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  • Fey'ri | Halcyon D&D

    Fey'ri Racial Guidelines Basic Traits Racial Traits Fey'ri Fey'ri were not a true elven subrace. They were to elves as tieflings were to humans and tanarukks were to orcs . The fey'ri were the result of interbreeding between sun elves and tanar'ri in an attempt to strengthen the sun elf bloodline. Fey'ri considered their bloodline to be very important, and prided themselves on being able to trace it back to House Dlardrageth or the daemonfey . This meant that breeding typically only occurred with other fey'ri or, very rarely, elves, but they generally rejected the notion of elven resemblance as offensive. The fey'ri would generally look negatively upon outsiders, but were respectful towards intelligence, strength, and flexible morals. Even once having made a "friend", a fey'ri would abandon that person immediately if the fey'ri saw that individual as more than a minor annoyance. As Silvergarde came under siege by Kargresh, his forces having unleashed pure chaos from Hellgate Dell, Fey'ri became more and more prevalent. The power hungry creatures took root within his ranks, but after he fell they turned their attention anew to the boundless opportunities in New Ascalhorn. Now, they serve the ruinous city full of miscreeds, their existence solely furthering the nefarious purposes of those who operate within the shadows. Applications: Closed Limited Slots To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands High Forest Western Faerun Cormanthyr Deities Ghaunadaur Seldarine (Rarely. Elven Pantheon; Shevarash) Enmity Elves (Particularly Moon and Wood) Orcs Affinity Generally disdained by most races Notable Features Fiend-blooded elves, shape-changer between Sun Elf and Fiend form, horned and often tailed, innate spellcasting, seductive and cunning, sharp intellect, proud and ambitious, often conflicted heritage, charismatic presence, omnivorous with taste for rich and exotic foods. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Langua ges Common Elvish Abyssal Life S pa n A dult hood: 100 years Longevity: 750 years Mo vement 3 ti le s per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fey Ancestry You are immune to magical sleep effects. Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. T rance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span. Wings Because of your dark leathery wings, your movement counts as flying type all the time. You cannot take fall damage unless you are incapacitated when falling. Elven Mask Masters of deception and disguise. You may alter your physical appearance to remove any wings, horns, scales, or eye color that would otherwise give away the demonic nature of your heritage as an action. You ma y not use this to change any other physical characteristics. Additional if you use this feature to remove your wings you lose access to the flying speed granted in combat. Any ability or feature that reverts transformations reverts you to your true form.

  • Vocations | Halcyon D&D

    Vocation Overview Angler Provisioner Survivalist Vocation Overview Vocations are a time honored tradition amongst the adventurers of the land. There are many known vocations that adventurers can pick up and train in their off hours, but of the most notable are the angler, provisioner, and survivalist. Catching fish, cooking an aromatic dish, or learning the lands can help any adventurer and their allies! The scaling for gained experience is the same across all vocations. Each time you level in each vocation, they will gain a base +1 to their rolls for Provisioner, Angler, or Survivalist. The breakpoint for experience is below. Experience Needed Per Rank Rank 1 - 0 Rank 2 - 400 Rank 3 - 800 Rank 4 - 1600 Rank 5 - 3200 Rank 6 - 6400 Rank 7 - 12800 Rank 8 - 25600 Rank 9 - 51200 Rank 10 - 124400 Angler Master of the hook, brave non-sea fairing folks of the Marches' landlocked setting. Armed with a fishing rod and bait, these brave fishers may take on the lake or river locations for all your fishing dreams. There are two fishing zones across located in the lake and river and there are two ways of fishing: for the natural wise survivor they can do it the old fashioned way with a fishing rod in hand, and the hardy and strong can pick up a spear and start skewering! To acquire a fishing rod, adventurer's may find a fishmonger within the hubs. They will also have a select quantity of fishes for purchase as well. Standing out as masters of their craft, they'll always be impressed with how well you show off your fishes to them. The fishmonger's will also carry bait that can be procured for a small sum of gold. This bait is needed for one to properly fish at either location. It does not expire or go bad, and even if the bait is several days old those slippery fish will always bite! Provisioner Anyone can cook. Right? From meat to fish to throwing together a good, crispy meal for other adventurers, the provisioners are the backbones of the Marches. There are multiple different feasts the provisioner may make for their fellow adventurers including: trail rations, roasted vegetables, spiced meat cutlets, and even the tasty dish of all- Silverymoon Grand Table Feast! Whatever it may be, the provisioner can provide. The more one puts into their craft, the better the outcome will be. One cannot expect to make a Grand Table Feast when they've just begun their journey to be a provisioner. However, all that one can make throughout their pursuits to feed friends and companions will be of use. Everything can be used by others, but be wary that there are some... interesting racial dietary needs for others. Any good provisioner will be looking over their ingredients before cooking them. Depending, there may be certain meats that don't quite look like normal fish or deer. These strange cuts of meats will perturb the average adventurer's stomach, but will not cause sickness, but will satiate even further some races with percurliar appetites. Once cooked, it's impossible to tell with these suspicious meats, so do be mindful to always trust your food sources! Provisioner Breakpoints Bon us Per Rank Rank 1 - Can cook Tier 0 and Tier 1 Meals Rank 4 - Can cook Tier 2 Meals Rank 7 - Can Cook Tier 3 Meals Rank 10 - 25% chance to double each meal prepared. Novice Creations Adept Creations Expert Creations Spiced Meat Cutlets Total Amount 6 | Satiety: 45 2 Meat 2 Vegetables 2 Spices Fish & Herb Pot Total Amount 7 | Satiety: 50 2 Fish 3 Vegetables 2 Spices Wilderness Stew Total Amount 9 | Satiety: 55 2 Meat 3 Vegetables 4 Spices Trail Rations Total Amount 2 | Satiety: 10 1 Meat/ 2 Fish 0 Vegetables 1 Spices Roast Vegetables Total Amount 2 | Satiety: 10 0 Meat/Fish 1 Vegetables 1 Spices Charred Meat Cuts Total Amount 3 | Satiety: 20 2 Meat 1 Vegetables 0 Spices Broiled Fish & Root Mash Total Amount 4 | Satiety: 25 2 Fish 2 Vegetables 0 Spices Hunter's Roast Plate Total Amount 5 | Satiety: 30 2 Meat 3 Vegetables 0 Spices Frosthill's Feast Total Amount 10 | Satiety: 70 2 Meat 4 Vegetables 4 Spices River Rauvin Celebration Dish Total Amount 12| Satiety: 75 2 Fish 4 Vegetables 6 Spices Silverymoon Grand Table Feast Total Amount 13| Satiety: 80 2 Meat 5 Vegetables 6 Spices Survivalist Spending just a bit of time in the wilderness can grant you many things! The survivalist has trained themselves and honed their craft to make sure whenever they do spend their energy on a task, they do so in the correct ways. From collecting sand to logs, or rummaging for seeds to plant, the survivalist knows exactly what to do for most any situation. One of the cornerstones of any survivalist is helping hone skills and professions. Anyone can become a survivalist but not just anyone can become a well trusted and allied individual for others to do trade with. It's also not just those skilled in their professions the survivalist may help, but the provisioner as well. Meats can be procured, if one has a handy bow and a few arrows, and food may always be on the table with the ever helpful survivalist! Survivalist Breakpoints Bon us Per Rank Rank 1 - Start Rank 4 - +2 Energy per Long Rest Rank 7 - +2 Energy per Long Rest Energy Required per Action 10 Energy per Long Rest - Max of 10 1 - Collect Sand 1 + (2/4/6) 1 - Collect Fiber 1 + (2/4/6) 2 - Collect Logs 2 + (4/6/8) 2 - Hunt Small Game (Feathers) - 4 + (4/8/12) Feathers | 2 + (4/8/12) Raw Meat 2 - Hunt Small Game (Hide) 2 + (2/4/6) Hides | 2 + (2/4/6) Raw Meat | 4 Feathers 4 - Hunt Large Game 1 Animal Carcass | 5 + 2/4/6/8 Hide | 5 + (2/4/6/8) Raw Meat 4 - Plant/Water/Harvest Veggies | Roll + 2 Amount of Seeds Vegetables

  • Druid | Halcyon D&D

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

  • Character Expectations | Halcyon D&D

    Character expectations Some characters, races, classes, or afflictions will have additional restrictions and expectations applied to them to ensure that the continuity and immersion of the setting is maintained. Certain classes, such as divine casters, have additional systems in place that will be outlined below. Ability Score Improvement Increase one of your attributes by 1. This cannot be the attribute you increased at 10th level. Alert Gain a +5 bonus to your initiative. Athlete Standing up from prone only costs you 1 tile of movement. Climbing does not cost you extra movement. Charger When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. You must move at least 4 tile in a straight line immediately before taking this bonus action and you gain a +2 to hit until the start of your next turn. Fighting Initiate Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice. Archery - Gain a +2 bonus to To Hit (Ranged) when using ranged weapons. (Does not stack with Bracers of Archery) Defense - Gain a +1 bonus to your Armor Class. (Does not stack with Protection Items) Dueling - Gain a +2 bonus to damage when using a one handed weapon and no off handed weapon. Great Weapon Fighting - Gain +2 bonus damage to two handed weapon attacks with the Heavy property. Protection - As a reaction, when a target within 1 tile of you is hit with an attack you may impose disadvantage on that attack (-2) and possibly make it miss. (Requires a Shield) Two Weapon Fighting - Off hand attacks add Strength, or Dexterity if Finesse, to their damage. Great Weapon Master Once per turn, before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +5 to the attack's damage. Healer As an action, you may use a Surgeon's Kit and 1 Medical Supplies to tend to a creature and restore 2d6 + 4 hit points plus your Medicine score. A creature cannot be healed this way again until finishing a long rest. You must have Medicine Proficiency to take this Feat. Linguist You learn two languages of your choice. Lucky You're extremely lucky. You may spent a luck point before making an attack to gain a +2 hit bonus for that attack. Mage Slayer When a creature within 1 tile of you casts a spell, you may use your reaction to make a single weapon attack against the target. If the spell is a teleport and the target is outside of your attack range after the cast you may not make this attack. Shield Master When you make an attack on your turn you may use your bonus action to try and shove the creature. They must succeed a Strength Saving Throw or be moved back 1 tile. If you are not stunned, you add +2 to your Dexterity Saving Throw. Skilled You gain proficiency in three skills you do not all already have proficiency in. Tough You gain 20/15/10 hit points based on your classes hit point maximum. (Before CON) Less than 99: 20 100 - 109: 15 110+: 10 War Caster When you have no weapons equipped and someone exits the tile around you, you may use your reaction to make an attack of opportunity against them using a cantrip. The target of the cantrip may only be a single target. Weapon Master You gain proficiency with three weapons of your choice.

  • 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.

  • Encounters | Halcyon D&D

    DMNPC Encounters Storylines and DMNPC Encounters Halcyon is dedicated to providing our player base with unique experiences. One of the ways you can engage is through DMNPC encounters. In these DMNPC encounters our players will get a “tabletop” feel in the setting we’ve built. You’ll experience puzzles to solve, monsters to slay, and plots to uncover and engage in! Before your adventure begins... When opening up a DMNPC encounter there are a few things you should know. First, they are created and run by our DM team. Once a request is placed giving us a general outline of the type of encounter you’re looking for and potential hooks we take the reins and build a customized experience for you and a group of up to 5 players. These experiences are a single encounter session. Encounters are meant to create a narrative that you can enjoy during the session but also take out into the world and expand your roleplay with them. All DMNPC Encounters are required to tie into the overarching server story in some form or fashion. All DMNPC Encounters will be reviewed and may be denied based on criteria not being met, so make sure to thoroughly communicate with your DM. DMNPC Encounters are one time events that are in the same vein as our 'random encounters'. This option is given to those who are unable to participate, or would like to request a DMNPC for an event they are hosting, etc. You may also find scattered sites around the world with POIs that instruct you to open a DMNPC Encounter ticket. Make sure to screenshot the POI to provide it to staff. Staff story locations will ALWAYS instruct you to open a ticket. Criteria Guidelines Frequently Asked Questions Guidelines for Requesting DMNPC Encounters Please come up with a general idea of what kind of con tent you wish to have. This should be a general idea. Our Dungeon Master team will take your idea and they will create an experience for you, just like tabletop! Please discuss with your party ahead of time! This is important. Organization helps the ship sail smoothly - so what we need are: Character names, time zones, levels, and whatever information you think would be important for us in regard to scheduling your event. Bear in mind that when you request your event odds are you will have to wait. So, if you have a specific timeline you would like to follow, request sooner rather than later. Do NOT request DMNPC encounters for a single individual. These are meant to be group experiences. While we understand some players choose the solo life, DMing storylines can take hours and that is resources we need to see used for multiple players. Courtesy is the staple to our events and we expect it from players and staff alike. Conduct that is unkind or rude will be met with a barring from participation and rewards. Constructive criticisms may be submitted after the fact in the ticket. Fill out the questionnaire and post it into your tick et 1. You understand this will be a single encounter ? 2. What is the premise of this event and what are you trying to achieve for your group narratively? 3. Beyond the typical rewards are you seeking to gain or find anything else from this story? (Please note: we do not create, manufacture, or otherwise grant items not already in our house mod - requests such as these would be flavo r only). 4. In order to coordinate schedules, you will need to provide times and dates of availability for the group and are responsible for obtaining those. You may use Discord Timestamp or a similar discord date generator to better communicate dates and times. 5. Do you and your group prefer narrative encounters, combat encounters, or puzzle encounters? Please specify order of importance. 6. Are you alright with the possibility of 'invisible' NPCs? These will be represented via assets that we have on the server and will be DM'd by the narrator if no other staff are available to take on your request. If you wish to have staff DMNPCs for your event you may have to wait longer in order to accommodate your request due to scheduling reasons. 7. At any point if you are unable to attend the encounter you understand you must let the DM know as soon as possible? 8. You acknowledge that the event being created for your group is subject to changes, deviations, alterations, and potential cancellations depending on variables that may arise? 9. Please provide any more relevant information you think needs supplied to your DM. FAQ What is a DMNPC encounter? A DMNPC encounter is a requested 'random drop'. Typically our DM team will do random encounters for the population. We understand players are not always around during these and this is a means to request one as we would like to make sure everyone has thee chance to get involved! How many people can attend a DMNPC encounter? We allow parties up to 5 Who can request DMNPC encounters? Anyone! We simply require your group to be 3-5 players in size. What level is required to request a storyline? We require players to be at least level 10 to request a storyline. This is due to the nature of scaling and difficulty. We also want our players to familiarize themselves with RpR before reque sting and so the leveling process from 8 to 10 allows for that. Can I request a DMNPC for an event I am hosting? Yes! You may request a DMNPC encounter for events you are hosting. Just open a DM Encounter request and detail the needs you have for the event. Is there a cooldown on requests? Yes! There is a 72 hour or three day cooldown between completed requests and the ability to request a new encounter or storyline . Are there rewards? Yes! Each session there will be rewards. These come in Reward Box and experience form and are given out based on criteria met during the event. There is also potential for loot table rolls! DMNPC Encounter Criteria Present a concept that ties in to the server story All storylines are stories, but not all stories are storylines. What this means is: we expect presented material to effect the world around you and not just be simply off screen adventures. So for your DMNPC Encounter make sure you have something to present that will further narrative! Have a narrative reason When submitting a storyline you should have strong narrative reason for the storyline to take place. Make sure you present that to your DM. Participants must be at least level 10 We believe you should have unlocked your subclass and had a bit of experience with our RpR systems before engaging in storylines. This ensures for a smoother and more enjoyable process. You must have a group of 3+ to request In order to request a DMNPC encounter you must have 3+ members in you group. Player Hosted Event Rewards You must take a screenshot of all members online In order to receive credit you must take a screenshot before and after the event of the players in your clan who actively participated showing their online status in the clan tab as well as periodic roleplay happening during the event. You must post the event in the events channel 3 days prior to the event date Please make sure to post the event at least 3 days prior to the date of hosting to give players time to see the event, this also helps with schedule spacing. You may only receive rewards once per week Once per week your clan will receive a reward for hosting the event. Each active player will receive 1 mark of service for their participation. To receive the reward a clan leader may submit a DM ticket To be rewarded, compile the screen shots listed and open a general DM ticket, provide all of the information - link to event post, screenshots, names of participating clanmates etc.

  • Soul-Wight | Halcyon D&D

    Soul-Wight Creation Features Weaknesses Soul-Wight By willingness or force, you were forged by a dark ritual, removing your soul and placing it within a vessel to give you a new, boundless body as a vehicle for your whims. You serve to empower other undead creatures in their fight against the living, proving to be a tool for vengeance and carnage alike. So long as your soul remains, your war never ends. Whether you underwent this ritual of your own choosing to empower yourself or were forced to rise as a Soul-Wight by another. Your soul resides within a Soul Coin that remains in your possession or in the hands of another. Whoever holds it controls your destiny. Either by choice, or by force, you serve those who seek to turn undead against the living. Your new powers are beyond that of normal undead and you may retain the memories of your previous life, though they may be muddled, broken, or gone entirely after undergoing the rites of transformation. Creation This is a roleplay acquired affliction. To make a Soul-Wight, you must first access Restricted Research and learn about the Libram of Souls and Flesh. With possession of the libram, you may take Soul Slivers as a consequence to PvP. Researching the Libram of Souls and Flesh also unlocks the ability to perform the ritual of Soul Raising. Ritual of Soul Raising Must be performed on Unholy Hallowed Ground. All reagents are lost regardless of ritual roll. 10x Soul Slivers 1x Diamond 5x Incense 25x Arcane Residue 1x Living Creature who is the Target (( A player must consent to becoming a Soul-Wight. The ritual will always succeed.)) Features A character loses access to their race, class, and subclass by choosing this affliction. You do not require character levels or experience to access features. You may attune to non-class restricted magic items. Basics Base Hit Points: 108 Actions: 2 Attack, 1 Bonus, 1 Reaction Proficiencies Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Proficiency Bonus: +4 Undead Immunities You are immune to magical sleep and effects that leave you poisoned. Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Necrotic Laced Blade Your attacks deal an additional 1d6 necrotic damage. This is excluded if the Soul-Wight is under the effect of an elementally charged weapon. Twisted Skeleton Your unarmed attacks are more powerful, constitute as magical attacks and have the finesse property. They deal 1d6 + ST R damage. Life Detection You can always see that which you despise―life itself. You ignore Invisibility on a target so long as the target is not undead. Life Drain After a successful melee attack, use your bonus action to deal 2d6 additional necrotic damage. The target cannot be healed by any means other than a life transference spell for 1 turn. Can be used in combination with AoO attacks, if you still have your bonus action remaining when hitting them. Grave Orders The Wight can spend a bonus action to speak a ghastly incantation, ailing a target to, or away, from incapacitation. Grave Orders can only be used on each target once per combat and cannot target self. Death Ward Spend a bonus action to place Death Ward on a target that lasts until they end their turn or it takes effect. If the target would drop to 0 hit points as a result of taking damage while Death Ward is active, the target instead drops to 1 hit point unless the damage was fire or radiant and the status ends. Death Watch Spend a bonus action to place Death Watch on a target that lasts until the end of their turn. Death Watch prevents the target from using any ability/spell that allows them to persist fighting after hitting 0 HP, or returning to 1 HP while active. Death Wrath Spend a bonus action to empower an Undead ally, granting them advantage on their next turn. Territorial Servant When you are fighting in your clan base or are in combat with whomsoever turned you into a Wight, your draining abilities are empowered. Once per combat, as an action, you may remove a level 2 and 3 spell slot from a single enemy. Root of Undeath Simply succumbing to your draining abilities can infect individuals with a disease that ails them closer to undeath. In the consequences phase, you may choose to inflict a disease on the target that reduces their maximum hit points by 25 and reduces their Constitution Saving Throws by 3. If they are ever killed under this effect, there is a chance they will rise again as a zombie. (DM Approval Only) Grave Resistances You have resistance against psychic, necrotic, and poison damage. Rise from the Grave Once per 18 hours the Soul-Wight may clear the Wounded, Severely Wounded, Death's Door, Maimed, and Cursed statuses from themselves. If a Soul-Wight is narratively killed with the coin still existing they are only given Theft consequences and nothing additional. Weaknesses Undead Weaknesses You have weakness to radiant damage. Sunlight Sensitivity While in sunlight, the soul-wight has disadvantage on perception checks that rely on sight. Shackled Soul When you were created, your soul was used as a catalyst in the ritual. It was bound within the confines of a Soul Coin that now exists on this plane. So long as this coin exists, you cannot be destroyed. If you fall in battle and your body is destroyed you will manifest again so long as your soul remains tethered to this coin. Whoever possesses this coin can exert great control and command over you as they hold your very existence in the palm of their hand. Curse of the Grave Healing magics have no effect on the undead.

  • Forager | Halcyon D&D

    Forager Resources Forager Foragers are those that seek common and rare materials in the wilds. They harvest and return these to more civilized areas to allow the raw materials to be refined into usable metals, lumbers, and reagents. It will be your job to journey out and do just that. Mining and Prospecting Miners tunnel into mountains and dig deep into the grounds below our very feet in search of precious ores and treasures. In a world torn asunder by conflict and strife, the demand for valuable metals could not be higher. Prospectors search vigorously across the lands and construct massive mines just to reach that much needed metal. Mining is granted bonuses by STR/CON. Herbalism Herbalists aid the many races of Faerûn have looked for natural remedies and enhancers to their own abilities. Entire fields of study exist to catalog and document the effects various plants and flora have on the body. Where do they get these? From herbalists, and others brave enough to traverse the wilds in pursuit of some of the rarest of herbs. Herbalism is granted bonuses by INT/WIS. Attunement of the Earth Requires Forager: Adept Your mastery ov er the earth allows you to hone your skills. Grants a +3 to Mining Bonus until your next weekly reset. Attunement of the Wilds Requires Forager: Adept Your mastery ov er the wilds allows you to hone your skills. Grants a +3 to Skinning/Logging Bonus until your next weekly reset. Attunement of the Land Requires Fora ger: Adept Your mastery ov er the land allows you to hone your skills. Grants a +3 to Herbalism Bonus until your next w eekly reset. Survey the Land Requires Forage: Expert You are able to take in the sights of the land around. Picking out previously depleted areas of remaining materials. Once per weekly reset you may gain +5 additional gathering attempts. Novice Adept Expert Basic Herb Harvested near the Ancient Aqueduct. (INT/WIS+ Forager Level + Herbalism Bonus) Daisy Harvested near Northreach (INT/WIS+ Forager Level + Herbalism Bonus) Iron Ore Harvested from Highlands. (STR/CON+ Forager Level + Mining Bonus) Brisk Leaf Harvested from the Jungle Ruins (INT/WIS+ Forager Level + Herbalism Bonus +3d2) Giant's Root Harvested from the Far Forest (INT/WIS+ Forager Level + Herbalism Bonus +3d2) Mother's Leaf Harvested from the Northern Swamp (INT/WIS+ Forager Level + Herbalism Bonus +3d2) Valorbell Harvested from the Central Desert (INT/WIS+ Forager Level + Herbalism Bonus +3d2) Silver Ore Harvested from Westridge (STR/CON+ Forager Level + Mining Bonus + 3d2) Mysterious Mushroom Requires Research Harvested from Hellgate Keep. (INT/WIS+ Forager Level + Herbalism Bonus +3d2) Strange Shard Requires Research Harvested from Helkgate Keep. (STR/CON Forager Level + MiningBonus +3d2)

  • 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 Adventurer A scourer of dungeons, a hunter of monsters, and a seeker of quests. 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. Craftsman An artisan of leather and timber, they are tailor, bowyer, and carpenter. Forager A collector, harvester, and gatherer of all things natural and useful.

  • 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.

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