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  • Ranger | Halcyon D&D

    Ranger Class Features Spellcasting Fey Wanderer Gloomstalker Horizon Walker Hunter Monster Slayer Swarmkeeper Ranger Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense. Subclasses Class Features Basics Base Hit Po ints: 64 Hit Points per Advancement: 14 Actions: 2 Attack, 1 Bonus, 1 Reaction Casting Attribute: Wisdom Starting Kit: Shortsword Shortbow Leather Armor Arrows (20x) Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, m artial weapons Sav ing Throws: Strength, Dexterity Skills: Nature, Survival Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Land's Stride Your attunement to nature allows you to brush off natural and magical restrains as a reaction. Doing so leaves you Slowed. Ranger Archetype Each ranger has a combat style and technique th at they strive to emulate. Choose your ranger archetype (subclass) from Fey Wanderer, Gloomstalker, Horizon Walker, Hunter, Monster Slayer, and Swarmkeeper. These will be unlocked at Level 10 and reach their full potential at Level 12. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the fighting styles from the Feats page. You can't take a Fighting Style option more than once, even if you later get to choose again. Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. Spell Slots Level 8 1st: + 3 2nd: +2 Lev el 10 1st: +1 2nd: +1 3rd: +1 Level 12 3rd : +1 Combat Spells The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters. 1st Level 2nd Level Entangle Jump Hunter's Mark Entangle Conjuration 1 Action V, S Grasping weeds and vines sprout from the gro und in a 2 tile x 2 tile square starting from a point within range. A creature within the square must succeed a Strength Saving Throw or be restrained until the end of their next turn. (8 + Spell Bonus vs STR Save) Hunter's Mark Divination 1 Bonus Action V You choose a creature you can see within range and mystically mark it as your quarry. Granting you the ability to deal an additional 1d6 damage whenever you hit the target with a weapon attack. The caster gains +2 on tracking attempts on the target for 2 hours after combat ends. You may not use other player's hunter's marks for additional damage. You must still cast the spell yourself to gain the damage on the individual. Jump Transmutation 1 Action V, S You touch a creature. It may jump up to 6 tiles as their next move action. Lesser Restoration Protection From Poison Spike Growth Silence Protection of Poison Abjuration 1 Action V, S You touch a creature. If it is poison ed, you neutralize the poison and grants them resistance to poison damage for the duration. Silence Illusion 1 Action V, S Create a 2x2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of th eir next turn. Acquired at Level 12. Spike Growth Transmutation 1 Action V, S The ground in a 2 tile radius twists and sprouts hard spikes and thorns. Dealing 2d4 piercing damage to any creature within. Lesser Restoration Abjuration 1 Action V, S You touch a creature and can end either one disease, poisoned, or blinded effect. Acquired at Level 12. Flavor Spells The following spells are included in the ranger's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a rol eplay sc enario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 10 Plant Growth Plant Growth Transmutation 1 Action V, S This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. Ritual Spells Spel ls that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does . If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand. Level 8 Level 10 Detect Magic Detect Poison and Disease Detect Magic Divination 1 Action V, S , M Class Required: Artificer Cleric Bard Druid Paladin Ranger Sorcerer Wizard Components Required: 1x Unstable Essence 5x Arcane Res idue For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dir t. This is an RPR Spell, and does not require a DM Ticket! Detect Poison and Disease Divination 1 Action V, S, M Class Required: Cleric Bard Druid Paladin Ranger Sorcerer Components Required: 10x Mother's Leaf 5x Arcane Res idue For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. This is an RPR Spell, and does not require a DM Ticket! Water Breathing Water Breathing Transmutation 1 Action V, S , M Class Required: Artificer Bard Ranger Wizard Sorcerer Components Requir ed: 10x Feral Claws 6x Holy Water 30x Arcane Residue This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. The spell ends when PvP Intent is dropped. Subclass: Fey Wanderer A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. Bonus P roficiencies Skills: Persuasion Class Resources: Level 10: 0 Level 12: +2 Dreadful Strikes Your weapons are augmented with mind-scarring magic drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d6 psychic damage once per turn. Beguiling Twist The magic of the Feywild guards your mind. You gain a +2 bonus to Wisdom Saving Throws. In addition, whenever you or a creature you can see within 12 tiles of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 12 tiles of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is frightened of you for 2 turns. Misty Wanderer Requires Level 12 You can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (maximum of thrice), and you regain all expended uses when you finish a long rest. In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 1 tile of you. That creature teleports to an unoccupied space of your choice within 1 tile of your destination space. Fey Wanderer Spells 1st Level 2nd Level 3rd Level Charm Person Cure Wounds Charm Person Enchantment 1 Action V, S You attempt to charm a humanoid you can see within range. It must make a Wisdom Saving Throw. If it fails the saving throw it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns. (8 + Spell Bonus vs WIS Save) Cure Wounds Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 1d8 + Spell Bonus. This has no effect on Undead or Constructs. When you cast this spell using a spell slot of 2nd or higher, the healing increases by 1d8 for each spell slot above 1st. Cure Wounds (2nd) Gust of Wind Healing Spirit Cure Wounds (2nd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 2d8 + Spell Bonus. This has no effect on Undead or Constructs. Gust of Wind Evocation 1 Action V, S A line of strong wind 6 tiles long and 1 tile wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength Saving Throw or be pushed 2 tiles away. (8 + Spell Bonus vs STR Save) Acquired at Level 10. Healing Spirit 2nd Level Spell, Conjuration 1 Bonus Action V, S You call forth a nature spirit to soothe the wounded. As a bonus action on your turn, you can move the Spirit up to 6 tiles to a space you can see. The spirit restores 1d6 to a target within its tile. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears. Dispel Magic Summon Fey Dispel Magic Abjuration 1 Action V, S Choose one creature within range. Any magical effects on the target end. Acquired at Level 12. Summon Fey 3rd Level Spell, Conjuration Full Round Action V, S You call forth a fey spirit. It manifests in the tile with you. The creature is an ally to you and your companions. In combat the spirit has 30 Hit Points and follows minion rules. As a bonus action on your turn you may order the spirit to act. Performing a longsword attack against the target. Or imposing disadvantage against it until the end of their next turn. Subclass: Gloomstalker Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. Bonus P roficiencies Skills: Stealth Umbral Sight You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Iron Mind You have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. Dread Ambusher When you roll initiative you may add your Wisdom Score to the roll. Additionally, at the start of your first round of combat you can move an additional 1 tile. You may also make an additional attack on your first turn, if you take the attack action. All attacks on the first round of combat may benefit from an additional 1d8 damage to your target. Stalker's Flurry You have learned to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack at the cost of a bonus action. Shadowy Dodge Requires Level 12 You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you, you can use your reaction to gain +2 AC until the start of your next turn. This does not stack with Shield of Faith or other AC increasing Abilities. Gloomstalker Spell s 1st Level 2nd Level 3rd Level Conjure Barrage Fear Flame Arrows Fear Illusion 1 Action V, S You project a phantasmal image of a creature’s worst fear. It must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or become frightened until the end of its next turn. Acquired at Level 12 Conjure Barrage 3rd Level Spell, Conjuration Full Round Action V, S You fire a piece of nonmagical ammunition into the air to create a cone of identical arrows that shoot forward and then disappear. Each creature in a 6 tile cone must succeed on a Dexterity saving throw. A creature takes 3d8 physical damage on a failed save, or half as much damage on a successful one. Flame Arrows Transmutation 1 Action V, S You touch a quiver containing arrows or bolts. For the duration of combat when a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. Disguise Self Hail of Thorns Disguise Self Illusion 1 Action V, S You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for three hours or until you use another action to dismiss it. You can seem 1 foot taller or shorter and can appear thin, fat, or in between. You can’t change your body type so you must adopt a form that has the same basic arrangement of limbs. Any changes created by this spell are purely visual. You cannot grow additional body parts with this spell, and if someone touches a part of your illusion that does not match with your physical being by shape or texture, they will immediately be aware that an illusion is at play. You may not take the identity of another player character. This extends to their ToT Presets, using another character's name via /act, or any means which would directly duplicate another PC. If someone for any reason whatsoever suspects you for being disguised, they may roll Investigation against your Spell Bonus + 8 as the DC to learn an illusion is in use. Acquired at Level 10 and y ou may not disguise as an Advanced Race or a different gender than your own. Hail of Thorns 1st Level Spell, Conjuration 1 Bonus Action V The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your attack. In addition to the attack, the target and each creature within 1 tile of it must make a Dexterity saving throw. Taking 1d10 piercing damage on a failed save, or half as much damage on a success. Invisibility Magic Weapon Invisibility Illusion 1 Action V, S A creature you touch becomes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends when the target attacks or casts a spell. Magic Weapon 2nd Level Spell, Transmutation 1 Bonus Action V, S You touch a non magical weapon. Until the end of combat that weapon becomes a magic weapon with a +2 to Attack Bonus. Subclass: Horizon Walker Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes. Bonus Proficiencies Skills: History Class Resources: Level 10: 0 Level 12: +2 Planar Warrior As a bonus action, deal an additional 1d8 force damage to the target of your last attack. Distant Strike You gain the ability to pass between planes in the blink of an eye. Once per turn after making an attack, you may teleport 1 tile in any direction immediately after the attack lands. Spectral Defense Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to reduce the damage done by 6. Horizon Walker Spells 1st Level 2nd Level 3rd Level Gust of Wind Magic Weapon Misty Step Misty Step Conjuration 1 Bonus Action V Briefly surrounded by a silvery mist, you teleport up to 3 tiles to an unoccupied space that you can see. Acquired at 12th Level Gust of Wind Evocation 1 Action V, S A line of strong wind 6 tiles long and 1 tile wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength Saving Throw or be pushed 2 tiles away. (8 + Spell Bonus vs STR Save) Acquired at Level 10. Magic Weapon 2nd Level Spell, Transmutation 1 Bonus Action V, S You touch a non magical weapon. Until the end of combat that weapon becomes a magic weapon with a +2 to Attack Bonus. Haste Lightning Arrow Haste Transmutation 1 Action V, S Immediately grants Dash to target for their next turn, unless target cannot dash. Also grants +2 AC, and +2 Dex Save for 1 turn. Lightning Arrow Transmutation 1 Bonus Action V, S Use a bonus action to allow for the next attack to transform the weapon’s ammunition into a bolt of lightning. The target and another creature within 1 tile of it must make a Dexterity Saving throw or take 4d8 lightning damage on a fail or half as much on a success. Acquired at Level 12. Absorb Elements Absorb Elements 1st Level Spell, Abjuration 1 Reaction V, S The spell captures some of the incoming elemental energy from attacks, lessening its effect on you. If the damage was Acid, Fire, Cold, or Lightning you may reduce the triggering damage by 6. Also dealing 6 damage of the same elemental type back to the original attacker. Subclass: Hunter Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. Bonus Proficiencies Skills: Athletics Steel Will You are immune to being frightened. Whirlwind Attack You can use your action to attack everyone around you within' 1 tile radius for 1d10+Finesse (STR/DEX). Rolls against AC as normal. Stand Against the Tide When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. Colossus Slayer Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it is within 2.5 tiles. You can deal this extra damage only once per turn. Hunter Spell 1st Level 2nd Level 3rd Level Conjure Barrage Elemental Weapon Elemental Weapon Transmutation 1 Action V, S A nonmagical weapon you touch becomes a magic weapon. Choose one of the following types: acid, cold, fire, lightning, or thunder. For the duration of combat the weapon has a +1 to Attack Bonus and deals an additional 1d6 damage of the chosen type when it hits. Does not work on ranged weapons. Acquired at Level 12 Conjure Barrage Conjuration Full Round Action V, S You fire a piece of nonmagical ammunition into the air to create a cone of identical arrows that shoot forward and then disappear. Each creature in a 6 tile cone must succeed on a Dexterity saving throw. A creature takes 3d8 physical damage on a failed save, or half as much damage on a successful one. Ensnaring Strike Longstrider Ensnaring Strike Conjuration 1 Bonus Action V After hitting a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the end of their next turn. Taking 1d6 damage at the start of their next turn. Longstrider Transmutation Full Round Action V, S You touch a creature. It gains Fleet of Foot for up to four turns. Gust of Wind Magic Weapon Gust of Wind Evocation 1 Action V, S A line of strong wind 6 tiles long and 1 tile wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength Saving Throw or be pushed 2 tiles away. (8 + Spell Bonus vs STR Save) Acquired at Level 10. Magic Weapon Transmutation 1 Bonus Action V, S You touch a non magical weapon. Until the end of combat that weapon becomes a magic weapon with a +2 to Attack Bonus. Subclass: Monster Slayer You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. Bonus Proficiencies Skills: Arcana Hunter's Sense As a consequence of a non-skirmish PvP, choose one creature you can see within 6 tiles of you. You immediately learn the creatures class, subclass, and what race they are. If the character is hidden from divination, the ability does not work. Slayer's Prey As a bonus action, you designate one creature you can see within 6 tiles of you as the target. The first time each turn you hit that target with a weapon attack, you may use this to deal an additional 1d6 damage. As a free action, the mark may be removed and reapplied to another target as a bonus action. Slayer's Counter When the target of your Slayer’s Prey makes an attack against you, you may use a reaction to make an attack against them. Magic-User's Nemesis Requires Level 12 When you see a creature casting a spell or teleporting within 6 tiles of you, you can use your reaction to magically foil it. Usable once per Long Rest. Monster Slayer Spells 1st Level 2nd Level 3rd Level Flame Arrows Elemental Weapon Lightning Arrow Elemental Weapon Transmutation 1 Action V, S A nonmagical weapon you touch becomes a magic weapon. Choose one of the following types: acid, cold, fire, lightning, or thunder. For the duration of combat the weapon has a +1 to Attack Bonus and deals an additional 1d6 damage of the chosen type when it hits. Does not work on ranged weapons. Acquired at Level 12 Flame Arrow Transmutation 1 Action V, S You touch a quiver containing arrows or bolts. For the duration of combat when a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. Lightning Arrow Transmutation 1 Bonus Action V, S Use a bonus action to allow for the next attack to transform the weapon’s ammunition into a bolt of lightning. The target and another creature within 1 tile of it must make a Dexterity Saving throw or take 4d8 lightning damage on a fail or half as much on a success. Acquired at Level 12. Ensnaring Strike Hail of Thorns Ensnaring Strike Conjuration 1 Bonus Action V After hitting a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the end of their next turn. Taking 1d6 damage at the start of their next turn. Hail of Thorns Conjuration 1 Bonus Action V The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your attack. In addition to the attack, the target and each creature within 1 tile of it must make a Dexterity saving throw. Taking 1d10 piercing damage on a failed save, or half as much damage on a success. Magic Weapon Magic Weapon Transmutation 1 Bonus Action V, S You touch a non magical weapon. Until the end of combat that weapon becomes a magic weapon with a +1 to Attack Bonus. Subclass: Swarmkeeper Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. The flavoring of the swarm must be entities that have the ability to fly and be similar to swarming insects, miniature twig blights, fluttering birds, or playful pixies. Bonus Proficiencies Skills: Animal Handling Class Resources: Level 10: 0 Level 12: +2 Gathered Swarm (Damage) Once on each of your turns, you can cause your swarm to assist you, dealing an additional 1d8 piercing damage to the target of your attack. Gathered Swarm (Displacement) Once on each of your turns, you can cause your swarm to assist you. The target of your attack must succeed on a Strength Saving Throw against your spell DC or be moved by the swarm up to 2 tiles in a direction you choose and are knocked prone. (8 + Spell Bonus vs STR Save) Writhing Tide Once on each of your turns, you can cause your swarm to assist you. As a bonus action, you condense part of your swarm into a focused mass that lifts you up, converting your movement to flying. Swarming Dispersal Requires Level 12 As a reaction to taking damage from an attack, you can discorporate into your swarm. Half the damage of the attack that hit you and teleport 2 tiles to a direction of your choosing. You gain +2 AC until the end of your next turn at the cost of one class resource. Swarmkeeper Spells 1st Level 2nd Level 3rd Level Faerie Fire Hail of Thorns Faerie Fire Evocation 1 Action V Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. Hail of Thorns 1st Level Spell, Conjuration 1 Bonus Action V The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your attack. In addition to the attack, the target and each creature within 1 tile of it must make a Dexterity saving throw. Taking 1d10 piercing damage on a failed save, or half as much damage on a success. Gust of Wind Web Gust of Wind Evocation 1 Action V, S A line of strong wind 6 tiles long and 1 tile wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength Saving Throw or be pushed 2 tiles away. (8 + Spell Bonus vs STR Save) Acquired at Level 10. Web Conjuration 1 Action V, S You conjure a mass of thick, sticky webbing at a point of your choice within range. The fills a 4 tile cube from that point. Each creature within that area must make a Dexterity Saving Throw (8 + Spell Bonus). On failed save the creature is restrained until the end of their next turn. Flame Arrow Lightning Arrow Flame Arrow Transmutation 1 Action V, S You touch a quiver containing arrows or bolts. For the duration of combat when a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. Lightning Arrow Transmutation 1 Bonus Action V, S Use a bonus action to allow for the next attack to transform the weapon’s ammunition into a bolt of lightning. The target and another creature within 1 tile of it must make a Dexterity Saving throw or take 4d8 lightning damage on a fail or half as much on a success. Acquired at Level 12.

  • Triton | Halcyon D&D

    Triton Racial Guidelines Basic Traits Racial Traits Triton Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, the noble tritons have gradually become increasingly active in the world above. Tritons were a humaniform race, notable in their many underwater adaptations that render them visually distinct from other humanoid races. Their skin was most commonly a deep-blue, but had also been known to appear as pearl, light green, or in rare cases, other mutant colors. Their hands and feet were webbed, and they had minor dorsal fins that run from their mid-calf and end at their ankles. They were notably shorter than humans, averaging around five feet tall. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Elemental Plane of Water Sea of Swords Trackless Sea Bay of Dancing Dolphins Zakhara Deities Persana (Creator) Eadro (Some believe they are the Creator) Asathalfinare Pantheon Enmity Generally xenophobic but not fully unkind or instantly hostile to non-Tritons Affinity Sea Elves General Sea life Notable Features Amphibious, cold-resistant, noble and proud, speak formally, natural underwater warriors, guardians of the deep sea, lawful and duty-bound, distant from surface customs, adept with tridents and magic, diet of fish and sea plants. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Langua ges Common Primordial Life S pa n A dult hood: 18 years Longevity: 200 years Mo vement 3 ti le s per turn Racial Traits Amphibious You can breathe air and water and you have innate swim speed. Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Control Air and Water A child of the sea, you can call on the magic of elemental air and water. You can cast Gust of Wind with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Guardian of the Depths Adapted to even the most extreme ocean depths, you have resistance to cold damage.

  • High Elf | Halcyon D&D

    High Elf Racial Guidelines Basic Traits Racial Traits High Elf High elves are separated into two distinct bloodlines: sun elves and moon elves. Sun elves are haughty and reclusive, believing themselves to be superior to all others. They have bronze skin and hair of copper, black, or golden blonde. Their eyes are golden, silver, or black. Moon elves are more common, friendlier, and adventurous. They have pale, alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blonde, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Widespread everywhere (particularly forests) Evereska Evermeet Cormanthyr High Forest Deities The Seldarine (Elven Pantheon) Corellon (Creator) Labelas Enoreth (Sun Elves) Sehanine and Angharradh (Moon Elves) Tarsellis (Snow Elves) Enmity Drow (Generational Hatred. Gods at war) Orcs (Generational Hatred. Gods at war) Goblins Affinity Wood Elves Aquatic Elves Moon Elves tend to be more outgoing Sun and Moon Elves more cautious Notable Features Aptitude in arcane and divine magic, haughty, arrogant, graceful, reclusive, love of high fashion and refined jewelry, vegetarian leaning with only delicate meats in some dishes. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Languages Common Elvish 1 Choice Life Spa n Adulthood: 100 years Longevity: 700 years Movement 3 tiles per turn Racial Traits Alternative Origins You can use this race as a base to play a Snow Elf. 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. Natural Magic (Arcane) High elves have a keen mind and a mastery of at least the basics of magic. You may pick between one of the three following cantrips: Fire Bolt, Frostbite or Shocking Grasp. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span.

  • Half-Orc | Halcyon D&D

    Half-Orc Racial Guidelines Basic Traits Racial Traits Half-Orc The product of a grisly, war-torn history between humans and orcs, or of an uncommon, taboo pairing, half-orcs do not often enter the world into accommodating circumstances. They exhibit a blend of orcish and human characteristics, and their appearance varies widely. Grayish skin tones and prominent teeth are the most common shared elements among these folk. Half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple pleasures—feasting, drinking, wrestling, drumming, and wild dancing—fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. And when their hearts swell with love, they leap to perform acts of great kindness and compassion. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands The Spine of the World Many-Arrows Tribe (North Faerun) The Moonsea Region The Savage Frontier Scattered human settlements across the Sword Coast and Eastern Heartlands Deities Orc Pantheon (For those that live with orcs) Garagos Hoar Loviatar Malar Talona Tempus Tyr Generally any deity when living with humans Enmity Many races distrusted them due to their heritage specifically Elves and Dwarves Affinity Generally amicable with any race that do not hate them for their heritage Notable Features Strong and durable, aggressive heritage, proud but self-reliant, tusked and imposing, quick to anger or action, respected as warriors, often face prejudice, loyal to close allies, survival-focused, omnivorous with preference for hearty meats. Basic Traits Height Min: 150 c m (4'11") Max: 200 cm (6'7") Langua ges Common Orc Life S pa n A dult hood: 18 years Longevity: 75 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. Menacing There are moments where the orcish blood seeps forth in a terrifying fashion. You are proficient in Intimidation. Relentless Endurance When you are reduced to 0 hit points, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

  • Lizardfolk | Halcyon D&D

    Lizardfolk Racial Guidelines Basic Traits Racial Traits Lizardfolk The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard its natural wonders. Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Chessenta Chondalwood Chult Deities Semuanya (Patron Deity) Sess'innek Enmity Generally disdained other races as they saw many as prey Affinity Halflings (Negotiations more than other races) Notable Features Reptilian scales, natural armor, cold-blooded, strong swimmers, tribal and pragmatic, emotion-driven, excellent hunters, regenerative bite, limited speech, carnivorous with occasional omnivorous tendencies, xenophobic. Hated Race Expectations Those that look upon other races with disdain, the Lizardfolk believe they are the pinnacle of all life. They believe that the outside world from their tribal homes are weak and they have no love for most races due to their extreme xenophobic views. Hunters and gatherers, they are large and incredibly volatile when chasing down prey. Speaking of, they consume almost anything they find as edible and have a voracious appetite. Utilitarian in nature, the Lizardfolk are strong, capable, and intelligent despite the dismissal of the larger world of Faerun. Basic Traits Height Min: 150 cm (4'11") Max: 200 cm (6'7") Languages Common 1 Choice Life S pa n Adulthood: 18 years Longevity: 60 years Movement 3 tiles per turn Racial Traits Bite You have a fanged maw you can use to bite targets. Deals 1d6+STR damage. Hungry Jaws After you have landed your bite, you may spend a bonus action to munch down and gain 12 Temporary HP. You can use this once per long rest. Nature's Intuition Thanks to your mystical connection to nature, you gain proficiency in stealth and survival.

  • Satyr | Halcyon D&D

    Satyr Racial Guidelines Basic Traits Racial Traits Satyr Originating in the Feywild—a realm of pure emotion—satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds. Satyrs are well known for being curious and incredibly hedonistic. They are willing to go to any length to achieve their desires, giving little thought to the results of their actions, and often rope other creatures into participating in debauchery. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Feywilds Forests of Rashemen Neverwinter Wood Westwood High Forest Chondalwood Cloak Wood Deities Erevan Ilesere Hanali Celanil Mielikki Sharess Sheela Peryoroyl Silvanus Sune Seelie and Unseelie Courts Enmity Generally liked all races as long as they reveled in debauchery, singing, dancing, and feasting Affinity Generally liked all races as long as they reveled in debauchery, singing, dancing, and feasting Notable Features Value freedom, mirthful, mischievous, can get caught up in revelry they overlook consequences, spontaneous, eccentric, omnivores. Basic Traits Height Min: 140 c m (4'7") Max: 190 cm (6'3") Languages Common Sylvan Life S pa n Adult hood: 18 years Longevity: 100 years Movement 3 ti le s per turn Racial Traits Fleet of Hoof Once per short rest you may move an additional 1 tile on each of your turns for the next four turns. Magic Resistance Satyrs, calling the Feywilds home, are quite familiar with withstanding the torrents of magic. You have a +1 to your Intelligence, Wisdom, and Charisma saving throws. Ram You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + Attack Bonus. Reveler As an embodiment of revelry, you are proficient in Performance and Persuasion.

  • Sea Elf | Halcyon D&D

    Sea Elf Racial Guidelines Basic Traits Racial Traits Sea Elf Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water. Aquatic elves could have eye colors including turquoise, white, black, blue, green, and rarely silver. Their hair was usually thick and somewhat stringy, and some aquatic elves had a rough hair texture. It could be blue-green, emerald green, blue, black, silver, or even occasionally red. Warriors clipped their hair short, but other aquatic elves wore it long and flowing. Females in particular sometimes grew their hair up to 4 feet long. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Sea of Fallen Stars Western Coast of Faerun Deities Deep Sashelas (Patron Deity) Asathalfinare Pantheon Corellon Trishina Istishia Enmity Marel (Sea Elves that follow Umberlee) Sahuagin Sharks Malenti (Sahuagin that look like Sea Elves to infiltrate them) Affinity Triton Marine Storm Giants Notable Features Amphibious, webbed fingers and toes, extremely loyal, territorial, omnivorous, graceful, Elvish pride and tradition, reserved and cautious with surface folk. Basic Traits Height Min: 140 cm (4'7") Max: 200 cm (6'6") Langua ges Common Elvish Life S pa n A dult hood: 100 years Longevity: 750 years Mo vement 3 ti le s per turn Racial Traits Child of the Sea You can breathe air and water, you have innate swim speed, and you have resistance to cold damage. Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fey Ancestry You are immune to magical sleep effects. Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span.

  • Dwarf | Halcyon D&D

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

  • Goblin | Halcyon D&D

    Goblin Racial Guidelines Basic Traits Racial Traits Goblin A subterranean folk that is often seen as vermin to the civilized world. In their earliest years, goblins served the court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they no longer remember their origins. Like other goblinoids, goblins often have a short temper, and are more easily provoked than individuals of most other races, taking sadistic pleasure in exacting revenge once crossed. They often find it difficult to overcome this short fuse, and have a sense of greed that makes it difficult for them to act altruistically. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Temperate Plains Caverns and Tunnels Deities Maglubiyet (Deity Patron) Khurgorbaeyag Goblinoid Pantheon Enmity Dwarves Gnomes Elves Generally did not get along with many races Affinity Orc Half-Orc Worgs Notable Features Small and nimble, sharp-toothed, quick and cunning, natural scavengers, prone to mischief and stealth, strong pack instincts, sunlight sensitive, skilled in guerrilla tactics, omnivorous with preference for insects, meats, roots, and carrion. Advanced Race Expectations Creatures that most races deem as pests, Goblins care only for their own needs as much as they love raiding, pillaging, and stealing. They are extremely short tempered, have foul moods and would rather explode in a flurry of attack that may wound and maim rather than admit their own fault. A smaller race that uses their turn of phrases to talk themselves out of anything, Goblins will try to weasel their way into coins, trinkets, and material items that they may add to their horde. Basic Traits Height Being smaller than 140 results in Conan wonkin ess, so please keep in mind that proportions must remain believable. Min: 100 cm (3'3") Max: 120 cm (3'11") Langua ges Common Goblin Life S pa n A dult hood: 18 years Longevity: 60 years Mo vement 3 ti le s per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fey Ancestry You are immune to magical sleep effects. Children of Air & Darkness Goblins, built for the queen they used to serve, are quick and hard to catch. You are proficient in Acrobatics, Sleight of Hand, and Stealth. Nimble Escape When using the Flee action, you may exit combat after 2 turns of not taking damage as opposed to the usual 3.

  • Monk | Halcyon D&D

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

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