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  • 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.

  • Gnome | Halcyon D&D

    Gnome Racial Guidelines Basic Traits Racial Traits Gnome A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Lantan The Daelands The Great Dale Thesk The Western Heartlands Aglarond Spiderhaunt Wood Deities Lords of the Golden Hills (Gnome Pantheon) Garl Glittergold (Rock Gnomes) Bearvan Wildwanderer (Forest Gnomes) Enmity Goblins Kobolds Affinity Eladrin Elves Halflings Dwarves Notable Features Very knowledgeable about the arcane, omnivore with a leaning towards berries and vegetables, tricksters and jokesters, curious, strong affinity to nature. Basic Traits Hei ght Being smaller than 140 results in Conan wonkin ess, so please keep in mind that proportions must remain believable. Min: 100 c m (3'3") Max: 120 cm (3'11") Languages Common Gnomish Life Spa n Adulthoo d: 40 years Longevity: 500 years Movement 3 tiles per turn Racial Traits D ar kvision Yo u 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. Artificer's Lore All gnomes share a fascination of the mysteries of magic and the world around them. You are proficient in Arcana and History. Gnome Cunning You have a +2 to your Intelligence, Wisdom, and Charisma saving throws. Natural Illusionist While long removed from their origins, all gnomes still have sylvan roots. You know the Minor Illusion cantrip and the Speak with Animals spell.

  • Donations | Halcyon D&D

    Moons Hero's Marks A single Moon can be exchanged for one of the following items at the Market Hub. Custom items must not have links to IRL pictures, pornography, or other immersion breaking pictures. They are subject to deletion. The available items are: Custom Ba nner A Long Custom Banner A Short Custom Banner B Long Custom Banner B Short Custom Book Custom Letter Custom Playing Cards Custom Sign Custom Shield Custom Scroll Armor St and with Custom Banner Custom Round Rug Custom Rug Custom Tapestry Custom Pillow A A single Hero's Mark can be exchanged for a number of exotic mounts. The available mounts are: War Boar Mount Ostrich Mount Dire Wolf White Mount Dire Wolf Black Mount Elk King Mount Tiger Mount Mountain Goat Mount Hyena Mount Panther Mount Camel Mount Rabbit Mount Sulcata Tortoise Mount White Tiger Mount Saber-toothe d Tiger Mount Frog Mount Donations $ 10 Become a Patron Patron Rewards 🗹 P atron Rank on Discord 🗹 4x Moons 🗹 1x Hero's Mark 🗹 2 Additional Character Shelf Slo ts 🗹 Clan Building Extension of 100 Building Pieces and 50 Placeables 🗹 Our Thanks This can stack up to 3 times within a single clan. If you donate $30 individually, or your clan collectively has up to $30 worth of donations, you can add 300 building pieces and 150 placeables. Multiple donations of $10 get you 4 more Moons, and one more Hero's Mark. Additional packages beyond the first $10 do not carry between full wipes. You will always be a patron and subject to the first package at the start of any new season. However, multiple additional packages will be limited to further donations within that season . Moons and Hero's Marks may be traded or sold, in-character, at your discretion. They cannot be stolen. Giving a donation is a one-time payment to show appreciation, is not a subscription, and do es not excuse you from our rules. You will not receive deferential treatment from Halcyon Staff.

  • Human | Halcyon D&D

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

  • Drow | Halcyon D&D

    Drow Racial Guidelines Basic Traits Racial Traits Drow Drow are infused with the magic of Lolth—the Queen of Spiders—and the Underdark, an underground realm of wonders and horrors rarely seen on the surface above. They are at home in shadows and, thanks to their innate magic, learn to conjure forth both light and darkness. They tend to have stark white hair and onyx skin of many hues. Their eyes can be red or white. The society of the drow is a matriarchal one in nature, in reverence to Lolth. From the very beginning of their lives, they are plunged headfirst into a system of politics, deception, manipulation, cruelty, and ruthlessness. They are taught that the surface elves scorned them, that Lolth saved them, and that it is their duty and their pleasure to enact their due revenge upon their elven kin as frequently as possible. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands The Underdark (Primarily Middledark) Deities Lolth (Primarily) The Dark Seldarine Enmity Drow Elves (Generational Hatred. Gods at war) Dwarves Affinity Duergar Demons Generally viewed other races as slave fodder or weak Notable Features Obsidian-skinned elves, superior darkvision, innate magic (faerie fire), skilled warriors and spellcasters, matriarchal society, distrustful and cunning, sensitive to sunlight, long-lived, often hostile, omnivorous with preference for exotic meats and fungi. Hated Race Expectations Primarily worshipping the Spider Queen Lolth, Drow are notorious for their wicked deeds across Faerun. Whether it be ritual sacrifice in the name of their goddess, raids, or even participating in fratricide. The Drow as a culture is summarized by worshipping a cold goddess who routinely murderers Her own people and the inner fighting amongst their Houses. Drow are notorious for their silver tongues and many go along with a scheme long enough to stab their ally in the back. They always reach for power for power's sake, yet most all will succumb to the Spider Queen's web. The hatred they have for surface elves is immense. They often view them as their mortal enemy that they wish to tear apart to feed to Lolth. Both races' gods put them on this path when they were created and the hatred that runs within their veins cannot be ignored for long. A very small subsect of Drow have heard the call of the Dark Maiden Eilistraee. A hard and lonely journey for these Drow that learn of this goddess and proceed to go against everything they were raised into, Eilistraeen drow are rare and conflicted and rarely find solace with surface elves and races due to the immense animosity. Basic Traits Height Min: 140 cm (4'7") Max: 170 cm (5'7") Languages Common Elvish Undercommon Life Spa n Adulthood: 100 years Longevity: 700 years Movement 3 tiles per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Drow Magic The influences of Lolth are potent in your blood. You know the Dancing Lights cantrip, and can cast the Faerie Fire spell once per day. Fey Ancestry You are immune to magical sleep effects. Lolth's Web Having lived your life in the cruel society of drow, you are trained to be keenly aware of your surroundings and to deceive others. You are proficient in Deception and Perception. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Drow, through their connection to Lolth, have lost the ability to peer back into the memories of their past lives, though they can still experience the memories of their current life.

  • Lycanthropy | Halcyon D&D

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

  • Feats | Halcyon D&D

    Feats Characters will receive one Feat point at 8th Level and 12th Level. Each Feat may only be selected one time. Ability Score Improvement Increase one of your attributes by 1. This cannot be the attribute you increased at 10th level. Alert Gain a +5 bonus to your initiative. Athlete Standing up from prone only costs you 1 tile of movement. Climbing does not cost you extra movement. Charger When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. You must move at least 4 tile in a straight line immediately before taking this bonus action and you gain a +2 to hit until the start of your next turn. Fighting Initiate Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice. Archery - Gain a +2 bonus to To Hit (Ranged) when using ranged weapons. (Does not stack with Bracers of Archery) Blind Fighting - You have blindsight with a range of 1 tile. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature so long as they remain within that range. Defense - Gain a +1 bonus to your Armor Class. (Does not stack with Protection Items) Dueling - Gain a +2 bonus to damage when using a one handed weapon and no off handed weapon. Great Weapon Fighting - Gain +3 bonus damage to two handed weapon attacks with the Heavy property. Interception - When a creature you can see hits a target, other than you, within 1 tile of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield. Protection - As a reaction, when a target within 1 tile of you is hit with an attack you may impose disadvantage on that attack (-2) and possibly make it miss. (Requires a Shield) Two Weapon Fighting - Off hand attacks add Strength, or Dexterity if Finesse, to their damage. Great Weapon Master Once per turn, before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +5 to the attack's damage. Healer As an action, you may use a Surgeon's Kit and 1 Medical Supplies to tend to a creature and restore 2d6 + 4 hit points plus your Medicine score. A creature cannot be healed this way again until finishing a long rest. You must have Medicine Proficiency to take this Feat. Linguist You learn two languages of your choice. Lucky You're extremely lucky. You may spend a luck point before making an attack to gain a +2 hit bonus for that attack. Mage Slayer When a creature within 1 tile of you casts a spell, you may use your reaction to make a single weapon attack against the target. If the spell is a teleport and the target is outside of your attack range after the cast you may not make this attack. Shield Master When you make an strike on your turn you may use your bonus action to try and shove the creature. They must succeed a Strength Saving Throw or be moved back 1 tile. When you are not stunned you add +2 to your Dexterity Saving Throw. Skilled You gain proficiency in three skills you do not all already have proficiency in. Tough You gain 20/15/10 hit points based on your classes hit point maximum. (Before CON.) Less than 99: 20 100 - 109: 15 110+: 10 Grants: Tough Feature War Caster When you have no weapons equipped or a magical staff and someone exits the tile around you, you may use your reaction to make an attack of opportunity against them using a cantrip. The target of the cantrip may only be a single target. Weapon Master You gain proficiency with two weapons of your choice.

  • Tabaxi | Halcyon D&D

    Tabaxi Racial Guidelines Basic Traits Racial Traits Tabaxi Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended. Tabaxi’s appearance is as varied as their attitudes. Some tabaxi have feature s or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences—or might even be hairless! To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Maztica Chult Deities Cat Lord (Creator) Tezca Nula Azul (Tabaxi Pantheon) Enmity Generally amicable with all races Affinity Generally amicable with all races Notable Features Feline humanoids resembling predatory cats, naturally agile, deeply curious, nomadic and self reliant, omnivorous, physically expressive (tail, ears, posture), fond of trinkets, prefer knowledge and story to material wealth, omnivorous with strong preference for fish and small game. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Languages Common 1 Choice Life S pa n Adult hood: 18 years Longevity: 100 years Movement 3 tiles per turn Race Expectations Tabaxi are required to have an animalistic face and not just a regular face with tattoos to mimic one. Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the worl d. Cat's Talent You gain proficiency in Stealth and Perception. Cat's Claws You may attack with your claws for 1d4+STR damage, and additionally may climb at n o speed penalty in combat.

  • Vampirism | Halcyon D&D

    Vampirism Bloodlines Features Weaknesses Vampirism Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. Ones fascinated with power and control may seek to create a vast host of thralls. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed. Expectations Vampiric Blood Lines Vampiric Blood Lines While it is unknown who cast the first ancient curse, Vampirism has manifested and warped into seven distinct bloodlines spread across the lands. Each has distinct and noticeable attributes to those whom the curse effects. It is believed that a single Elder Vampire presides at the head of each line. Beneath them: an untold amount of True Vampires all capable of carrying death upon the night and spreading the curse to others. When turned, a Vampire Fledgling and then Vampire Spawn will share the bloodline of their sire, the True Vampire who turned them, thus becoming imbued with the bloodline’s attributes. Regardless of the Line that is chosen, all characters must adhere to the basis of Vampirism. Every bloodline still retains their weaknesses and strengths, and all are a slave to their bloodlust. Affliction Limitations Shapechangers such as Changeling and Oni cannot attain the curse of vampirism. Further, Dhampir and Shadar-Kai are also not allowed to become vampires. Lost To Time Those of the Lust and Sloth bloodlines have been completely absent for quite some time. Those of Sloth have taken too long in their reveries, Lust too far gone within their longing for others. These lines are so rare, it’s almost impossible to have seen one in the yawning void of existence for the other vampire bloodlines. (Due to this, players will not be able to choose these particular bloodlines at this time.) Avarice Gula Invidia Ira Luxuria Superbia Tistitia Lust The line of Luxuria fills the vampire with an intense longing for others. This can show in the form of unbridled desire for fornication, money, or even power. Though even with eternity on their side they are doomed to never stop wanting. Of course, that isn’t to say their desires are not tainted. Those of the Luxuria Bloodline are vividly obsessed with others that they latch onto. It is not simply a desire of the flesh, but a desire for what makes a person just that. They sup upon it all, the body, mind, and soul to their content. Nothing is outside of their purview and they spread their malicious compulsion wherever they go. Many victims do not realize something is wrong until it is far too late. Gluttony Vampires of this bloodline are the most ravenous. Their eternal thirst is even more impossible to curb. They are the ones who drain entire villages, hunt without end, and often draw the most attention to themselves. They take all that they can, uncaring of the quality put into the work, the blood, or the craftsmanship. They are completely smitten with the wanton need for more, over-indulging in anything they can get their hands on. Driven as if emaciated, their starvation knows only urgency. Their selfishness will swallow, until there is nothing but their void left. Greed Hunger is not the only thing that drives those of this cursed lineage. Unable to pass up the desire to amass wealth, treasures, or anything else they believe will lead them to fortune. This can range from the most exquisite blood to artistic masterpieces, to even a collection of refined trinkets. Incredibly insatiable and shallow, those of this bloodline find themselves basking in the satisfaction of other’s deprivation. Even metaphorical valuables can make up their horde, such as the proverbial purse strings of one’s soul. The cost will always outweigh their desire to acquire, to possess in absolution, and to own. Sloth The line of Tristitia can be seen as the sheer opposite of those of Luxuria. A twisted form of apathy reigns within these vampires, causing them to seem even more aloof, uncaring, or bankrupt than others of their kin. They are equally some of the most conniving, taking countless days or even weeks coming forth with a plan of action for their coven. Due to this, they rarely draw much attention to themselves, and there’s but a whisper in the wind behind the inevitable downfall of their enemies. While they can hunt for themselves, they are more often calling on others to do the work for them, too wrapped within their own thoughts to remember to feed. Moody and absent, they’ve seen the worst of existence, and refuse to give the world any more of their effort. Wrath Mortals cannot fathom the malignant rage that seethes through these vampire’s veins. Those of this bloodline are warped almost beyond recognition by their fury, their minds a cacophony of misplaced prejudice and disdain. They are the most feral of all bloodlines, caring not of any nefarious plans to keep themselves hidden or their safety by and large. The vampiric curse has perverted the minds of the Ira Bloodline, burgeoning them to become natural to the fight, and hungry for the kill. Their minds screeching, pounding for violence for violence’s sake, these vampires are a force to be reckoned with, especially alone. They rip and tear and cleave, destroying any flesh or mind in its wake. Envy Sad, resentful, and covetous vampires fill this bloodline. Their curse cries and whines for them to obtain possessions from others, by force if necessary. But it’s never enough. They are the ones that work within the shadows, a dripping poison on the tongue, pulling the strings of all the little marionettes. Making them dance and sing and wail, then replacing their old and tattered toys with the bright and shiny new ones. That is not to say, however, that they do not get their own hands dirty. The feeling of joy follows the ripping and carving of another’s reputation, their misfortune and grief. They hone in on their prey, destroying them meticulously with words and phrases, turning another’s greatest hope into their darkest sorrow. Taking it from them… only to have it turn to sand in their own hands. Slowly, these fleeting joys will always and inevitably sour, bringing back the cycle of anger and annoyance. The grass is always greener. And nothing they have looks as golden as it had before it was theirs. Pride Swathed in nothing but the finest of silks while they drink from one’s veins, the Superbia Bloodline turn their nose to all those they deem below them. They are the Aristocrats and Noblepersons. Known for their haughtiness and vanity, these particular vampires are incredibly prudish, dutifully intent on hierarchy, and are known to amass underlings, henchmen, and spawns to serve them. Those under them are treated with contempt at best and fodder at worst. The bloodline is riddled with sophisticated devourers, demanding only the finest blood from their preferred and carefully selected prey. They are quick to be offended, blame others, and reassure their own ego. Their arrogance is well-deserved, and any who question that are reminded of their place in the food chain. Features Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Spider Climb You have a climbing speed equal to your movement speed. You can move up, down, and along vertical surfaces while keeping your hands free. While climbing a surface you may only make a single melee attack against a target within 1 tile (regardless of your own reach). If you take any other action (such as casting a spell, or swapping weapons) you fall to the ground below and are subject to the usual fall damage. Empowered Unarmed Strike Your unarmed attacks are more powerful, constitute as magical attacks and have the finesse property. They deal 1d8 + AT R damage. Eternal Thirst You are driven by an eternal desire to drink the blood of other living creatures. When you roll initiative your thirst activates. If you are under the effects of the Recently Fed buff from using the Feed Consequence in the last 48 hours, or drinking from a Blood Vial in the last 24 hours your Eternal Hunger starts at 0. Otherwise it is set to 6. When your Eternal Thirst is equal to, or greater than 4 and you begin or end your turn your are given the Starving debuff. Drain Vitality Once per turn as an attack action, and against a target that is either Grappled, Knocked Prone, Stunned, or Charmed you may make an attack to attempt to drain them of their vitality. On a success the target takes 2d8 points of necrotic damage, you gain 1d6 + CON hit points and your Eternal Thirst is reduced by 2. Vampiric Regeneration As a bonus action, and so long as your Eternal Thirst does not exceed 6, you may gain 1 Eternal Thirst and heal for 2d6 + CON + Eternal Thirst hit points. Unnatural Speed As a bonus action, and so long as your Eternal Thirst does not exceed 4, you may gain 3 Eternal Thirst to gain one extra action on your turn. This may not be used to cast a spell if you have already cast a spell, and you may not take the same Full Round Action more than once on any turn. Enthralling Gaze As a bonus action, you may attempt to charm a target you can see within range. The target must succeed a DC 16 Wisdom Save or be charmed by you until the end of their next turn. A creature charmed in this way is always willing to receive your Drain Vitality bite attack. Any time you, or one of your allies do anything harmful to the target it may repeat the saving throw. Once a target succeeds on its saving throw, or the effect wears off it is immune or the remainder of combat. Using Drain Vitality on an Enthralled target removes this effect. Blood Frenzy Once per combat when your Eternal Thirst is greater than 5 you may select a target that you can see in range. Temporarily removing the downsides of your hunger until the start of your next turn and granting a +4 bonus to hit with melee attacks, a +4 bonus to Athletic checks, and 1 extra attack action on your turn. Undead Immunities You have resistance against necrotic damage and you are immune to magical sleep, effects that leave you bleeding, and effects that leave you poisoned. Alter Memories You gain the ability to make a creature unaware of your magical influence on it. When you charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed. Alternatively, you may use this feature in conjunction with a feeding consequence to have a creature forget the details of the combat. They remain aware who they were with before the fight took place, and that there was a fight, but further details are too clouded. This cannot be dispelled or reversed. Once it has been done the effects are irreversible. Ageless Bloodline Requires True Vampire You are a True Vampire, one of the oldest and strongest of your kind. You may create Vampire Spawn, so you must be able to control them. When you deal damage to a Vampire Spawn you deal an additional 2d8 typeless damage to them once per turn. Weaknesses Forbiddance The vampire can't enter a private residence without a verbal invitation from one of the occupants inside. Any building that is open to the public or openly accepting visitors such as taverns, gathering halls, or open homes with no expectation of privacy do not require an invitation inside. The invitation need only be given by a living creature on the inside, not the home owner. The invitation may not be revoked and expires as soon as the vampire exits the residence. Sunlight Hypersensitivity The vampire takes 12 radiant damage when it starts its turn in the sunlight. Damage from this source does not prevent fleeing. All vampires burn in direct sunlight. This can be partially negated by having their bodies covered by clothing, but the vampire will always have some level of discomfort. You do not need to roleplay literally burning in the sun and will only take damage while in combat, however you should be roleplaying some level of avoidance of directly standing in the sunlight, as it will still heavily tax and pain you regardless. The snowy regions of Exiled Lands are exempt from being considered sunlight regardless of the time of day.. Eternal Thirst The vampire is forever filled with the desire to quench its unyielding thirst. As a consequence, you may feed on your victim's blood granting yourself a +1 to Attack and Spell Bonus for 24 hours. Alternatively, if the vampire has not fed in the last 24 hours, they take the following negatives: -1 Strength Saving Throw, -3 Constitution Saving Throw, -2 Dexterity Saving Throw, -1 Intelligence Saving Throw, -6 Wisdom Saving Throw, and -3 Charisma Saving Throw. As a consequence, the vampire may also collect a vial of blood from their victim and consume it at a later point. Vials of Blood heal 3d6 hit points on consumption. Curse of the Grave Healing magics have no effect on the vampire. Radiant Weakness Your undead nature leaves you weak to radiant damage.

  • Races | Halcyon D&D

    Common Races Uncommon Races Outcast Races Advanced Races Hated Races Races of Halcyon A visit to one of the great cities of the Forgotten Realms—Waterdeep, Baldur's Gate, Neverwinter, Silverymoon—overwhelms the senses. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants. And the people themselves—people of varying size, shape, and color, dressed in a dazzling spectrum of styles and hues—represent many different races, from diminutive halflings and stout dwarves to majestically beautiful elves, mingling among a variety of human ethnicities. Scattered among these common peoples are less numerous folk: a hulking dragonborn here, pushing his way through the crowd, and a sly tiefling there, lurking in the shadows with mischief in her eyes. A group of gnomes laughs as one of them activates a clever wooden toy that moves of its own accord. Half-elves and half-orcs live and work alongside humans, without fully belonging to the races of either of their parents. And there, well out of the sunlight, is a lone drow—a fugitive from the subterranean expanse of the Underdark, trying to make his way in a world that fears his kind. Common Races The common races of the Forgotten Realms are plentiful and numerous, filling most governmental bodies and authoritative positions. Society, more often than not, is more accommodating to them, for they are the most familiar and the overwhelming majority. K eep in mind that these races have privileges afforded to them that others in different racial categories do not. It is up to you whether you take advantage of such privileges and treat those who do not as less-than, or if you extend sympathy and compassion to them. Dragonborn Dwarf Gnome Halfling Half-Elf High Elf Human Wood Elf Uncommon Races Though they are a less common sight than their counter parts, it would not take much searching to spot one of these races roaming the Forgotten Realms. They are largely accepted within most civilized places, save for those where their own actions have driven people to hostilities. For the most part, people of these races keep to themselves or stay within their own communities and live out their lives away from the hustle and bustle that the rest of the world is so privy to. Some might hold particular feelings towards these races, feeling that they have wronged them or their ancestors in the past, or perhaps they are just too foreign to be accepted into certain circles. Their life is not a difficult one in the context of privileges provided to most civilized races, but they are looked at with a cautionary eye by some. Aarakocra Genasi (Air) Genasi (Water) Satyr Aasimar Genasi (Earth) Goliath Sea Elf Firbolg Genasi (fire) Kenku Tabaxi Triton Outcast Races Whether they hail from cultures outside the boundaries of civilization, are the offspring of a taboo pairing, or are the product of otherworldly influences that mark them as strange or grotesque to the commonfolk of the Forgotten Realms, there are a great many races that are treated less-than for their peculiarity and lack of numbers. While the every day adventurer may not scorn them, the authorities and high powers often view them with distrust, or simply consider them an afterthought to the majority. Intentional or otherwise, they are usually thrust headfirst into poverty beyond that of the common races, though a seldom few do manage to claw their way from the disadvantages placed upon them at birth. Keep in mind that these races may not have had an easy life, or if they have, there should be a reason for it. How they react to others more privileged should also be given thought. Are they bitter? Are they envious? Are they content or indifferent? Such detail is yours to craft. Duergar Kobold Half-Orc Reborn Hexblood Shifter Svirfneblin Tiefling Advanced Races Beyond those who lay on the fringe of society, there are beings that are seldom seen, tied to the world in ways that very few know. Their intricacies are notable, enwrapped in the deepest histories of the Forgotten Realms. While not necessarily more powerful than the other, more well-known races of the lands, Advanced Races may have unique qualities to them. To the other races of the Forgotten Realms, these individuals may be mistaken as another, more prevalent people, or may be seen as something wholly alien and unknown, bringing forth reactions of curiosity or extreme wariness. These races are all Application Only. You must submit a DM ticket and have it approved prior to playing one. Some have limited slots and are not allowed to gain Afflictions. These limited slots have a higher expectation to push narrative for the wider community as well. Players are expected to know the lore and adhere to it, failure to do so may result in retirement. Astral Elf Dhampir Goblin Avariel Fey'ri Githyanki Changeling Shadar-Kai Eladrin Hated Races There are those that wish to thrive, or exist, within the boundaries of civilization, and then there are those who wish to take from it to better their own ways of life. Often categorized as "monsters" to the civilized folk of the Forgotten Realms, the races aligned with darker powers or what the majority find to be more bestial cultures are met with aggression by the authorities of the civilized world, making their lives far more difficult and dangerous than any other collection of races. If you wish to play a Hated Race, please submit a Hated Race Whitelist Ticket via our Discord. It is the same as every other whitelist with the added stipulation of being presented with an accompanying clause that must be agreed to: Do you plan on adhering to the historical tendencies of this race? Should you act outside the historical tendencies of your chosen Hated Race, your character may be subject to retirement. You agree to this, and acknowledge you are aware of this higher level of expectation upon being officially whitelisted with this character. The only worthy callout as an exception to this ruling are Eilistraeen drow; they are allowed to deviate from the norm for their race. Furthermore, you are hereby acknowledging that your character may be subject to higher levels of aggression due to the nature of your race within the setting. You are also aware that you do not have access to the same facilities as other non-hated races and will have to disguise one's self or navigate to other areas in order to conduct your business in peace. Characters are expected to treat these races with an increased level of disdain and distrust unless their personal backstory warrants a change of that treatment, especially for Common and Uncommon races. Most people do not interact with these races often and have only heard horror stories of their transgressions. They are not welcomed in civilized areas for a reason. Drow Lizardfolk Oni Orc Yuan-ti

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