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  • Halfling | Halcyon D&D

    Halfling Racial Guidelines Basic Traits Racial Traits Halfling The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver. Halflings appear relatively harmless, and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Their skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Nomadic Sea of Fallen Stars (Lives within human settlements) Ethdale Easting Reach Amn Deities Yondalla (Creator) Yondalla's Children (Halfling Pantheon) Enmity Half-Orcs (Animosity but rarely came to blows) Kobolds Affinity Dwarves Gnomes Humans Elves Notable Features Lucky, strong sense of community, close-knit livelihood, brave, hairy- has hair on feet, omnivore with leaning towards roasted meats, vegetables, and baked goods, cultivators and farmers. Basic Traits Height Being smaller than 140 results in Conan wonkin ess, so please keep in mind that proportions must remain believable. Min: 100 cm (3'3") Max: 120 cm (3'11") Languages Common Halfling Life Spa n Adulthoo d: 20 years Longevity: 150 years Movement 3 tiles per turn Racial Traits B rave Halflings are immune to being frightened. Halfling Resilience Halflings are nimble and stout. You have a +2 to your Dexterity and Constitution saving throws. Naturally Stealthy Halflings can easily hide from notice, even using other people as cover. You are proficient in Sleight of Hand and Stealth.

  • Goliath | Halcyon D&D

    Goliath Racial Guidelines Basic Traits Racial Traits Goliath The first goliaths lived on the highest mountain peaks—far above the tree line, where the air is thin and frigid winds howl. Distantly related to giants and infused with the supernatural essence of their ancestors’ mountainous home, goliaths stand between 7 and 8 feet tall and have a wide array of skin tones resembling different types of stone. Goliaths are naturally competitive, keeping track of their accomplishments and seeing everything as a challenge. It is rare for goliath adventurers to retire or live to an old age, as they often die trying to surpass their previous achievements. Permanently injured or aging goliaths often seek death in battle rather than succumb to an existence where they cannot excel. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Thesk Mountains Mountains of Copper Sunrise Mountains Icerim Muontains Sword Coast Mountain Ranges of Chult and Anauroch (Azirrhat) Tamalune Spine of the World Deities Kavaki Kuliak Manethak Naki-Uthai Thalia Vanua Primal Forces of Nature Enmity Goblin (Wary) Orc (Wary) Half-Orc (Wary) Affinity Dwarves Human Very fond of druids Earth Genasi (Friendly Rivalry) Elves (Intimidated but friendly) Notable Features Competitive, self-reliant and independent, fair competitors, value talent, belief that using magic leads to complacency, small nomadic tribes, mock hierarchical societies, omnivore leaning towards meat. Basic Traits Height Min: 210 cm (6'11") Max: 245 cm (8'0) Languages Common Giant Life S pa n Adult hood: 18 years Longevity: 100 years Movement 3 ti le s per turn Racial Traits Little Giant Standing head and shoulders above most races, goliaths physiques are impressive and imposing. You are proficient in Athletics and Intimidation, as well as having a +1 to Strength and Constitution saving throws. Stone's Endurance With skin as tough as stone, goliaths shrug off more physical damage than most. When you take damage, you can use your reaction to roll a d12+CON and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. Mountain Born You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

  • Bard | Halcyon D&D

    Bard Class Features Spellcasting Glamour Lore Swords Valor Whispers Bard Words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers. The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge. Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Subclasses Class Features Basics Base Hit Po ints: 56 Hit Points per Advancement: 14 Actions: 1 Attack, 1 Bonus, 1 Reaction Bardic Inspiration: Level 10: +4 Level 12: +1 (+5) Casting Attribute: Charisma Starting Kit: Short Sword Shortbow Musical Instrument Leather Armor Proficiencies Armor: Light Armor Weapons: Simple weapons, Hand Crossbow, Longsword, Rapier, Shortswords Sav ing Throws: Dexterity, Charisma Skills: Performance, Persuasion Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Bardic Inspiration As a bonus action, stir your words and music to inspire a target of your choosing within a 6 tile range, granting them +2 to Melee and Ranged hit bonus for the remainder of the combat. These are returned after a short or long rest. Bard College You delve into the advanced techniques of a bard college of your choice: the College of Glamour, the College of Lore, the College of Valor, or the College of Whispers. These will be unlocked at Level 10 and reach their full potential at Level 12. Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. Spell Slots Level 8 1st: +4 2nd: +2 Level 10 2nd: +1 3rd: +3 4th: +2 Level 12 2nd: +1 4th: +1 5th: +2 Combat Spells The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters. Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level Charm Person Disguise Self Dissonant Whispers Thunderwave Tasha's Hideous Laughter Thunderwave Evocation 1 Action V, S A wave of thunderous force sweeps out from you. Each creature in a 2 tile x 2 tile cube must make a Constitution Saving Throw (DC 8 + Spell Bonus). On a failed save, a creature takes 2d8 thunder damage and is knocked back 1 tile. If succeeded, the creature only takes half damage. 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. This spell will be automatically dispelled upon entering combat. Acquired at 10th Level and you may not disguise as an Advanced Race or a different gender than your own. 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 (DC 8 + Spell Bonus). If it fails the saving thr ow, 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. Dissonant Whispers Enchantment 1 Action V You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom Saving throw (DC 8 + Spell Bonus). On a failed save it takes 3d6 psychic damage and must use its reaction to move up to 2 tiles from you. On a successful save it takes half as much damage and doesn’t have to move away. 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) Vicious Mockery Vicious Mockery Enchantment 1 Action V You unleash a string of insults laced within subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or take 2d4 psychic damage in addition to a -2 disadvantage to their next attack roll that turn. Bestow Curse Dispel Magic Tidal Wave Dispel Magic Abjuration 1 Action V , S Choose one creature within range. Any magical effects on the target end. Tidal Wave Conjuration 1 Ac tion V, S You conjure up a wave of water that crashes down on an area within range. The weave is 3 tiles wide, 1 tile high, and moves forward from you for 12 tiles. Each creature in the area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. Acquired at Level 12 Bestow Curse Necromancy 1 Action V , S You touch a creature and they become cursed. Granting them a -2 to Spell Saving Throws and Proficiency Bonus until removed. Additional you may choose a lingering effects from the Minor Curse list. May only be applied as a PvP Consequence. Requires 12th Level. Mass Cure Wounds Synaptic Static Mass Cure Wounds Evocation 1 Action V, S A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 3 tile radius sphere. Each target regains hit points equal to 3d8 + Spell Bonus. Removes regular Wounded status. This spell has no effect on Undead or Constructs. Acquired at Level 12 Synaptic Static Enchantment 1 Action V, S You choose a point within range and cause psychic energy to explode there. Each creature in a 2 tile radius sphere centered on that point must make an Intelligence Saving Throw (DC 8 + Spell Bonus). A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. Acquired at Level 12 Blindness Heat Metal Invisibility Knock Lesser Restoration See Invisibility Shatter Silence See Invisibility Divination 1 Ac tion V, S For the duration, you see invisible creatures and objects as if they were visible. Acquired at 10th Level Shatter Evocation 1 Action V, S A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 2 tile radius must make a Constitution Saving Throw (DC 8 + Spell Bonus), taking 3d8 thunder damage on a failed save or half as much on a success. Silence Illusion 1 Action V, S Create a 2x2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of their next turn. Acquired at 10th Level Lesser Restoration Abjuration 1 Action V, S You touch a creature and can end either one disease, poisoned, or blinded effect. Acquired at 10th Level Blindness Necromancy 1 Action V You attempt to blind a fo e. Choose one creature that you can see within range to make a Constitution Saving Throw (DC 8 + Spell Bonus). If it fails the target is blinded until the end of combat. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. Heat Metal Transmutation 1 Action V, S Choose a weapon made of metal that you can see within range. You cause the object to glow red-hot. A creature holding the weapon takes 2d8 fire damage and must succeed a Constitution Saving Throw (DC 8 + Spell Bonus) or drop the weapon. Invisibility Illusion 1 Action V, S A creature you touch beco mes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends when the target attacks or casts a spell. Acquired at 10th Level Knock Transmutation 1 Action V Choose a door, or set of manacles that you can see within range. The target that was held shut by mundane locks, or barred becomes unlocked or unbarred. Doors are unlocked, and opened at the same time. If the target was held shut by an Arcane Lock, the spell is suppressed for ten minutes, or the remainder of combat. Granted at 10th Level. Polymorph Polymorph Transmutation 1 Action V, S This spell transforms a creature that you can see within range into a helpless critter. The target must succeed a Wisdom Saving Throw or be transformed for two turns. Any damage reverts the target back to its original shape. Acquired at Level 10 Flavor Spells The following spells are included in the bard'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 8 Level 10 Leomund's Tiny Hut Major Image Major Image Illusion 1 Action V, S You create the image of an object, a creature, or some other visible phenomenon that is no larger than 2 0-foot cube in a 12 tile range. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can dete rmine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. Leomund's Tiny Hut Evocation 1 Minute V, S, M A 1 tile immobile dome of force springs into existence around and above you and remains stationary for 8 hours. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area ever includes a larger creature or more than nine creatures. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Dancing Lights Light Mage Hand Mending Minor Illusion Prestidigitation Illusory Script Silent Image Unseen Servant Dancing Lights Evocation 1 Action V, S 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. Y ou 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. Light Evocation 1 Action V You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. 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. Mending Transmutation 1 Action V, S This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. Minor Illusion Illusion 1 Action S 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 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 Illusion 1 Minute S You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for 10 days . 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 under the effect of Truesight can read the hidden message. Silent Image Illusion 1 Action V, S You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. Unseen Servant Conjuration 1 Action V, S This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the sp ell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 2 tiles and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 6 tiles away from you, the spell ends. 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 Level 12 Detect Magic Locate Animals or Plants This is an RPR Spell, and does not require a DM Ticket! Detect Magic Divination 1 Action V, S , M Class Required: Artificer Cleric Bard Druid Paladin Ranger Sorcerer Wizard Components Required: 1x Unstable Essence 5x Arcane Res idue For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dir t. Locate Animals or Plants Divination 1 Action V, S, M Class Required: Druid Bard Components Required: 3x Feral Claw 10x Arcane R es idue Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. Scrying Teleportation Circle Teleportation Circle Conjuration 1 Minute V, M Class Required: Bard Sorcerer Wizard Components Required: 20x Uns table E ssence 50x Arcane Residue 400 Gold As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle connected to the network of other teleportation circles in the region. You may only have one of these per clan. This grants the clan a clan warp that can be used to access other clan warps as well as the main warp netw ork. Additionally you may use this to create "wormhole" warps for your clan. Allowing transport within your base. These require approval and must make sense and encourage roleplay. Scrying Divination 1 0 Minutes V, S, M Class Required: Bard Warlock Wizard Components Required: 1x Crystal Ball 30x Arcane Residue Item from Target of Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a DC 15 Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Secondhand (you have heard of the target): +5 Save Modifier Firsthand (you have met the target): +0 Save Modifier Familiar (you know the target well): -5 Save Modifier Connection Likeness or drawing/painting: -2 Save Modifier Possession or garment: -4 Save Modifier Body part, lock of hair, bit of nail, or the like: -10 Modifier On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. 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: College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors. Bonus P roficiencies Skills: Deception Mantle of Inspiration As a bonus action, you may spend a single bardic inspiration to grant yourself a wondrous appearance. Up to 4 targets within a 6 tile range may be affected by your magnificence, giving them 11 temporary hit points and granting them the ability to move up to 2 tiles. Enthralling Performance You inspire wonder in your audience by performing. At the end of the performance, up to 4 targets in a 6 tile trance fight on your side up until any hostile action is taken against the now-enthralled targets or they succeed in a Wisdom Saving Throw in their turn. (8 + Spell Bonus vs WIS Save). This may only be performed once per day. Mantle of Majesty Requires Level 12 As a bonus action, you cloak yourself in fey magic that invokes a target within a 6 tile range with the desire to serve you. By asking them to move, or halt - they must succeed a Strength Saving Throw (DC 8 + Spell Bonus) or are compelled to consume their entire turn obeying your unfaltering command - and falling prone after it. This may only be performed once per day. Magical Secrets You have plundered magical secrets from a wide spectrum of disciplines. Adding the following spells to your subclass spell list: Shillelagh, Tasha's Mind Whip. When in possession of an Instrument of the Bards you gain access to an additional magical secret: Banishment Subclass Spells Rituals Cantrips 1st Level 2nd Level 3rd Level 4th Level Faerie Fire 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. Calm Emotions Tasha's Mind Whip Calm Emotions Enchantment 1 Action V, S You attempt to suppress the strong emotions in a group of people. Each humanoid in a 2 tile radius created at a spot you choose within range must make a Charisma Saving Throw. A creature may choose to fail this save if they wish. On a failure all charmed and frightened effects are ended. The target is also indifferent about any current hostilities that you choose. Tasha's Mind Whip Enchantment 1 Action V You psychically lash out at one creature you can see within range. The target must make an Intelligence Saving Throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a bonus action until the end of its next turn. On a successful save, the target takes half as much damage and suffers none of the spell’s effects. (8 + Spell Bonus vs INT Save) Lightning Arrow 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 12th Level Shillelagh Shillelagh Transmutation 1 Bonus Action V, S Imbue your club or st aff with nature's power. For the duration of combat you can use CHA for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. Freedom of Movement Banishment Freedom of Movement Abjuration 1 Action V, S Choose a willing creature that you can see within range, granting the target Freedom of Movement which will give the target a on use status to clear any restrained, or slowed effects. While the effect persists on the target they receive +2 to Dex Saving Throws until used. Acquired at 12th Level Banishment Abjuration 1 Action V, S You attempt to send one creature that you can see to another plane of existance. The target must succeed on a Charisma Saving Throw or be banished. *Instrument of the Bards only Level 12 Dream Dream Illusion 1 Minute V, S, M Class Required: Cleric: Twilight Dom ain Druid: Circle of Dreams Bard: College of Glamour Warlock Component Required: Ground up Valor Bell (Flavor) Ground up Brisk Leaf (Flavor) Ground up Mother's Leaf (Flavor ) This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. Subclass: College of Lore Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. Bonus P roficiencies Skills: History Cutting Words With a Bardic Inspiration point and at the cost of your potential reaction, you can use your wit to distract, confuse, and otherwise sap the confidence and competence of others. Choose a target within a 6 tile range. They must succeed a Wisdom Saving Throw (DC 8 + Spell Bonus) or receive a -2 to Attack Bonus and Spell Bonus until the end of their next turn. Note: This is to be done on your own turn! Expertise Requires Level 12 Skills: Arcana, History, Nature Magical Secrets You have plundered magical secrets from a wide spectrum of disciplines. Adding the following spells to your subclass spell list: Frostbite, Magic Missile. When in possession of an Instrument of the Bards you gain access to an additional magical secret: Ice Storm Additional Magical Secrets You have learned even more magical secrets. Adding the following spells to your subclass spell list: Acid Splash, Sacred Flame, Tasha's Caustic Brew, Misty Step, Lightning Bolt. Subclass Spells Cantrips 1st Level 2nd Level 3rd Level 4th Level Cure Wounds Faerie Fire Healing Word Magic Missile Tasha's Caustic Brew 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. 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. Acquired at 12th Level Magic Missile Evocation 1 Action V, S You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. The darts deal 1d4+1 force damage to its target. Tasha's Caustic Brew Evocation 1 Action V, S A stream of acid emanates from you in a line 3 tiles long in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid. A creature covered in the acid takes 2d4 acid damage, and the an additional 2d4 acid damage at the end of their next turn. Healing Word Evocation 1 Bonus Action V A creature of your choice that you can see within range (not yourself) regains hit points equal 1d4 + Spell Bonus. This has no effect on undead or constructs. Acquired at 12th Level Cure Wounds (2nd) Healing Word (2nd) 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 Healing Word Evocation 1 Bonus Action V A creature of your choice that you can see within range (not yourself) regains hit points equal 2d4 + Spell Bonus. This has no effect on undead or constructs. Acquired at 12th Level 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. Lightning Arrow Lightning Bolt 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 12th Level Lightning Bolt Evocation 1 Action V, S A stroke of lightning forming a line that is 10 tiles long and 1 tile wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity Saving Throw. A creature takes 6 d6 lightning damage on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Acquired at 12th Level Acid Splash Frostbite Sacred Flame Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) Frostbite Evocation 1 Action V, S You cause numbing frost to form on one creature that you can see within range. 3d6 Cold Damage ( 8 + Proficiency Bonus + Spell Bonus vs CON Save) Sacred Flame Evocation 1 Action V, S Flame-like radiance descends on a creature that you can see within range. 3d8 Radiant Damage (8 + Proficiency Bonus + Spell Bonus vs DEX Save) Acquired at 12th Level Ice Storm Ice Storm Evocation 1 Action V, S A hail of rock-hard ice pounds to the ground in a 2 tile radius centered on a point within range. Each creature must make a Dexterity Saving Throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs DEX Sav e) *Instrument of the Bards only Rituals Level 12 Legend Lore Legend Lore Divination 10 Minutes V, S, M Class Required: Bard: College of Lore Cleric Wizard Warlock: Pact of the Undying Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 25x Arcane Residue Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on han d, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips." Subclass: College of Swords Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks. Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers. B onus P roficiencie s Skills: Athletics Armor: Medium Armor You can use simple weapons as a spellcasting focus for your bard spells. You may not cast your bard spells while wielding a ranged weapon. Extra Attack You gain an additional Attack Action for a total of 2 per turn. B lade Flourish When you make an attack on your turn, your movement speed increases by 1 tile until the end of your turn. Slashing Flourish You expend 1 Bardic Inspiration point and cause your weapon to deal 1d8 extra damage to the target on hit. You also may deal this extra damage to any other target you can see within 1 tile. Defensive Flourish Requires Level 12 You expend 1 Bardic Inspiration point and cause your weapon to deal 1d8 extra damage to the target on hit. You also gain +4 AC until the start of your next turn. Mobile Flourish Requires Level 12 You expend 1 Bardic Inspiration point and cause your weapon to deal 1d8 extra damage to the target on hit. You may then push the target up to 2 tile away from you. Magical Secrets You have plundered magical secrets from a wide spectrum of disciplines. Adding the following spells to your subclass spell list: Lightning Lure When in possession of an Instrument of the Bards you gain access to an additional magical secret: Steel Wind Strike Subclass Spells Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level Heroism Sleep Heroism 1st Level Spell, Enchantment 1 Action V, S A willing creature you touch is imbued with bravery. Removing any frightened status from them and grant a small heal equal to your Spell Bonus. Acquired at 12th Level 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 12th Level Enlarge Enlarge Transmutation 1 Action V, S You cause a creature you can see within range to grow larger for the duration of combat. Being enlarged grants the ability to do an additional 1d4 damage per weapon strike. Acquired at 12th Level Antagonize Antagonize Enchantment 1 Action V You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. Lightning Lure 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 tile of you. The target must succeed on a Strength saving throw (8 + Spell bonus VS STR) or be pulled up 1 tile in a straight line toward you and then take 3d8 lightning damage. Freedom of Movement Freedom of Movement Abjuration 1 Action V, S Choose a willing creature that you can see within range, granting the target Freedom of Movement which will give the target a on use status to clear any restrained, or slowed effects. While the effect persists on the target they receive +2 to Dexterity Saving Throws until used. Acquired at 12th level Steel Wind Strike Steel Wind Strike Conjuration 1 Action V, S Select three targets within range. Teleport to each of them briefly and make a spell attack. Dealing 5d10 force damage. You then reappear within 1 tile of one of the selected targets. Subclass: College of Valor Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old. B onus P roficiencie s Skills: Acrobatics Armor: Medium Armor Shields Weapons: Martial weapons Extra Attack You gain an additional Attack Action for a total of 2 per turn. Battle Magic You have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action. Magical Secrets You have plundered magical secrets from a wide spectrum of disciplines. Adding the following spells to your subclass spell list: Sword Burst, Shield When in possession of an Instrument of the Bards you gain access to an additional magical secret: Mass Healing Word Subclass Spells Cantrips 1st Level 2nd Level 3rd Level Faerie Fire Cure Wounds Heroism Shield 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. 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. Acquired at 12th Level Heroism 1st Level Spell, Enchantment 1 Action V, S A willing creature you touch is imbued with bravery. Removing any frightened status from them and grant a small heal equal to your Spell Bonus. Shield Abjuration 1 Reaction V, S An invisible barrier of magical force appears and protects you. Until the start of your next turn you have a +2 bonus to AC. Can be cast at any time on your turn, or when struck. You take no damage from magic missile Cure Wounds (2nd) 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. Acquired at 12th Level Lightning Arrow Mass Healing Word 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 12th Level Mass Healing Word Evocation 1 Bonus Action V As you call out words of restoration, up to six creatures of your choice that you can see within range (not yourself) regain hit points equal to 1d4 + Spell Bonus. This spell has no effect on Undead or Constructs. *Instrument of the Bards only Sword Burst Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Subclass: College of Whispers Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. B onus P rofici encie s Skills: Stealth Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power. Psychic Blades Whenever you take an attack action, you can use a Bardic Inspiration point to manifest your psionic power as shimmering blades of psychic energy that deal 4d6 damage to a target of your choice within a 1 tile range. After it hits or misses its target, the blade vanishes immediately, leaving no mark on its target. Words of Terror Requires Level 12 You can attempt to seed paranoia in a creature’s mind, as long as they are within range. The target must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or be frightened of you or another creature of your choice. The target is frightened until the end of their next tur n.' Shadow Lore Requires Level 12 As an action, you magically whisper a phrase that only one creature of your choice within 3 tiles can hear. The target must make a Wisdom Saving Throw. On a failed save the target is stunned in utter fear for one turn. Believing you will reveal their deepest and most mortifying secret. When this effect ends it has no understanding of why it held such fear. You may only succeed on using this ability once per long rest. Magical Secrets You have plundered magical secrets from a wide spectrum of disciplines. Adding the following spells to your subclass spell list: Mind Sliver, Mind Spike When in possession of an Instrument of the Bards you gain access to an additional magical secret: Phantasmal Killer Subclass Spells Cantrips 1st Level 2nd Level 3rd Level 4th Level Bane Sleep Bane Enchantment 1 Action V, S Up to three targets of your choice within range must make a Charisma Saving Throw (DC 8 + Spell Bonus). Whenever a target fails the saving throw they are baned for the remainder of combat, taking -2 to Melee, Ranged, and Spell Hit Bonus. Acquired at 12th Level 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. Mind Spike Mind Spike Divination 1 Action S You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save or half as much damage on a successful one. On failed save, the caster knows the targets location for the duration of combat and gains +2 on tracking attempts on the target for 2 hours after combat ends. Fear Mind Spike (3rd) Slow Fear 3rd Level Spell, 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) Slow Transmutation 1 Action V, S You alter time around up to three creatures of your choice in a 4 tile cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell until the end of their next turn. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. Acquired at 12th Level Mind Spike (3rd) Divination 1 Action S You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 4d8 psychic damage on a failed save or half as much damage on a successful one. On failed save, the caster knows the targets location for the duration of combat and gains +2 on tracking attempts on the target for 2 hours after combat ends. Mind Sliver 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. Phantasmal Killer Phantasmal Killer Illusion 1 Action V, S You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom Saving Throw. On a failed save, the target takes 4d10 psychic dama ge and cannot take a reaction until their next turn. This spell takes priority before all reactions. (8 + Spell Bonus vs WIS Save) *Instrument of the Bards only

  • Professions | Halcyon D&D

    Professions The economies of the Forgotten Realms are built on the shoulders of its diverse and mystical people. The lost treasures found by curious adventurers, the potions and medicinal supplies concocted by apothecaries, the weapons and armor handmade by blacksmiths and craftsmen, the materials harvested by foragers... they all play a role in the flow of money in a world of mystery and magic. These are the professions of Halcyon and each character may specialize in one of their choosing. Professions Apothecary A brewer of potions and toxins with effects both menial and effervescent. Blacksmith A metalworker well-versed in the art of forging arms and armor. Arcanist An enchanter of mundane items, forging them into something more. Craftsman An artisan of leather and timber, they are tailor, bowyer, and carpenter.

  • Fighter | Halcyon D&D

    Fighter Class Features Arcane Archer Battle Master Eldritch Knight Psi Warrior Rune Knight Samurai Fighter Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike. Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters. Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. Subclasses Class Features Basics Base Hit Points: 68 Hit Points per Advancement: 14 Actions: 2 Attack, 1 Bonus, 1 Reaction Casting Attribute: Strength Eldritch Knight, Arcane Archer: Intelligence Starting Kit: Chain Shirt Shield Shortsword Proficiencies Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Saving Throws: Strength, Constitution Skills: Acrobatics, Athletics Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Action Surge As a bonus action you can push yourself beyond your normal limits, granting you the ability to take one additional full round action, cast a leveled spell if you have not cast one, cast a cantrip, or make two additional attack actions. Usable once per Short Rest. Second Wind You may use your bonus action to regain 1d10+10 hit points. Usable once per Short Rest. Martial Archetype Each fighter has a combat style and technique that they strive to emulate. Choose your martial archetype (subclass) from the six listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. 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. Subclass: Arcane Archer An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. Bon us Proficiencies Skills: Arcana Skills: Perception Arcane Shot: Level 10: +4 Level 12: +3 (7) Magic Arrow Whenever your fire a nonmagical arrow from a shortbow or longbow, it is magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. Curving Shot You have learned how to direct an errant arrow towards a new target. Whenever you miss an attack with a magic arrow, you can use a bonus action to reroll the attack against a different target in line of sight of the Arcane Archer. Ever Ready Shot Your magical archery is available whenever battle starts. If you roll initiative and have no Arcane Shot you gain two. Arcane Arrows As an arcane archer, you have access to a variety of arcane arrows that you can utilize to get the advantage over your foes, capable of all sorts of useful utilities and effects that are able to be used after successfully hitting the target. Each one uses a single Arcane Shot and they may be refreshed on a short or long rest. DC of (8 + Proficiency Bonus + INT) Level 10 Level 12 Bursting Arrow Enfeebling Arrow Piercing Arrow Enfeebling Arrow 1 Class Resource You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. Bursting Arrow 1 Class Resource You imbue your arrow with force energy draw from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits a creature, the target and all other creatures within 2 tiles of it take 2d6 force damage. Piercing Arrow 1 Class Resource The arrow fires forward in a line, which is 1 tile wide and 3 tiles long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. Taking damage as if it were hit by the arrow, plus an extra 1d6 piercing damage on a failed save or half as much on a success. Banishing Arrow Seeking Arrow Shadow Arrow Shadow Arrow 1 Class Resource You weave illusion magic into your arrow. Causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom Saving Throw or be blinded for 2 turns. Banishing Arrow 1 Class Resource You use abjuration magic to try and temporarily banish your target to a harmless location in the feywilds. The creature hit by the arrow must succeed on a Charisma Saving Throw or be banished until the end of their next turn. A target who is banished cannot be targeted by anything whatsoever until they return. Once affected by this arrow, the target becomes immune for the rest of combat. Seeking Arrow 1 Class Resource Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. Select a target in range that you have an unobstructed path to. The arrow strikes the target and they must succeed a Dexterity Saving Throw or be Illuminated until the end of their next turn. Flavor Spell The following spell is included in the Arcane Archer's repertoire, however; this spell cannot be used in combat and does not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. It is fully consent based and cannot be used to force an outcome in a rol eplay sc enario. It is unlocked at Level 10 when the subclass is unlocked. Level 10 Prestidigitation Prestidigitation Transmutation 1 Action V, S This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Subclass: Battlemaster Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge. Bonus P roficiencies Skills: Persuasion Maneuver s Level 10: +4 Ambush Instead of rolling initiative normally, you may roll initiative as an ambush, adding an additional 1d10 to a base initiative roll. Brace When a creature you can see moves into range, you can use your reaction to spend one Maneuver and make one attack against the creature using that weapon. Deals 1d10 bonus damage on hit. Disarming Attack After you hit a creature, you may spend a Maneuver to attempt to disarm your target (8 + Attack Bonus vs STR Save). Menacing Attack After you hit a creature with an attack for 1 Maneuver, deal 1d10 damage and attempt to frighten them. The target must succeed a Wisdom Saving Throw or be frightened of you till the end of their next turn. Pushing Attack After you hit a creature with an attack for 1 Maneuver , deal 1d10 damage and you follow it up with a shove. If the target is large or smaller, it must make a Strength Saving Throw (DC 8 + Attack Bonus). On a failed save, you push the target back 2 tiles. Sweeping Attack When you hit a creature with a melee attack, you can spend one Maneuver to follow your swing through the first target and onto another within range (1d20 + Attack Bonus vs AC). Consumes 1 class resource, but only if you hit. Trip Attack After you hit a creature with an attack for 1 Maneuver , deal 1d10 damage and attempt to follow it up with a trip. The target of your attack must succeed a Strength Saving Throw (DC 8 + Attack Bonus) or be knocked prone. Commander's Strike Requires Level 12 As a bonus action for 1 Maneuver , you may grant an ally the ability to make a single attack as a bonus action. Rally Requires Level 12 Use your bonus action and one Maneuver to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains hit points equal to 1d10 + CHA. R elentless Requires Level 12 When you have no class resources remaining, you may regain one class resource. Subclass: Eldritch Knight The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. Bonus Proficie ncies Skills: Arcana War Magic Your mastery over the arcane allows you to weave in a strike with your weapon after casting a cantrip (1d20 + Attack Bonus vs AC). This excludes bolas, caltrops, nets and throwing knives. Weapon Bond You are bound to your weapon. You cannot be disarmed and are able to summon your weapon to your hand as a bonus action. Arcane Charge Requires Level 12 When you use Action Surge, you can choose to teleport up to 4 tiles using Arcane Charge. If you do, you must teleport before taking the extra actions. Spells Spell Slots: Level 10 1st: 3 2nd: 1 3rd: 0 Level 12 1st: 4 2nd: 3 3rd: 2 Cantrips 1st 2nd 3rd Fire Bolt Frostbite Shocking Grasp Fire Bolt Evocation 1 Action V, S You hurl a mote of fire at a creature or object within range. 3d10 Fire Damage (1d20 + Spell Bonus vs AC) Shocking Grasp Evocation 1 Action V, S Lightning springs from your hand to deliver a shock to a creature you try to touch. On a hit, the target cannot take reactions unti l the end of their next turn. 2d8 Lightning Damage (1d20 + Spell Bonus vs AC) Frostbite Evocation 1 Action V, S You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution Saving Throw. On a failed save the target takes 3d6 cold damage and has disadvantage on weapon attacks until the end of its next turn. 3d6 Cold Damage (8 + Spell Bonus vs CON) Acquired at 12th Level Absorb Elements Burning Hands Magic Missile Tasha's Caustic Brew Burning Hands Evocation 1 Action V, S As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth in a 2 tile cone. Each target must make a Dexterity Saving Throw. A creature takes 3d6 fire damage on a failed save or half as much on a success. (8 + Spell Bonus vs DEX Save) Magic Missile Evocation 1 Action V, S You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. The darts deal 1d4+1 force damage to its target. Tasha's Caustic Brew Evocation 1 Action V, S A stream of acid emanates from you in a line 3 tiles long in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid. A creature covered in the acid takes 2d4 acid damage, and the an additional 2d4 acid damage at the end of their next turn. 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. Enlarge Rime's Binding Ice Enlarge Transmutation 1 Action V, S You cause a creature you can see within range to grow larger for the duration of combat. Being enlarged grants the ability to do an additional 1d4 damage per weapon strike. Acquired at 12th Level Rime's Binding Ice Evocation 1 Action V, S A burst of cold energy emanates from you in a 3 tile cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is restrained til the end of their turn. On a successful save, a creature takes half as much damage and isn’t hindered by ice. Dispel Magic Lightning Bolt Lightning Bolt Evocation 1 Action V, S A stroke of lightning forming a line that is 10 tiles long and 1 tile wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity Saving Throw. A creature takes 6 d6 lightning damage on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Dispel Magic Abjuration 1 Action V, S Choose one creature within range. Any magical effects on the target end. Flavor Spells The following spells are included in the Eldritch Knight's repertoire, however; these spells cannot be used in combat and does not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. It is fully consent based and cannot be used to force an outcome in a rol eplay sc enario. It is unlocked at Level 10 when the subclass is unlocked. Level 10 Control Flames Dancing Lights Gust Light Mending Mold Earth Prestidigitation Shape Water Light Evocation 1 Action V You touch one object that is no larger than 10 feet in any dimension. For up to an hour, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. * Flavor spell; not reflected in RPR. Used for roleplay. Dancing Lights Evocation 1 Action V, S You create up to four torch-sized lights within range that last for up to a minute. They can be made to appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. * Flavor spell; not reflected in RPR. Used for roleplay. C ontrol Flames Transmutation 1 Action S You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. * Flavor spell; not reflected in RPR. Used for roleplay. Gust Transmutation 1 Action V, S You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. * Flavor spell; not reflected in RPR. Used for roleplay. Mending Transmutation 1 Action V, S, M This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. Mold Earth Evocation 1 Action V You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. * Flavor spell; not reflected in RPR. Used for roleplay. Prestidigitation Transmutation 1 Action V, S This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. * Flavor spell; not reflected in RPR. Used for roleplay. Shape Water Transmutation 1 Action S You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. * Flavor spell; not reflected in RPR. Used for roleplay. Subclass: Psi Warrior Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Some of the most disciplined high elves train to become such warriors, and those that may learn from them. As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield. Bonus P roficiencies Skills: Insight Class Resources: Level 10: +4 Level 12: +2 (6) Psionic Power Once per long rest, you may spend a bonus action to regain 1 class resource. Guarded Mind Spend one class resource to bolster your mind with psionic energy, removing any charmed or frightened effects. Protective Field When you or another creature you can see within 4 tiles of you takes damage, you can use your reaction to spend one class resource and return 1d10+int hit points. Psi-Powered Leap As a bonus action for 1 class resource, your movement speed is doubled and is treated as a fly speed until the end of your turn . Psionic Strike You can propel your weapon with psionic force. Once on each of your turns, immediately after you strike a target within 2 tiles of you with a melee strike and deal damage to it with a weapon, you can spend one class resource to deal an additional 1d10+int force damage. Bulwark of Force Requires Level 12 You can shield yourself and others with telekinetic force. As a bonus action you can choose 4 creatures, which can include you that you can see within 4 tiles. Each of the chosen creature’s AC and saves are increased by +1. Telekinetic Thrust Requires Level 12 When you deal damage to a target with your Psionic Strike, you can force that target to make a Strength Saving Throw (DC 8 + Attack Bonus). If the target fails, they are knocked prone. Telekinetic Movement Requires Level 12 You can move a creature with your mind. If they are willing, you may move their creature up to 3 tiles for an action and 1 class resource. Subclass: Rune Knight Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment. Bonus P roficiencie s Skills: Survival Giant's Might You can imbue yourself with the might of giants. As a bonus action, you increase your size to large. Once per Long Rest. Cloud Rune When you or a creature you can see within' 3 tiles is hit by an attack that targets AC, you may use your reaction to invoke the rune and choose a different creature within' 3 tiles of yourself. Transfers all additional hit-effects and damage of the attack with it. May not send attacks back to the creature that attacked. Usable once per Short Rest. Fire Rune When you hit a creature with an attack using a weapon, you can invoke this rune to summon fiery shackles. The target takes an extra 1d6 fire damage and must succeed on a Strength Saving Throw (DC 8 + Attack Bonus + STR) or be restrained until the end of their next turn. Twice per Short Rest. Frost Rune As a bonus action, you may invoke your frost rune, granting you a +2 bonus to Strength and Constitution Saving Throws for the remainder of the combat. Once per Short Rest. Stone R une When a target ends its turn within 3 tiles of you, you may, as a reaction, invoke the rune and force the creature to make a Wisdom Saving Throw (DC 8 + Attack Bonus + STR). Unless the target succeeds, they are incapacitated. Once per Short Rest. Hill Rune Requires Level 12 As a bonus action, you may invoke your hill rune, restoring 1d10 + 10 hit points. Once per Short Rest. Storm Rune Requires Level 12 Activate your storm rune, sending out an arc of lightning towards the target that may then jump to up to 2 additional targets. Each target must succeed on a Dexterity Saving Throw (8 + Attack Bonus + STR) or take 2d6 lightning damage and become silenced until the end of their next turn. Does half damage on successful save. Once per Short Rest. Subclass: Samurai The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai's resolve is nearly unbreakable, and the enemies in a samurai's path have two choices: yield or die fighting. B onus P roficiencie s Skills: Intimidation Class Resources Level 10: +4 Fighting Spirit As a bonus action on your turn for 1 class resource, you can give yourself advantage (+2) on all weapon attacks rolls until the end of the current turn. When you do so, you also gain 6 temp hit points. Rapid Strik e When you are under the effects of Fighting Spirit you may choose to dispel it to be granted +1 Attack Action for this turn; allowing you make three attacks in place of the usual two. Steadfast You may forgo the last attack on your turn to assume a defensive stance. Granting you +2 AC and +2 Attack Bonus until the start of your next turn. Countering Strike Requires Level 12 As a reaction to taking damage you may strike out against your opponent. Removing Steadfast and granting you the ability to make a single weapon attack in retaliation. Tireless Spirit When you have no class resources remaining you may gain one upon entering combat. Strength Before Death Requires Level 12 Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay death and immediately take an extra turn. If your extra turn ends and you still have 0 hit points you are wounded as usual.

  • Svirfneblin | Halcyon D&D

    Svirfneblin Racial Guidelines Basic Traits Racial Traits Svirfneblin Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm’s magic. They can supernaturally camouflage themselves, and their svirfneblin magic renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark. Deep gnomes are wiry and lean with a body as hard as a slab of rock. Males are completely bald and beardless, while the females sport hair. Deep gnome complexions are sometimes described as "gnarled" and, like drow and duergar, are commonly dark in hue, with most deep gnomes demonstrating brown or gray skin with dark gray eyes. Females typically have gray hair. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Northwest Faerun Underdark Deities Lords of the Golden Hills (Gnome Pantheon) Callarduran Smoothhands (Svirfneblin) Enmity Kobolds Drow Duergar Affinity Forest Gnomes Gold and Shield Dwarves Elves (if needed but not sought out) Notable Features Underdark dwellers, naturally stealthy, magic-resistant, keen darkvision, stone affinity, cautious and secretive, expert miners, naturally hardy, skilled illusionists, distrustful of surface folk, omnivorous with preference for fungi and underground roots. Basic Traits Height Being smaller than 140 results in Conan wonkin ess, so please keep in mind that proportions must remain believable. Min: 10 0 cm (3'3") Max: 120 cm (3'11") Languages Common Gnomish Life S pa n Adult hood: 40 years Longevity: 500 years Movement 3 tiles per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the worl d. G nomish Magic Resistance You gain a +1 to Wisdom, Intelligence, and Charisma saving throws. Gift of the Svirfneblin You may cast Disguise Self for no cost once per Long Rest.

  • Orc | Halcyon D&D

    Orc Racial Guidelines Basic Traits Racial Traits Orc Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground. Orcish culture is extremely tribal and warlike, the only exception to this being the recent formation of the Kingdom of Many Arrows in northern Faerûn. When not at war, they are usually planning for it. Most orcs approach life with the belief that to survive, one has to subjugate potential enemies and control as many resources as possible, which puts them naturally at odds with other races as well as each other. This belief is spurred in part by Gruumsh and his pantheon, which taught the orcs that all races are inferior to them. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Mountain Ranges Sword Mountains Waterdeep Deities Gruumsh (Creator) Tribe of He Who Watches (Orc Pantheon) Enmity Elves (Generational hatred) Humans Dwarves Affinity Goblins Notable Features Large and muscular, aggressive and proud, tribal society, greenish skin, prominent tusks, quick to anger, strong endurance, simple but effective tactics, carnivorous and scavengers, enjoy raw meat. Hated Race Expectations A war-obsessed race, the Orcs eat, sleep, and dream of fighting. They are strong warriors quick to anger and take from others, and they are most notably known for the pillaging and destruction of areas around Faerun. They have little mind to make true allies with many, and often utilize their brute strength and numbers to overcome any odds. Their hatred for the elves is exceptional, and they often view them as their mortal enemy that they wish to tear apart without reason. Both races' gods put them on this path when they were created and the hatred that runs within their veins cannot be ignored for long. Tribal by nature, they take what they want and leave destruction in their wake. Basic Traits Height Min: 170 c m (5'7") Max: 210 cm (6'11") Langua ges Common Orc Life S pa n A d ult hood: 18 years Longevity: 50 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. Adrenaline Rush Once per long rest, you may tap into your orcish blood and use the dash action as a bonus action. Menacing Orcs, intrinsically, are menacing creatures. You are proficient in Intimidation, as well as having a +2 to Strength saving throws. Relentless Endurance When you are reduced to 0 hit points, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

  • Genasi (Fire) | Halcyon D&D

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

  • Lycanthropy | Halcyon D&D

    Lycanthropy Pact Dynamics Features Weaknesses Lycanthropy One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying the bestial urges that rage inside it. However, when a full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form, or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. It might not remember the events of its transformation, though those memories often haunt a lycanthrope as blood dreams. Expectations Lycanthrope Packs Lycanthrope Packs From the first ancient manifestation of the curse, lycanthropes have spread their scourge upon civilizations. Harrowing tales and epics of the wolves and bears that prowl the night, passed down through generations to warn and instruct in the hopes of keeping their kin safe, yet still: the bite cannot be denied. There are many packs within the world, made manifest by an Ancient wielding the curse eons prior; now presided over by Greater Lycanthrope with their own variety of the affliction. The lessers of their packs and sleuths carry these tumultuous feelings and ideals. It whispers and echoes in their blood, and under the glow of the full moon these pacts scream their absolution. Regardless of the Pack that is chosen, all characters must adhere to the basis of Lycanthropy. Every pack still retains their weaknesses and strengths, and all are a slave to their instincts. Of Canine and Claw While there are many lycanthropes within the world, two types are generally seen and understood: the Werewolves and the Werebears. Werewolves are usually seen as the more hot tempered, vicious entities, spreading their curse and chaos when turned. When not alone, they hunt and live in packs, vehemently dedicated to rank and strength. Their hot blooded nature, predatory instincts, and aptitude for violence can outweigh their desire for peace and calm. On the other hand, Werebears generally trend towards the opposite spectrum from their wolven counterparts. Often known as protectors, when not alone they live in sleuths, which defend territory and care for others- especially those who cannot defend themselves. They more than naught exude a stalwart defiance against senseless violence, and have a proclivity for patience and understanding. Real or perceived threats to their territory or family are not simply endured, however. A Werebear's wrath is rare and fatal. Rashness Courage Anarchy Temperance Irascibility Patience Irascibility Resentment and lability. Anger, bitterness, disappointment, or disgust will bubble first in the minds of these Lycanthropes. The reaction, a spectrum between restrained or violent, are reliant on life's many factors. But the emotion will always arise, always demand a vented spleen, a payment for violations. Easily provoked and even harder to manage, this pact rises bloodlust, suspicion, offense, and temper as a tsunami. The roar of emotion, whether accurate or not, crashing over reasoning. A trespasser in their sights may be forgiven, but the slight will never be forgotten. The Irascibility pack demands fairness in kind, a balance unbroken, and perceived debts paid in full. Courage Those in this resolute pact show it through many faces. A dedication to moving forwards, holding steady, conquering fear or lack of control, and finding what is right, true, or authentic then defending it with every fiber of their being. But all courage involves hardship. Courage is a choice to confront that which is difficult, frightening, painful, and disturbing. Lycanthropes from this pact constantly weigh the balance between fear and hope, risk and reward, and choice and action. These Lycanthropes are often haunted by the morality of life, such as the difference between being good, nice, or right. They are immovable, until it is time to be unstoppable. Rashness Lycanthropes of this pack are quick to act, and react, without consideration of consequence. Their power assures their success. Their opinions and feelings are eager to paint the world in their image. Heightened emotions, especially those from vices, distress, or anger, lead to extreme urgency, expedited boredom, and crumbling promises or inhibitions. A Lycanthrope of this pack is flexible, impulsive, and finds relaxation and happiness in their creativity. There is a freedom in acting without thought. Living spontaneously in the moment. They are the epitome of risk, despite any reward or cost. Temperance Herein lies guilt. Lycanthropes of the Temperance pact have given everything to resist their curse. Often they have lost loved ones or past lives to their afflictions, and as such dedicate themselves to painstaking precision, modest humility, and the ideals of forgiveness. There is no end to the search for inner peace and self control, often adding subtle restraints against indulgences. This virtue weighs heavy on the mind and soul, snapping at great cost. Their fortitude is constantly corrected, every mistake a crumble in the dam. Their curse is their inner demon and they are cloaked in the cancer of it, desperate to keep the monster trapped, lest it get the chance to fall the veil and bare its devastation. Anarchy Society crumbles beneath the uncontrollable chaos that is the Anarchy clan of Lycanthropy. From the borderline feral to the gruff and awkward, they have no care for subtlety, social cues or norms, or following rules or laws. In fact they find amusement from balking against the grain, witnessing the dissonance, questioning philosophies, ideals, sociology, even others’ theologies whether they happen to agree with someone or not! These Lycanthropes are antisocial, uncontrollable, and even if they break no real laws, can quickly outstay any welcome, kill any mood, or elicit one’s questioning of life's choices simply with their unacceptable behavior. It is a delight to destroy domesticity. It is a test to tamper with tranquility. Their bedlam cannot be belayed. Patience A judge of lambs. Lycanthropes of the patience pact rarely feel the need to exert their control or power. They are the apex, the royalty, the confident dance of death stalking amongst cattle. They pride themselves in their control, their inner curse demanding the blood of those who threaten their herd or, on rare occasion, one of their own who might egregiously step out of line. These lycanthropes delight in the slow hunt of prey, playing with their food, especially if their target is another predator, and even more thrilling if it's another predator’s prey. They wait until the perfect time to strike, tenderizing the meat before slaughter. Features Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Transformation: Werewolf As a bonus action, you may assume the hybrid form granted by your strain of lycanthropy. While transformed, the werewolf gains the following basic features: +3 Hit bonus (Unarmed) and +3 Damage bonus (Unarmed). 18 AC as Natural Armor (your equipped armor is unequipped when you transform). You gain 20 max hit points when transforming for the first time per combat. You gain +1 Attack Action (to a max of 2). You gain a magical Bite Attack and Claw attacks with the Finesse property (1d10+atr, 1d8+atr). You may climb with no movement penalty. When you transform, all of your used equipment merges into your new form. Upon deshifting, you may choose to have your equipment fall off your person or be re-equipped. You may transform 6 times per long rest. Werewolves cannot use weapons, armor, or use any potions or abilities from their class or subclass while transformed. Further, when you fall in combat during a PvP you must de-shift excluding during a Full Moon. Additionally, you gain access to the following more advanced abilities: Shapechanger You are immune to polymorph. Additionally, during a full moon you cannot have your form forcefully reverted with Moonbeam or Brand of the Axiom. Ferocious Momentum You may dash for the cost of a bonus action. Rending Claw Draw your claws across the target, dealing 1d6 damage and applies Exposed to the target on a hit until the end of their next turn and lowering the Inner Fury of the lycanthrope by 1. Limited to one augmented lycanthrope ability per turn. Infectious Bite Tear into your target with your teeth, dealing 1d8 damage and applies Poisoned to the target on a hit until the end of their next turn and lowering the Inner Fury of the lycanthrope by 1. Limite d to on e augmented lycanthrope ability per turn. Wereregeneration As a bonus action you may give into your curse, allowing the inner fury to accelerate the mending of your injuries. Regaining 3d6 + 6 hit points and increasing your Inner Fury by 3. This is usable once per turn. Unleash Fury Once on each of your turns you may give into your inner fury to deliver an additional 2d8 damage with one of your attacks. Increases your Inner Fury by 2. Lycanthrope Howl Unleash a fearful howl. Granting all other lycanthropes within range advantage until the end of their next turn and lowers their Inner Fury by 2. Additionally all other lycanthropes within range may make an attack of opportunity against a target that you decide. Non-lycanthropes who hear this howl much succeed a DC 15 Wisdom Saving Throw or be frightened until the end of their turn. Usable once per Long Rest. Pack Authority R equires Greater Lycanthrope You are a Greater Lycanthrope , one of the strongest a pack leader. You may create Lesser Lycanthropes, so you must be able to control them. When you deal damage to a Lesser Lycanthrope you deal an additional 2d8 typeless damage to them once per turn. Weaknesses Inner Fury The lycanthrope is filled with an eternal anger from their curse. This is reflected by the Inner Fury Resource. When starting PvP without having the Sated buff it will start at 6, while with the buff at 0. This resource may be spent using certain abilities in combat and to gain the Sated buff for a period of 48 hours a lycanthrope must use the Maul consequence, unleashing their fury on the target and leaving them bloodless. Pack Mentality The curse of lycanthropy makes you quick to anger. This can come in the form of rash decision making or doing whatever it takes to protect those you care about. Silver Hypersensitivity Silver has an adverse effect to the curse that swells within your veins. The simple touch of it against your skin burns. Weapons made of silver deal an additional 6 damage to anyone suffering from Lycanthropy. Call of the Moon While most who have embraced the curse within them are able to control when and where they transform through training and discipline, it is impossible to hold back the urge during a full moon. All lycanthropes go into an uncontrollable rage and are fueled by a desire to hunt once per month (this will only be enforced during server wide events and will be announced prior, during which all players with the affliction will be forced to transform).

  • Human | Halcyon D&D

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

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