top of page

Search Results

95 results found with an empty search

  • Halfling | Halcyon D&D

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

  • Goliath | Halcyon D&D

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

  • Bard | Halcyon D&D

    Bard Class Features Spellcasting Glamour Lore Swords Valor Whispers Bard Words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers. The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge. Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Subclasses Class Features Basics Base Hit Po ints: 56 Hit Points per Advancement: 14 Actions: 1 Attack, 1 Bonus, 1 Reaction Bardic Inspiration: Level 10: +4 Level 12: +1 (+5) Casting Attribute: Charisma Starting Kit: Short Sword Shortbow Musical Instrument Leather Armor Proficiencies Armor: Light Armor Weapons: Simple weapons, Hand Crossbow, Longsword, Rapier, Shortswords Sav ing Throws: Dexterity, Charisma Skills: Performance, Persuasion Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Bardic Inspiration As a bonus action, stir your words and music to inspire a target of your choosing within a 6 tile range, granting them +2 to Melee and Ranged hit bonus for the remainder of the combat. These are returned after a short or long rest. Bard College You delve into the advanced techniques of a bard college of your choice: the College of Glamour, the College of Lore, the College of Valor, or the College of Whispers. These will be unlocked at Level 10 and reach their full potential at Level 12. Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. Spell Slots Level 8 1st: +4 2nd: +2 Level 10 2nd: +1 3rd: +3 4th: +2 Level 12 2nd: +1 4th: +1 5th: +2 Combat Spells The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters. Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level Charm Person Disguise Self Dissonant Whispers Thunderwave Tasha's Hideous Laughter Thunderwave Evocation 1 Action V, S A wave of thunderous force sweeps out from you. Each creature in a 2 tile x 2 tile cube must make a Constitution Saving Throw (DC 8 + Spell Bonus). On a failed save, a creature takes 2d8 thunder damage and is knocked back 1 tile. If succeeded, the creature only takes half damage. Disguise Self Illusion 1 Action V, S You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for three hours or until you use another action to dismiss it. You can seem 1 foot taller or shorter and can appear thin, fat, or in between. You can’t change your body type so you must adopt a form that has the same basic arrangement of limbs. Any changes created by this spell are purely visual. You cannot grow additional body parts with this spell, and if someone touches a part of your illusion that does not match with your physical being by shape or texture, they will immediately be aware that an illusion is at play. You may not take the identity of another player character. This extends to their ToT Presets, using another character's name via /act, or any means which would directly duplicate another PC. If someone for any reason whatsoever suspects you for being disguised, they may roll Investigation against your Spell Bonus + 8 as the DC to learn an illusion is in use. This spell will be automatically dispelled upon entering combat. Acquired at 10th Level and you may not disguise as an Advanced Race or a different gender than your own. Charm Person Enchantment 1 Action V, S You attempt to charm a humanoid you can see within range. It must make a Wisdom Saving Throw (DC 8 + Spell Bonus). If it fails the saving thr ow, it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns. Dissonant Whispers Enchantment 1 Action V You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom Saving throw (DC 8 + Spell Bonus). On a failed save it takes 3d6 psychic damage and must use its reaction to move up to 2 tiles from you. On a successful save it takes half as much damage and doesn’t have to move away. Tasha's Hideous Laughter Enchantment 1 Action V, S A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom Saving Throw or fall prone. (8 + Proficiency Bonus + Spell Bonus vs WIS Save) Vicious Mockery Vicious Mockery Enchantment 1 Action V You unleash a string of insults laced within subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or take 2d4 psychic damage in addition to a -2 disadvantage to their next attack roll that turn. Bestow Curse Dispel Magic Tidal Wave Dispel Magic Abjuration 1 Action V , S Choose one creature within range. Any magical effects on the target end. Tidal Wave Conjuration 1 Ac tion V, S You conjure up a wave of water that crashes down on an area within range. The weave is 3 tiles wide, 1 tile high, and moves forward from you for 12 tiles. Each creature in the area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. Acquired at Level 12 Bestow Curse Necromancy 1 Action V , S You touch a creature and they become cursed. Granting them a -2 to Spell Saving Throws and Proficiency Bonus until removed. Additional you may choose a lingering effects from the Minor Curse list. May only be applied as a PvP Consequence. Requires 12th Level. Mass Cure Wounds Synaptic Static Mass Cure Wounds Evocation 1 Action V, S A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 3 tile radius sphere. Each target regains hit points equal to 3d8 + Spell Bonus. Removes regular Wounded status. This spell has no effect on Undead or Constructs. Acquired at Level 12 Synaptic Static Enchantment 1 Action V, S You choose a point within range and cause psychic energy to explode there. Each creature in a 2 tile radius sphere centered on that point must make an Intelligence Saving Throw (DC 8 + Spell Bonus). A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. Acquired at Level 12 Blindness Heat Metal Invisibility Knock Lesser Restoration See Invisibility Shatter Silence See Invisibility Divination 1 Ac tion V, S For the duration, you see invisible creatures and objects as if they were visible. Acquired at 10th Level Shatter Evocation 1 Action V, S A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 2 tile radius must make a Constitution Saving Throw (DC 8 + Spell Bonus), taking 3d8 thunder damage on a failed save or half as much on a success. Silence Illusion 1 Action V, S Create a 2x2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of their next turn. Acquired at 10th Level Lesser Restoration Abjuration 1 Action V, S You touch a creature and can end either one disease, poisoned, or blinded effect. Acquired at 10th Level Blindness Necromancy 1 Action V You attempt to blind a fo e. Choose one creature that you can see within range to make a Constitution Saving Throw (DC 8 + Spell Bonus). If it fails the target is blinded until the end of combat. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. Heat Metal Transmutation 1 Action V, S Choose a weapon made of metal that you can see within range. You cause the object to glow red-hot. A creature holding the weapon takes 2d8 fire damage and must succeed a Constitution Saving Throw (DC 8 + Spell Bonus) or drop the weapon. Invisibility Illusion 1 Action V, S A creature you touch beco mes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends when the target attacks or casts a spell. Acquired at 10th Level Knock Transmutation 1 Action V Choose a door, or set of manacles that you can see within range. The target that was held shut by mundane locks, or barred becomes unlocked or unbarred. Doors are unlocked, and opened at the same time. If the target was held shut by an Arcane Lock, the spell is suppressed for ten minutes, or the remainder of combat. Granted at 10th Level. Polymorph Polymorph Transmutation 1 Action V, S This spell transforms a creature that you can see within range into a helpless critter. The target must succeed a Wisdom Saving Throw or be transformed for two turns. Any damage reverts the target back to its original shape. Acquired at Level 10 Flavor Spells The following spells are included in the bard's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a rol eplay sc enario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 8 Level 10 Leomund's Tiny Hut Major Image Major Image Illusion 1 Action V, S You create the image of an object, a creature, or some other visible phenomenon that is no larger than 2 0-foot cube in a 12 tile range. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can dete rmine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. Leomund's Tiny Hut Evocation 1 Minute V, S, M A 1 tile immobile dome of force springs into existence around and above you and remains stationary for 8 hours. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area ever includes a larger creature or more than nine creatures. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Dancing Lights Light Mage Hand Mending Minor Illusion Prestidigitation Illusory Script Silent Image Unseen Servant Dancing Lights Evocation 1 Action V, S You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. Y ou can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. Light Evocation 1 Action V You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mage Hand Conjuration 1 Action V, S A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. Mending Transmutation 1 Action V, S This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. Minor Illusion Illusion 1 Action S You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Prestidigitation Transmutation 1 Action V, S This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusory Script Illusion 1 Minute S You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for 10 days . To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature under the effect of Truesight can read the hidden message. Silent Image Illusion 1 Action V, S You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. Unseen Servant Conjuration 1 Action V, S This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the sp ell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 2 tiles and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 6 tiles away from you, the spell ends. Ritual Spells Spel ls that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does . If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand. Level 8 Level 10 Level 12 Detect Magic Locate Animals or Plants This is an RPR Spell, and does not require a DM Ticket! Detect Magic Divination 1 Action V, S , M Class Required: Artificer Cleric Bard Druid Paladin Ranger Sorcerer Wizard Components Required: 1x Unstable Essence 5x Arcane Res idue For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dir t. Locate Animals or Plants Divination 1 Action V, S, M Class Required: Druid Bard Components Required: 3x Feral Claw 10x Arcane R es idue Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. Scrying Teleportation Circle Teleportation Circle Conjuration 1 Minute V, M Class Required: Bard Sorcerer Wizard Components Required: 20x Uns table E ssence 50x Arcane Residue 400 Gold As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle connected to the network of other teleportation circles in the region. You may only have one of these per clan. This grants the clan a clan warp that can be used to access other clan warps as well as the main warp netw ork. Additionally you may use this to create "wormhole" warps for your clan. Allowing transport within your base. These require approval and must make sense and encourage roleplay. Scrying Divination 1 0 Minutes V, S, M Class Required: Bard Warlock Wizard Components Required: 1x Crystal Ball 30x Arcane Residue Item from Target of Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a DC 15 Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Secondhand (you have heard of the target): +5 Save Modifier Firsthand (you have met the target): +0 Save Modifier Familiar (you know the target well): -5 Save Modifier Connection Likeness or drawing/painting: -2 Save Modifier Possession or garment: -4 Save Modifier Body part, lock of hair, bit of nail, or the like: -10 Modifier On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. Water Breathing Water Breathing Transmutation 1 Action V, S , M Class Required: Artificer Bard Ranger Wizard Sorcerer Components Requir ed: 10x Feral Claws 6x Holy Water 30x Arcane Residue This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. The spell ends when PvP Intent is dropped. Subclass: College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors. Bonus P roficiencies Skills: Deception Mantle of Inspiration As a bonus action, you may spend a single bardic inspiration to grant yourself a wondrous appearance. Up to 4 targets within a 6 tile range may be affected by your magnificence, giving them 11 temporary hit points and granting them the ability to move up to 2 tiles. Enthralling Performance You inspire wonder in your audience by performing. At the end of the performance, up to 4 targets in a 6 tile trance fight on your side up until any hostile action is taken against the now-enthralled targets or they succeed in a Wisdom Saving Throw in their turn. (8 + Spell Bonus vs WIS Save). This may only be performed once per day. Mantle of Majesty Requires Level 12 As a bonus action, you cloak yourself in fey magic that invokes a target within a 6 tile range with the desire to serve you. By asking them to move, or halt - they must succeed a Strength Saving Throw (DC 8 + Spell Bonus) or are compelled to consume their entire turn obeying your unfaltering command - and falling prone after it. This may only be performed once per day. Magical Secrets You have plundered magical secrets from a wide spectrum of disciplines. Adding the following spells to your subclass spell list: Shillelagh, Tasha's Mind Whip. When in possession of an Instrument of the Bards you gain access to an additional magical secret: Banishment Subclass Spells Rituals Cantrips 1st Level 2nd Level 3rd Level 4th Level Faerie Fire Faerie Fire Evocation 1 Action V Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. Calm Emotions Tasha's Mind Whip Calm Emotions Enchantment 1 Action V, S You attempt to suppress the strong emotions in a group of people. Each humanoid in a 2 tile radius created at a spot you choose within range must make a Charisma Saving Throw. A creature may choose to fail this save if they wish. On a failure all charmed and frightened effects are ended. The target is also indifferent about any current hostilities that you choose. Tasha's Mind Whip Enchantment 1 Action V You psychically lash out at one creature you can see within range. The target must make an Intelligence Saving Throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a bonus action until the end of its next turn. On a successful save, the target takes half as much damage and suffers none of the spell’s effects. (8 + Spell Bonus vs INT Save) Lightning Arrow Lightning Arrow Transmutation 1 Bonus Action V, S Use a bonus action to allow for the next attack to transform the weapon’s ammunition into a bolt of lightning. The target and another creature within 1 tile of it must make a Dexterity Saving throw or take 4d8 lightning damage on a fail or half as much on a success. Acquired at 12th Level Shillelagh Shillelagh Transmutation 1 Bonus Action V, S Imbue your club or st aff with nature's power. For the duration of combat you can use CHA for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. Freedom of Movement Banishment Freedom of Movement Abjuration 1 Action V, S Choose a willing creature that you can see within range, granting the target Freedom of Movement which will give the target a on use status to clear any restrained, or slowed effects. While the effect persists on the target they receive +2 to Dex Saving Throws until used. Acquired at 12th Level Banishment Abjuration 1 Action V, S You attempt to send one creature that you can see to another plane of existance. The target must succeed on a Charisma Saving Throw or be banished. *Instrument of the Bards only Level 12 Dream Dream Illusion 1 Minute V, S, M Class Required: Cleric: Twilight Dom ain Druid: Circle of Dreams Bard: College of Glamour Warlock Component Required: Ground up Valor Bell (Flavor) Ground up Brisk Leaf (Flavor) Ground up Mother's Leaf (Flavor ) This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. Subclass: College of Lore Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. Bonus P roficiencies Skills: History Cutting Words With a Bardic Inspiration point and at the cost of your potential reaction, you can use your wit to distract, confuse, and otherwise sap the confidence and competence of others. Choose a target within a 6 tile range. They must succeed a Wisdom Saving Throw (DC 8 + Spell Bonus) or receive a -2 to Attack Bonus and Spell Bonus until the end of their next turn. Note: This is to be done on your own turn! Expertise Requires Level 12 Skills: Arcana, History, Nature Magical Secrets You have plundered magical secrets from a wide spectrum of disciplines. Adding the following spells to your subclass spell list: Frostbite, Magic Missile. When in possession of an Instrument of the Bards you gain access to an additional magical secret: Ice Storm Additional Magical Secrets You have learned even more magical secrets. Adding the following spells to your subclass spell list: Acid Splash, Sacred Flame, Tasha's Caustic Brew, Misty Step, Lightning Bolt. Subclass Spells Cantrips 1st Level 2nd Level 3rd Level 4th Level Cure Wounds Faerie Fire Healing Word Magic Missile Tasha's Caustic Brew Cure Wounds Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 1d8 + Spell Bonus. This has no effect on Undead or Constructs. Faerie Fire Evocation 1 Action V Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. Acquired at 12th Level Magic Missile Evocation 1 Action V, S You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. The darts deal 1d4+1 force damage to its target. Tasha's Caustic Brew Evocation 1 Action V, S A stream of acid emanates from you in a line 3 tiles long in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid. A creature covered in the acid takes 2d4 acid damage, and the an additional 2d4 acid damage at the end of their next turn. Healing Word Evocation 1 Bonus Action V A creature of your choice that you can see within range (not yourself) regains hit points equal 1d4 + Spell Bonus. This has no effect on undead or constructs. Acquired at 12th Level Cure Wounds (2nd) Healing Word (2nd) Misty Step Misty Step Conjuration 1 Bonus Action V Briefly surrounded by a silvery mist, you teleport up to 3 tiles to an unoccupied space that you can see. Acquired at 12th Level Healing Word Evocation 1 Bonus Action V A creature of your choice that you can see within range (not yourself) regains hit points equal 2d4 + Spell Bonus. This has no effect on undead or constructs. Acquired at 12th Level Cure Wounds (2nd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 2d8 + Spell Bonus. This has no effect on Undead or Constructs. Lightning Arrow Lightning Bolt Lightning Arrow Transmutation 1 Bonus Action V, S Use a bonus action to allow for the next attack to transform the weapon’s ammunition into a bolt of lightning. The target and another creature within 1 tile of it must make a Dexterity Saving throw or take 4d8 lightning damage on a fail or half as much on a success. Acquired at 12th Level Lightning Bolt Evocation 1 Action V, S A stroke of lightning forming a line that is 10 tiles long and 1 tile wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity Saving Throw. A creature takes 6 d6 lightning damage on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Acquired at 12th Level Acid Splash Frostbite Sacred Flame Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) Frostbite Evocation 1 Action V, S You cause numbing frost to form on one creature that you can see within range. 3d6 Cold Damage ( 8 + Proficiency Bonus + Spell Bonus vs CON Save) Sacred Flame Evocation 1 Action V, S Flame-like radiance descends on a creature that you can see within range. 3d8 Radiant Damage (8 + Proficiency Bonus + Spell Bonus vs DEX Save) Acquired at 12th Level Ice Storm Ice Storm Evocation 1 Action V, S A hail of rock-hard ice pounds to the ground in a 2 tile radius centered on a point within range. Each creature must make a Dexterity Saving Throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs DEX Sav e) *Instrument of the Bards only Rituals Level 12 Legend Lore Legend Lore Divination 10 Minutes V, S, M Class Required: Bard: College of Lore Cleric Wizard Warlock: Pact of the Undying Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 25x Arcane Residue Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on han d, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips." Subclass: College of Swords Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks. Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers. B onus P roficiencie s Skills: Athletics Armor: Medium Armor You can use simple weapons as a spellcasting focus for your bard spells. You may not cast your bard spells while wielding a ranged weapon. Extra Attack You gain an additional Attack Action for a total of 2 per turn. B lade Flourish When you make an attack on your turn, your movement speed increases by 1 tile until the end of your turn. Slashing Flourish You expend 1 Bardic Inspiration point and cause your weapon to deal 1d8 extra damage to the target on hit. You also may deal this extra damage to any other target you can see within 1 tile. Defensive Flourish Requires Level 12 You expend 1 Bardic Inspiration point and cause your weapon to deal 1d8 extra damage to the target on hit. You also gain +4 AC until the start of your next turn. Mobile Flourish Requires Level 12 You expend 1 Bardic Inspiration point and cause your weapon to deal 1d8 extra damage to the target on hit. You may then push the target up to 2 tile away from you. Magical Secrets You have plundered magical secrets from a wide spectrum of disciplines. Adding the following spells to your subclass spell list: Lightning Lure When in possession of an Instrument of the Bards you gain access to an additional magical secret: Steel Wind Strike Subclass Spells Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level Heroism Sleep Heroism 1st Level Spell, Enchantment 1 Action V, S A willing creature you touch is imbued with bravery. Removing any frightened status from them and grant a small heal equal to your Spell Bonus. Acquired at 12th Level Sleep Enchantment 1 Action V, S Attempt to put the target into a magical slumber. They must succeed a Constitution Saving Throw (DC 8 + Spell Bonus) or be put to sleep and fall prone until the end of their next turn. If the creature is attacked while asleep they will wake up early. Acquired at 12th Level Enlarge Enlarge Transmutation 1 Action V, S You cause a creature you can see within range to grow larger for the duration of combat. Being enlarged grants the ability to do an additional 1d4 damage per weapon strike. Acquired at 12th Level Antagonize Antagonize Enchantment 1 Action V You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. Lightning Lure Lightning Lure Evocation 1 Action V You create a lash of lightning energy that strikes at one creature of your choice that you can see within 2 tile of you. The target must succeed on a Strength saving throw (8 + Spell bonus VS STR) or be pulled up 1 tile in a straight line toward you and then take 3d8 lightning damage. Freedom of Movement Freedom of Movement Abjuration 1 Action V, S Choose a willing creature that you can see within range, granting the target Freedom of Movement which will give the target a on use status to clear any restrained, or slowed effects. While the effect persists on the target they receive +2 to Dexterity Saving Throws until used. Acquired at 12th level Steel Wind Strike Steel Wind Strike Conjuration 1 Action V, S Select three targets within range. Teleport to each of them briefly and make a spell attack. Dealing 5d10 force damage. You then reappear within 1 tile of one of the selected targets. Subclass: College of Valor Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old. B onus P roficiencie s Skills: Acrobatics Armor: Medium Armor Shields Weapons: Martial weapons Extra Attack You gain an additional Attack Action for a total of 2 per turn. Battle Magic You have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action. Magical Secrets You have plundered magical secrets from a wide spectrum of disciplines. Adding the following spells to your subclass spell list: Sword Burst, Shield When in possession of an Instrument of the Bards you gain access to an additional magical secret: Mass Healing Word Subclass Spells Cantrips 1st Level 2nd Level 3rd Level Faerie Fire Cure Wounds Heroism Shield Faerie Fire Evocation 1 Action V Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. Cure Wounds Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 1d8 + Spell Bonus. This has no effect on Undead or Constructs. Acquired at 12th Level Heroism 1st Level Spell, Enchantment 1 Action V, S A willing creature you touch is imbued with bravery. Removing any frightened status from them and grant a small heal equal to your Spell Bonus. Shield Abjuration 1 Reaction V, S An invisible barrier of magical force appears and protects you. Until the start of your next turn you have a +2 bonus to AC. Can be cast at any time on your turn, or when struck. You take no damage from magic missile Cure Wounds (2nd) Cure Wounds (2nd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 2d8 + Spell Bonus. This has no effect on Undead or Constructs. Acquired at 12th Level Lightning Arrow Mass Healing Word Lightning Arrow Transmutation 1 Bonus Action V, S Use a bonus action to allow for the next attack to transform the weapon’s ammunition into a bolt of lightning. The target and another creature within 1 tile of it must make a Dexterity Saving throw or take 4d8 lightning damage on a fail or half as much on a success. Acquired at 12th Level Mass Healing Word Evocation 1 Bonus Action V As you call out words of restoration, up to six creatures of your choice that you can see within range (not yourself) regain hit points equal to 1d4 + Spell Bonus. This spell has no effect on Undead or Constructs. *Instrument of the Bards only Sword Burst Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Subclass: College of Whispers Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. B onus P rofici encie s Skills: Stealth Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power. Psychic Blades Whenever you take an attack action, you can use a Bardic Inspiration point to manifest your psionic power as shimmering blades of psychic energy that deal 4d6 damage to a target of your choice within a 1 tile range. After it hits or misses its target, the blade vanishes immediately, leaving no mark on its target. Words of Terror Requires Level 12 You can attempt to seed paranoia in a creature’s mind, as long as they are within range. The target must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or be frightened of you or another creature of your choice. The target is frightened until the end of their next tur n.' Shadow Lore Requires Level 12 As an action, you magically whisper a phrase that only one creature of your choice within 3 tiles can hear. The target must make a Wisdom Saving Throw. On a failed save the target is stunned in utter fear for one turn. Believing you will reveal their deepest and most mortifying secret. When this effect ends it has no understanding of why it held such fear. You may only succeed on using this ability once per long rest. Magical Secrets You have plundered magical secrets from a wide spectrum of disciplines. Adding the following spells to your subclass spell list: Mind Sliver, Mind Spike When in possession of an Instrument of the Bards you gain access to an additional magical secret: Phantasmal Killer Subclass Spells Cantrips 1st Level 2nd Level 3rd Level 4th Level Bane Sleep Bane Enchantment 1 Action V, S Up to three targets of your choice within range must make a Charisma Saving Throw (DC 8 + Spell Bonus). Whenever a target fails the saving throw they are baned for the remainder of combat, taking -2 to Melee, Ranged, and Spell Hit Bonus. Acquired at 12th Level Sleep Enchantment 1 Action V, S Attempt to put the target into a magical slumber. They must succeed a Constitution Saving Throw (DC 8 + Spell Bonus) or be put to sleep and fall prone until the end of their next turn. If the creature is attacked while asleep they will wake up early. Mind Spike Mind Spike Divination 1 Action S You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save or half as much damage on a successful one. On failed save, the caster knows the targets location for the duration of combat and gains +2 on tracking attempts on the target for 2 hours after combat ends. Fear Mind Spike (3rd) Slow Fear 3rd Level Spell, Illusion 1 Action V, S You project a phantasmal image of a creature’s worst fear. Each creature in a 3 tile cone must succeed on a Wisdom or become frightened until the end of it's next turn. (8 + Spell Bonus vs WIS Save) Slow Transmutation 1 Action V, S You alter time around up to three creatures of your choice in a 4 tile cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell until the end of their next turn. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. Acquired at 12th Level Mind Spike (3rd) Divination 1 Action S You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 4d8 psychic damage on a failed save or half as much damage on a successful one. On failed save, the caster knows the targets location for the duration of combat and gains +2 on tracking attempts on the target for 2 hours after combat ends. Mind Sliver Mind Sliver Enchantment 1 Action V, S You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 3d6 psychic damage and receive disadvantages on saving throwing until the end of their next turn. Phantasmal Killer Phantasmal Killer Illusion 1 Action V, S You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom Saving Throw. On a failed save, the target takes 4d10 psychic dama ge and cannot take a reaction until their next turn. This spell takes priority before all reactions. (8 + Spell Bonus vs WIS Save) *Instrument of the Bards only

  • Genasi (Earth) | Halcyon D&D

    Earth Genasi Racial Guidelines Basic Traits Racial Traits Earth Genasi Tracing their ancestry to dao, the genies of the Elemental Plane of Earth, earth genasi inherit dao’s steadfast strength and control over earth. An earth genasi’s skin can be the colors of stone and earth or a human skin tone with glittering sparkles like gem dust. Some earth genasi have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim, yellowish glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal. Earth genasi tend to be strong and tough, but are often stubborn and oblivious. They tend to be indifferent to others of their kind and thus in many cases isolate themselves. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Spine of the World Deities Chauntea Grumbar Enmity Generally amicable with many races and people Humans (Distrusted, especially those from Calimshan) Affinity Generally amicable with many races and people Notable Features Strong, oblivious and indifferent to others, stubborn, hearty, 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 les 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. Damage Resistance Covered in hardy, stone-like scales or gems, earth genasi shrug off more physical damage than most. You gain physical resistance (-2 to all physical damage sources). This does not stack with other sources of physical resistance. Earth Walk You are immune to knockdown effects caused by surface spells, such as grease or sleet storm.

  • Genasi (Air) | Halcyon D&D

    Air Genasi Racial Guidelines Basic Traits Racial Traits Air Genasi Air genasi, particularly, are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their connection to the winds. Air genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem like cracks with bluish-white energy spilling out. An air genasi’s hair might blow in a phantom wind or be made entirely of clouds or vapor. Like all genasi, though, the exact appearance of an air genasi varies from individual to individual. Compared with other genasi, air genasi are often slightly quicker, but also somewhat physically weaker. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Calimshan Sword Coast Western Heartlands Deities Akadi Sseth Sheela Peryroyl Valkur Selune (Amn Air Genasi) Aerdrie Faenya Auril Talos (Calimshan Air Genasi) Enmity Humans (Distrusted, especially those from Calimshan) Drow Dwarves Gnomes Half-Orcs (Wary) Aasimar Non-Air Genasi (Felt to be superior to these races) Fire Genasi (Were at war in Calimshan) Affinity Elves Halflings Humans Tieflings Notable Features Carefree, impulsive, can be reckless, breathy voices, 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 les 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. Fleet of Foot Once per short rest you may move an additional 1 tile on each of your turns for the next four turns. Natural Magic (Storm) Mingling with the winds of the Elemental Plane of Air, all air genasi know the basics of storm magic. You know the Shocking Grasp cantrip, can use the Levitate spell in flavor RP situations, and can cast Feather Fall once per day, though the latter two may only be cast upon yourself. Unending Breath You can hold your breath indefinitely as long as you are not incapacitated.

  • Kenku | Halcyon D&D

    Kenku Racial Guidelines Basic Traits Racial Traits Kenku Feathered folk who resemble ravens, kenku are blessed with keen observation and supernaturally accurate memories. None of them can remember the origin of the first kenku, however, and they often joke that there are as many kenku origin stories as there are kenku. Some of them paint their genesis as a curse, being a flightless bird people doomed to mimic other people’s creations. Other kenku recite cryptic but beautiful poems about their advent being a blessed event in which they were sent into the multiverse to observe and catalog its many wonders. Whatever their true origin, kenku are most often found in the Shadowfell and the Material Plane, and they tend to have the coloration typical of ravens. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Kara-Tur Estagund Veldorn Zazesspur Tehtyr Deities Pazuzu Enmity Distrusting of Outsiders Affinity Held no true allies in other races Notable Features Communicate entirely through mimicry of sounds voices and phrases, may mimic any sound they have heard without flaw, strictly flightless, incapable of producing original art speech or music, naturally stealthy and clever, perpetual longing and sense of loss, impeccable memory, omnivorous with a preference for meat. Basic Traits Height Min: 14 0 cm (4'7") Max: 160 cm (5'3") Languages Common Mimicry* Life S pa n Adult hood: 18 years Longevity: 60 years Movement 3 ti le s per turn Racial Traits Expert Duplication All kenku have a keen attention to detail. You are proficient in Perception and can copy another's writing perfectly, to the exact shape of each letter, regardless of whether or not you know the language in which it is written. Mimicry You can accurately mimic sounds you have heard, including voices (this means you may mimic a language you do not know, but you will still not understand it). A creature that hears the sounds you make can tell they are imitations only with a successful Insight check (DC 8 + your proficiency bonus + CHA). You are also proficient in Deception and Persuasion. Kenku Recall Thanks to your supernaturally good memory, you also have proficiency in History and Religion.

  • Artificer | Halcyon D&D

    Artificer Class Features Spellcasting Alchemist Armorer Artillerist Artificer Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer. Throughout the multiverse, artificers create inventions and magic items of peace and war. Many lives have been brightened or saved because of the work of kind artificers, but countless lives have also been lost because of the mass destruction unleashed by certain artificers’ creations. The island of Lantan is home to many artificers, but the most esteemed of their trade reside in, or at least know of, the City of Sigil. It is there where discoveries from throughout the multiverse are shared, and from there, the gnome artificer Vi runs a cosmos-spanning business that hires adventurers to fix problems that others deem unfixable. In Vi’s home world, Eberron, magic is harnessed as a form of science and deployed throughout society, largely as a result of the wondrous ingenuity of artificers. Subclasses Class Features Basics Base Hit Po ints: 56 Hit Points per Advancement: 14 Actions: 1 Attack, 1 Bonus, 1 Reaction Casting Attribute: Intelligence Starting Kit: Crossbow (20 Bolts) Leather Armor Staff 1 set of tools (Apothecary, Blacksmith, or Craftsman) Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons Sav ing Throws: Constitution, Intelligence Skills: Arcana, History Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Infu se Item You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. Armor of Magical Strength Requires: Equipped Non-Magical Armor (10th Level) Magically infuse your armor, so long as they are not already a magical item. If you would be knocked prone, you may use your reaction to avoid being knocked prone. Boots of Winding Strength Requires: Equipped Non-Magical Boots Magically infuse your pair of boots, so long as they are not already a magical item. As a bonus action, you may use them to teleport 1 tile to an unoccupied space that you can see. Enhanced Arcane Focus Requires: Equipped Non-Magical Staf f As a Full Round Action enhance your staff, granting a +2 bonus to spell attack rolls for the remainder of combat. You may do this as a pre-buff when drawing a staff. Enhanced Defense Requires: Equipped Non-Magical Shield (10th Level) As a Full Ro und Action enhance your shield, granting a +1 bonus to armor class for the remainder of combat. You may do this as a pre-buff when drawing a shield. Enhanced Weapon Requires: Equipped Non-Magical Weapon As a Full Round Action enhance your weapon , granting a +2 bonus to melee and ranged attack rolls for the remainder of combat. You may do this as a pre-buff when drawing a weapon. Spell Storing Item Requires 12th Level Once per long rest, you may spend an action to use the sto red spell within' an object to regain one 1st level, or 2nd level spell slot. Artificer Specialist All artificers train to hone their specific craft. Mastering the art of alchemical creations, arcane modification or magical bombardment. These will be unlocked at Level 10 and reach their full potential at Level 12. Class Expectations Artificers must adhere to a minimal tech fantasy when representing their characters. This means no steam engines, gears, cogs or other mechanisms of this kind. Your equipment is entirely magical in nature. Meaning it is mundane objects infused with arcane magic, not working machines. As such each subclass is limited to representation of their given abilities. Alchemists are allowed their potions and elixirs. Armorers are allowed magical gauntlets (This should not look like mechanical fists.). Artillerists may deploy a single shoulder mounted floating turret of their desired design in combat after using the ability in RPR. Other things such as infused shields, staves, boots, and magical looking augments to armor (Such as adding glowing crystals in moderation) to represent the RPR abilities are acceptable. Failure to adhere to these guidelines will result in a single warning before your character is retired and you are restricted from playing the class on future characters. Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. Spell Slots Level 8 1st: +3 2nd: +2 Level 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. Cantrips 1st Level 2nd Level 3rd Level Cure Wounds Disguise Self Faerie Fire False Life Grease Jump 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. Grease Conjuration 1 Action V, S Slick grease covers the ground in a 2 tile square centered on a point within range. Each creature in its area must succeed on a Dexterity Saving Throw (8 + Spell Bonus) or fall prone. 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. False Life Necromancy 1 Action V, S Bolster yourself with a necromantic facsimile of life. You gain 1d4+4 hit points. Disguise Self Illusion 1 Action V, S You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for three hours or until you use another action to dismiss it. You can seem 1 foot taller or shorter and can appear thin, fat, or in between. You can’t change your body type so you must adopt a form that has the same basic arrangement of limbs. Any changes created by this spell are purely visual. You cannot grow additional body parts with this spell, and if someone touches a part of your illusion that does not match with your physical being by shape or texture, they will immediately be aware that an illusion is at play. You may not take the identity of another player character. This extends to their ToT Presets, using another character's name via /act, or any means which would directly duplicate another PC. If someone for any reason whatsoever suspects you for being disguised, they may roll Investigation against your Spell Bonus + 8 as the DC to learn an illusion is in use. This spell will be automatically dispelled upon entering combat. Acquired at 10th Level and may not disguise as an Advanced Race or a different gender than your own. Jump Transmutation 1 Action V, S You touch a creature. It may jump up to 6 tiles as their next move action. Fire Bolt Poison Spray Shocking Grasp Sword Burst Thorn Whip Acid Splash Fire Bolt Evocation 1 Action V, S You hurl a mote of fire at a creature or object within range. 3d10 Fire Damage ( 1d20 + Spell Bonus vs AC) Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Poison Spray Conjuration 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 ) Shocking Grasp Evocation 1 Action V, S Lightning springs from your hand to deliver a shock to a creature you try to touch. On a hit, the target cannot take reactions until the end of their next turn. 2d8 Lightning Damage (1d20 + Spell Bonus vs AC) Acquired at 10th Level. 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 Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) Dispel Magic Elemental Weapon Haste Flame Arrows Dispel Magic Abjuration 1 Action V , S Choose one creature within range. Any magical effects on the target end. 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. 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 additio nal 1d6 damage of the chosen type when it hits. Does not work on ranged weapons. Acquired at Level 10 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. Acquired at 12th Level. Aid Cure Wounds (2nd) Enlarge Heat Metal Knock Silence See Invisibility Web Enlarge Transmutation 1 Action V, S You cause a creature you can see within range to grow larger for the duration of combat. Being enlarged grants the ability to do an additional 1d4 damage per weapon strike. Aid Transmut ati on Abjuration 1 Action V, S Your spell bolsters your allies with toughness and resolve. Up to three creatures within range gain 5 Temporary Hit Points. Acquired at Level 10. 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) See Invisibility Divination 1 Ac tion V, S For the duration, you see invisible creatures and objects as if they were visible. Acquired at 10th Level 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. Silence Illusion 1 Action V, S Create a 2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of their next turn. Acquired at 10th Level 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. Knock Transmutation 1 Action V Choose a door, or set of manacles that you can see within range. The target that was held shut by mundane locks, or barred becomes unlocked or unbarred. Doors are unlocked, and opened at the same time. If the target was held shut by an Arcane Lock, the spell is suppressed for ten minutes, or the remainder of combat. Granted at 10th Level. Flavor Spells The following spells are included in the wizard's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a rol eplay sc enario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 8 Level 10 Tiny Servant Tiny Servant Transmutation 1 Action V, S You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control for a maximum of 8 hours. As a bonus action, you can mentally command the creature if it is within 12 tiles of you. You decide what action the creature will take and where it will move, or you can issue a simple, menial task command, such as to fetch a key, stack some books, or send an item to your merchant. If you issue no commands, the servant does nothing other than try defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. If the servant takes any damage, it reverts to its original form, and any remaining damage carries over to that form. Dancing Lights Light Mage Hand Mending Prestidigitation Levitate Dancing Lights Evocation 1 Action V, S You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. Y ou can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. Light Evocation 1 Action V You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mage Hand Conjuration 1 Action V, S A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. Mending Transmutation 1 Action V, S This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. Prestidigitation Transmutation 1 Action V, S This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Levitate Transmutation 1 Action V, S One creature or loose object of your choice that you can see within range rises vertically, up to 2 tiles, and remains suspend ed there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 2 tiles in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft. 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 Magic Divination 1 Action V, S , M Components Required: 1x Unstable Essence 5x Arcane Residue 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. Arcane Lock Water Breathing Water Breathing Transmutation 1 Action V, S , M Class Required: Artificer Bard Wizard Sorcerer Components Requir ed: 10x Feral Claws 6x H oly Water 20x 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 lasts for 2 hours from the time of successful casting, once the timer is up the ritual must be recast to retain the effects. Another roll is required. If PvP is initiated while the ritual is in effect the effect remains until PvP is concluded. Arcane Lock Abjuration 1 Action V, S, M Class Required: Artificer Wizard Components Required: 4x Unstable Essence 250x Gold Coin 10x Arcane Re sidue You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed by knock. While affected by this spell, the object may not be forcibly opened by mundane means. (You may not break in or picklock an arcane locked door.) Knock must be cast in order to by pass the arcane lock. You may only have one arcane lock per cl an. You must also open a ticket if you've already created an arcane lock and wish to dispel it. Subclass: Alchemist An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace. Bonus P roficiencies Skills: Medicine Class Resource Level 10: +3 Level 12: +3 (6) Experiment al Elixir (Healing ) Requires Apothecary Tools Creating an experimental elixir requires you to have Apothecary Tools equipped. As a bonus action and the cost of one class resource create and use your experimental elixir on yourself or a target within 1 tile. They regain 2d4 + Intelligence hit points. Experiment al Elixir (Resilience) Requires Level 12 and Apothecary Tools Creating an experimental elixir requires you to have Apothecary Tools equipped. As a bonus action and the cost of one class resource create and use your experimental elixir on yourself or a target within 1 tile. They gain a +1 bonus to AC for the remainder of combat. Experiment al Elixir (Swiftness ) Requires Apothecary Tools Creating an experimental elixir requires you to have Apothecary Tools equipped. As a bonus action and the cost of one class resource create and use your experimental elixir on yourself or a target within 1 tile. They gain a +1 movement speed for the remainder of combat. A lc hemical Savant (Healing) You've developed a masterful command of magical chemicals, en hancing the healing you create through them. Whenever you cast a leveled healing spell , or drink a potion (Not your Elixir) you may heal additional hit points equal to your Intelligence score to one target. A lc hemical Savant (Damage) You've developed a masterful command of magical chemicals, enhancing the damage you create through them. Whenever you cast a leveled spel l or cantrip you gain a bonus to the damage done by acid, fire, necrotic, or poison damage equal to your Intelligence score to one target. Restorative Reagents Requires Apothecary Tools You may cast Lesser Restoration without spending a spell slot twice per long rest. Whenever a creature drinks an experimental elixir you created, the creature gains 8 temporary hits points. Chemical Mastery Requires Level 12 You have been exposed to so many chemicals that they pose little risk to you. You gain resistance to acid and poison damage and you are now immune to the poisoned condition. Alchemist Spells 1st Level 2nd Level 3rd Level Healing Word Ray of Sickness Tasha's Caustic Brew Healing Word Evocation 1 Bonus Action V A creature of your choice that you can see within range (not yourself) regains hit points equal 1d4 + Spell Bonus. This has no effect on undead or constructs. Ray of Sickness Necromancy 1 Action V, S A ray of sickening greenish energy lashes out towards a creature within range. Target must succeed a CON save or take 2d8 poison damage and the Poisoned Status. Tasha's Caustic Brew Evocation 1 Action V, S A stream of acid emanates from you in a line 3 tiles long in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid. A creature covered in the acid takes 2d4 acid damage, and the an additional 2d4 acid damage at the end of their next turn. Healing Word (2nd) 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. Mass Healing Word Cure Wounds (3rd) Mass Healing Word Evocation 1 Bonus Action V As you call out words of restoration, up to six creatures of your choice that you can see within range (not yourself) regain hit points equal to 1d4 + Spell Bonus. This spell has no effect on Undead or Constructs. Acquired at 12th Level Cure Wounds (3rd) Evocation 1 Action V,S A creature you touch regains a number of hit points equal to 3d8 + Spell Bonus. This has no effect on Undead or Constructs. Subclass: Armorer An artificer who specializes as an Armorer modifies special armored gauntlets to function almost like a second skin. The gauntlets are enhanced to hone the artificers magic, and unleash potent attacks. They are configurable on the fly with the correct tools depending on their moment to moment needs. Bonus P roficiencies Skills: Athletics Heavy Armor Extra Attack You gain an additional Attack Action for a total of 2 per turn. Tools of the Trade You have heavy armor proficiency. Additionally, your gauntlets cannot be disarmed from you in combat. Armor Mo del: Guardian Use your Blacksmith Tools to configure your non-magical gauntlets to be in the front line of combat. This can be used as a pre-buff when drawing Blacksmith tools. Guardian grants you the following features until the end of combat or you re-configure your gauntlets: Thunder Gauntlets While at least one of your hands is empty, you may make a melee spell attack against a target within one tile, dealing 1d12 thunder damage on a hit. A creature hit has disadvantage (-2) proficiency modifier until the end of their next turn. Cannot benefit from any buff that turns an item into a magical item, shields, and off hand weapons. Perfected Armor: Guardian Requires: 12th Level When a creature you can see ends it's turn within 3 tiles of you you can use your reaction to magically force the creature to make a strength saving throw against your Spell DC, pulling the creature up to 3 tiles towards you to an unoccupied space and immediately making an attack of opportunity against them. Armor Model: Infiltrator Use your Blacksmith Tools to configure your gauntlets for more subtle undertakings. This can be used as a pre-buff when drawing Blacksmith tools. Grants you the following features until the end of combat or you re-configure your gauntlets: Lightning Launcher A gemlike node appears on one of your armored fists, capable of firing lightning. While at least one hand is free, you may make a ranged spell attack against a target within range, dealing 1d6 lightning damage on a hit. Cannot benefit from any buff that turns an item into a magical item, shields, and off hand weapons. Lightning Launcher (Expose) Requires: 12th Level Once per turn you may deal an additional 1d6 damage to a target hit by your lightning launcher and expose them until the end of their next turn. Armorer Spells 1st Level 2nd Level 3rd Level Magic Missile Thunderwave Magic Missile Evocation 1 Action V, S You create three glowing darts of magical force. Each dart hits a creature of your choice within range. The darts deal 1d4+1 force damage to its target. 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. On a failed save, a creature takes 2d8 thunder damage and is knocked prone. Taking half as much damage on a success. (8 + Spell Bonus vs CON Save) Shatter Shatter Evocation 1 Action V, S A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 2 tile radius must make a Constitution Saving Throw (DC 8 + Spell Bonus), taking 3d8 thunder damage on a failed save or half as much on a success. Acquired at 10th Level. Lightning Bolt Lightning Bolt Evocation 1 Action V, S A stroke of lightning forming a line that is 10 tiles long and 1 tile wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity Saving Throw. A creature takes 6 d6 lightning damage on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Subclass: Artillerist An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: “It’s about time we fixed things instead of blowing them all to hell.” B onus P roficiencie s Skills: Perception Eldritch Cannon: Flamethrower Requires Craftsman's Tools Deploy your eldritch cannon at the cost of one Class Resource, so long as you have Craftsman Tools equipped in your offhand. As a bonus action on your turn you may order the cannon to exhale fire in a 2 tile cone that you designate. Each creature i n that area must make a Dexterity Saving Throw against your spell save DC, taking 3d6 fire damage on a failed save or half as much damage on a successful one. You may only have one cannon type deployed. Eldritch Cannon: Force Ballista Requires Level 12 and Craftsman's Tools Deploy your eldritch cannon at the cost of one Class Resource, so long as you have Craftsman Tools equipped in your offhand. As a bonus action on your turn make a ranged spell attack at one creature within 12 tiles. On a hit the targets takes 3d6 force damage and is pushed back 1 tile. You may only have one cannon type deployed. Eldritch Cannon Swap You may dismiss your current Eldritch Cannon and prepare to summon a new one. Spend one 1st Level Spell Slot to gain 1 Class Resource. Arcane Firearm By combining your tools with your staff,you turn your staff into an arcane firearm, a conduit for your destructive spells. You are able to equip Craftsman Tools in your offhand as if it were any other off-hand weapon alongside a mundane staff, despite the staff being a two-handed weapon. When you have both equipped and cast leveled damage spells through this staff, you deal an additional 1d8 damage to one target of the spell. This does not trigger off your Eldritch Cannon. Artillerist Spells 1st Level 2nd Level 3rd Level Shield Thunderwave 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. On a failed save, a creature takes 2d8 thunder damage and is knocked prone. Taking half as much damage on a success. (8 + Spell Bonus vs CON Save) Shield Abjuration 1 Reaction V, S An invisible barrier of magical force appears and protects you. Until the start of your next turn you have a +2 bonus to AC. Can be cast at any time on your turn, or when struck. Scorching Ray Shatter 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) Shatter Evocation 1 Action V, S A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 2 tile radius must make a Constitution Saving Throw (DC 8 + Spell Bonus), taking 3d8 thunder damage on a failed save or half as much on a success. Acquired at 10th Level. Fireball Fireball Evocation 1 Action V, S A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 2 tile radius sphere centered on that point must make a Dexterity Saving Throw (DC 8 + Spell Bonus). A creature takes 6 d6 fire damage on a failed save, or half as much on a successful one.

  • Astral Elf | Halcyon D&D

    Astral Elf Racial Guidelines Basic Traits Racial Traits Astral Elf Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests as a starry gleam in an astral elf's eyes. In deference to the gods of the Seldarine, astral elves wore armor that featured ornate headpieces and visored helms that obscured their personal identity. They preferred to be seen as entirely faceless when dealing with members of other species. Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual perspective on the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet contemplation or strike out to explore the reaches of the multiverse, astral elves tend to see things through the lens of time as having little or no meaning to them. Astral elves who don't dwell in the Astral Plane can live to be more than 750 years old. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Astral Plane Deities The Seldarine (Elven Pantheon) Enmity Githyanki Drow (Generational Hatred. Gods at war) Orcs (Generational Hatred. Gods at war) Goblins Affinity Generally amicable with many races Notable Features Originates from the Astral Plane, typically silvery or pale skin, star-like eyes, innate psionic abilities, calm and contemplative, arcane attuned, long-lived, serene demeanor, skilled in planar navigation, will not show face to non Astral Elves, omnivorous diet. Advanced Race Expectations Astral Elves customarily wear masks to obscure their identity when dealing with members of other species and will rarely be found without one covering their facial features. Astral Elves wish to be unseen in the eyes of many, especially non-elves, and their mask is more of an extension of themselves and their worship of the Seldarine. Their hatred for the Githyanki, another race of the Astral Sea, is abundant, and they will usually find themselves at a standstill of swords rather than speaking. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Langua ges Common Elvish Life S pa n A dult hood: 18 years Longevity: 750 years Mo vement 3 ti le s per turn Racial Traits Astral Fire You know the sacred flame cantrip. 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. Starlight Step As a bonus action, you can magically teleport up to 3 tiles to an unoccupied space you can see. You can use this trait once per long rest. 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.

  • Aasimar | Halcyon D&D

    Aasimar Racial Guidelines Basic Traits Racial Traits Aasimar Whether descended from a celestial being or infused with heavenly power, aasimar are humans who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens. They resemble their parents, but often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. Most aasimar feel an intense drive to purge evil or protect the weak and the innocent. This motivation is not all-consuming however, and while still emitting radiant light, an aasimar has the propensity, like any other, to fall into the dark. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Durpar Murghom Thesk Waterdeep Deities Helm Tymora Chauntea Lathander Mielikki Selune Sune Enmity Genasi (Wary) Tieflings (Wary) Dwarves (Neutral, no true opinion) Elves (Neutral, no true opinion) Affinity Half-Races (Half-Elves, Half-Orcs) Notable Features Diplomatic. Omnivore with leaning towards vegetarian foods. Cautious, misunderstood, empathetic, keeps a low profile. Basic Traits Height Min: 150 cm (4'11") Max: 190 cm (6'3") Languages Common Celestial Life Spa n Adulthood: 18 years Longevity: 160 years Movement 3 tiles per turn Racial Traits Celestial Revelation Once per day, as a bonus action, you may unleash divine energies around you. Causing everyone within 2 tiles to take 5 radiant damage. This allows you to dash, and gives you flying speeding until the end of your turn. Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Healing Hands Once per day, as an action, you can touch a creature and heal them for 3d4 hit points. Light Bearer You know the Light cantrip. Celestial Resistance You have resistance to radiant damage.

  • Aarakocra | Halcyon D&D

    Aarakocra Racial Guidelines Basic Traits Racial Traits Aarakocra A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air—and were imbued with a measure of their masters’ power over winds. Their descendants still command echoes of that power. From below, aarakocra look like large birds and thus are sometimes called birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands High Forest Cormyr Vilhorn Reach Chult Chessenta Deities Aerdrie Faenya Enmity Chessentans Dragons Kobolds Affinity Avariel Generally amicable with many races and people Notable Features Community driven, male plumage can have brighter colors, female plumage is darker browns and grays. Peaceful but vicious defenders. Hollow bones, carnivorous leaning but, due to mingling with other races, can digest and eat baked goods. They have strong stomach acid and can eat bones. Basic Traits Height Min: 140 cm (4'7") Max: 160 cm (5'3") Languages Common Primordial Life S pa n Adult hood: 18 years Longevity: 60 years Movement 3 tiles per turn Racial Traits Alternative Origins You can use this race as a base to play an Owlin. Flight Because of your wings, your movement counts as flying type all the time. You cannot take fall damage unless you are incapacitated when falling. Your wings can only be hidden while using the spell Disguise Self. Talons You are proficient with unarmed strikes due to your talons. Your unarmed strikes deal 1d4 + Attack Bonus of damage instead of the usual 1 + Attack Bonus of damage.

bottom of page