw or be pushed 2 tiles away. (8 + Spell Bonus vs STR Save) Acquired at Level 10. Magic Weapon Transmutation 1 Bonus Action V, S You touch a non magical weapon. Until the end of combat that weapon becomes a magic weapon with a +2 to Attack Bonus. Subclass: Monster Slayer You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. Bonus Proficiencies Skills: Arcana Hunter's Sense As a consequence of a non-skirmish PvP, choose one creature you can see within 6 tiles of you. You immediately learn the creatures class, subclass, and what race they are. If the character is hidden from divination, the ability does not work. Slayer's Prey As a bonus action, you designate one creature you can see within 6 tiles of you as the target. The first time each turn you hit that target with a weapon attack, you may use this to deal an additional 1d6 damage. As a free action, the mark may be removed and reapplied to another target as a bonus action. Slayer's Counter When the target of your Slayer’s Prey makes an attack against you, you may use a reaction to make an attack against them. Magic-User's Nemesis Requires Level 12 When you see a creature casting a spell or teleporting within 6 tiles of you, you can use your reaction to magically foil it. Usable once per Long Rest. Monster Slayer Spells 1st Level 2nd Level 3rd Level Flame Arrows Elemental Weapon Lightning Arrow Elemental Weapon Transmutation 1 Action V, S A nonmagical weapon you touch becomes a magic weapon. Choose one of the following types: acid, cold, fire, lightning, or thunder. For the duration of combat the weapon has a +1 to Attack Bonus and deals an additional 1d6 damage of the chosen type when it hits. Does not work on ranged weapons. Acquired at Level 12 Flame Arrow Transmutation 1 Action V, S You touch a quiver containing arrows or bolts. For the duration of combat when a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. Lightning Arrow Transmutation 1 Bonus Action V, S Use a bonus action to allow for the next attack to transform the weapon’s ammunition into a bolt of lightning. The target and another creature within 1 tile of it must make a Dexterity Saving throw or take 4d8 lightning damage on a fail or half as much on a success. Acquired at Level 12. Ensnaring Strike Hail of Thorns Ensnaring Strike Conjuration 1 Bonus Action V After hitting a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the end of their next turn. Taking 1d6 damage at the start of their next turn. Hail of Thorns Conjuration 1 Bonus Action V The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your attack. In addition to the attack, the target and each creature within 1 tile of it must make a Dexterity saving throw. Taking 1d10 piercing damage on a failed save, or half as much damage on a success. Magic Weapon Magic Weapon Transmutation 1 Bonus Action V, S You touch a non magical weapon. Until the end of combat that weapon becomes a magic weapon with a +1 to Attack Bonus. Subclass: Swarmkeeper Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. The flavoring of the swarm must be entities that have the ability to fly and be similar to swarming insects, miniature twig blights, fluttering birds, or playful pixies. Bonus Proficiencies Skills: Animal Handling Class Resources: Level 10: 0 Level 12: +2 Gathered Swarm (Damage) Once on each of your turns, you can cause your swarm to assist you, dealing an additional 1d8 piercing damage to the target of your attack. Gathered Swarm (Displacement) Once on each of your turns, you can cause your swarm to assist you. The target of your attack must succeed on a Strength Saving Throw against your spell DC or be moved by the swarm up to 2 tiles in a direction you choose and are knocked prone. (8 + Spell Bonus vs STR Save) Writhing Tide Once on each of your turns, you can cause your swarm to assist you. As a bonus action, you condense part of your swarm into a focused mass that lifts you up, converting your movement to flying. Swarming Dispersal Requires Level 12 As a reaction to taking damage from an attack, you can discorporate into your swarm. Half the damage of the attack that hit you and teleport 2 tiles to a direction of your choosing. You gain +2 AC until the end of your next turn at the cost of one class resource. Swarmkeeper Spells 1st Level 2nd Level 3rd Level Faerie Fire Hail of Thorns Faerie Fire Evocation 1 Action V 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. Hail of Thorns 1st Level Spell, Conjuration 1 Bonus Action V The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your attack. In addition to the attack, the target and each creature within 1 tile of it must make a Dexterity saving throw. Taking 1d10 piercing damage on a failed save, or half as much damage on a success. Gust of Wind Web Gust of Wind Evocation 1 Action V, S A line of strong wind 6 tiles long and 1 tile wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength Saving Throw or be pushed 2 tiles away. (8 + Spell Bonus vs STR Save) Acquired at Level 10. Web Conjuration 1 Action V, S You conjure a mass of thick, sticky webbing at a point of your choice within range. The fills a 4 tile cube from that point. Each creature within that area must make a Dexterity Saving Throw (8 + Spell Bonus). On failed save the creature is restrained until the end of their next turn. Flame Arrow Lightning Arrow Flame Arrow Transmutation 1 Action V, S You touch a quiver containing arrows or bolts. For the duration of combat when a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. Lightning Arrow Transmutation 1 Bonus Action V, S Use a bonus action to allow for the next attack to transform the weapon’s ammunition into a bolt of lightning. The target and another creature within 1 tile of it must make a Dexterity Saving throw or take 4d8 lightning damage on a fail or half as much on a success. Acquired at Level 12.
- 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.

