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  • Genasi (Water) | Halcyon D&D

    Water Genasi Racial Guidelines Basic Traits Racial Traits Water Genasi Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves. Their skin is often shades of blue or green, sometimes a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly invisible fish scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself. Water genasi are unusually patient for genasi and have a strongly independent streak. Most are used to solving problems on their own and not afraid to take a lot of time doing so. At times, they are like terrible storms, fierce and destructive, but most often they present a tranquil appearance despite whatever emotions run underneath their quiet surface. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Sea of Fallen Stars Vilhon Reach Dragon Cost Sembia Aglarond Chessenta Deities Deep Sashelas (Aquatic Elves) Istishia Auril Valkur Umberlee Enmity Generally amicable with many races and people Humans (Distrusted, especially those from Calimshan) Affinity Generally amicable with many races and people Notable Features Isolationist, proud, affinity to arcane and elemental magic, omnivore. Prideful, saw themselves as superior over all other races including Genasi. Basic Traits Height Min: 150 cm (4'11") Max: 190 cm (6'3) Languages Common Primordial Life Spa n Adulthood: 18 years Longevity: 120 years Movement 3 ti le s per turn Racial Traits D arkvision 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. Amphibious You can breathe both air and water, and you have innate swim speed . Natural Magic (Water) Calling to the waves of the Elemental Plane of Water, all water genasi know the basics of water magic. You know the Poison Spray and Shape Water cantrips, as well as the Create or Destroy Water spell. Acid Resistance You are r esistant to acid damage.

  • Character Expectations | Halcyon D&D

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

  • Soul-Wight | Halcyon D&D

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

  • Whitelist Guide | Halcyon D&D

    Whitelist Guide Looking to open your very first whitelist ticket, or perhaps reroll your current character into a new one, and need some guidance on what things to keep in mind? Then you've come to the right place! Whitelisting After reading and understanding our Character Rules , navigate to the Whitelist Ticket channel in our Discord. If you are whitelisting for the very first time, or for the first time in a new season, select the Whitelist button. If you are doing so, but your race is a Hated Race , select the Hated Race Whitelist button. Upon ticket creation, you will be prompted to provide details regarding your character. The following are required: Full Character Name Race Class/Subclass Profession You should also provide some additional details if they pertain to your character: Alias(es) ― Another name or epithet your character goes by using /act. Everyone is allowed one. Oni can have one extra for their human form and changelings will have multiple. Affliction ― These require the transcript of an approved Character Application Ticket. Please check our Server Info page to see whether or not we are accepting applications for these afflictions. Certain races / classes cannot be paired with afflictions and you will be informed of such in your whitelist ticket, if need be. Deity/Patron ― Required for Clerics and Warlocks. For Clerics, your domain must align with your deity's. For Warlocks, your patron must fall within the category of your subclass. Hated Race Clause & Agreement ― Required for Hated Races in a Hated Race Whitelist ticket. Please copy "Do you plan on adhering to the historical tendencies of this race?" without the quotation marks and agree to said clause within your whitelist details. Rerolling If it has been 2 weeks since your whitelist or last reroll and you are rerolling your current character into a new one, please select the Reroll button. If you are doing so, but your race is a Hated Race , select the Hated Race Reroll button. All of the aforementioned instructions regarding whitelisting still apply to your reroll, but with the additional stipulation of us requesting that you provide the whitelist details of your current character alongside those of your new character. In game, demolish your build if you are the only one in your clan and decay all Halcyon and racial kit related items in your inventory and provide a screenshot of the event log of their degradation as proof (you can do this by pressing ESC, going to Server, and then going to Event Log) within your reroll ticket. Next, a staff member will hard delete your character, which will take you back to the Conan Exiles character creation menu. After you're back in spawn, create your new character in both RPR (Shift+R) and ToT (Shift+B). A staff member will review the changes to make sure they align with the new whitelist details you provided.

  • Satyr | Halcyon D&D

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

  • Forager | Halcyon D&D

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

  • Adventurer | Halcyon D&D

    Adventurer Loot Adventurer A life of quests and wanderlust calls to the adventurer. They wish to see the world, or find what may be lost within its nigh limitless arms. They scour ancient ruins, seek lost relics and knowledge, delve into dungeons, and come face-to-face with terrifying monsters. Adventurers gain access to the Adventurer's Hall in the Oasis. From there they may seek training and guidance from the mentors within, allowing them to seek out and challenge formidable foes for bountiful rewards. On the Books As a registered member of the Adventurers' Guild, you are trained to track and hunt down creatures, within two different zones, the guild currently has a bounty set out for, and are trusted to take multiple Adventuring Contracts from the guild each day to deal with them. Similarly, being registered earns you the perk of earning a payout for each Proof of the Kill you turn in for each creature the guild currently wants quelled. Finishing a zone will reward a Proof of Kill and 200 Gold each time. You have a chance to gain 2 more Proof of Kill per run of the zone. (Encountering all 3 monsters) as well as monster parts. Loot Many of the creatures adventurers hunt down, being magical beasts and monstrosities themselves, drop valuable loot that are necessary for certain magical item creation recipes. On Order Requires Adventurer: Adept As an adept adventurer, you are particularly well aware when it comes to who is best to provide you with the equipment you'll need to tackle your journeys.You may grant a Craftsman, Blacksmith, or Apothecary a Commissioned buff, granting them a single extra crafting attempt and +1 crafting bo nus for any attempts made within 20 minutes after receiving it. You may use this feature 1+CHA-1 (2 is 1, 3 is 2, etc) times per week, with a minimum of 1 and a max of 3. Laborer's Muse Requires Adventurer: Expert Your stories and experience always seem to have a certain charm or quality to them. Maybe they still aren't very good, but one cannot deny hearing about how all their equipment gets used on actual adventures you've been on can motivate them towards new heights. Once per week you may grant 100 profession XP to any other profession, +25 for every point of CHA you have over 0. Loot Captured Melody Harvested from the Mimic. Feral Claw Harvested from the Monstrous Lynx. Draconic Scale Harvested from the Rattelyr. Precious Gemstone Harvested from the Galeb Duhr. Elegant Feather Harvested from the Dire Corby. Resilient Heart Harvested from the Yeti. Unstable Essence Harvested from the Wendigo.

  • Wizard | Halcyon D&D

    Wizard Class Features Spellcasting Abjuration Bladesinging Enchantment Evocation Necromancy Wizard Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds. Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study. Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic. The lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. Subclasses Class Features Basics Base Hit Po ints: 40 Hit Points per Advancement: 10 Actions: 1 Attack, 1 Bonus, 1 Reaction Casting Attribute: Intelligence Starting Kit: Quarterstaff Tome Proficiencies Armor: None Weapons: Dagger, Staff, Crossbow Sav ing Throws: Intelligence, Wisdom Skills: Arcana, Investigation Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Arcane Recovery Once per long rest, you may recover a 1st, 2nd, and 3rd level spellslot while out of combat. Arcane Traditions The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques. Choose your arcane tradition from the four available: Bladesinging, the School of Enchantment, the School of Evocation, and the School of Necromancy. These will be unlocked at Level 10 and reach their full potential at Level 12. Spellbooks Through arcane research or experience, wizards are able to document and expand their own arcane knowledge through spells located within spellbooks. These are broken down into three levels of spellbooks. Minor, Basic, and Advanced. Which can be created by wizards at 8th, 10th, and 12th level respectfully once every three days. Additionally beginning at 12th level, once every two weeks a wizard may copy any spellbook in their possession. The requirements to create a basic spellbook is 1 tome, 6 arcanium, and 300 gold. To create a Advanced spellbook is one tome, 8 arcanium, and 300 gold. Enchantment (Minor) 1st Level 2nd Level Charm Person Tasha's Hideous Laughter Charm Person Enchantment 1 Action V, S You attempt to charm a humanoid you can see within range. It must make a Wisdom Saving Throw. If it fails the saving throw it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns. (8 + Spell Bonus vs WIS Save) 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) Crown of Madness Crown of Madness Enchantment 1 Action V, S One humanoid of your choice that you can see within range must succeed on a Wisdom Saving Throw or become charmed by you for the remainder of combat. While charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On each of its turns it can make a Wisdom Saving Throw against your spell DC to end the effect. (8 + Spell Bonus vs WIS Save) Illusion (Minor) 2nd Level 4th Level Invisibility Shadow Blade 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. Shadowblade Illusion 1 Bonus Action V, S You weave together threads of shadow to create a sword of solidified gloom in your main hand. This magic sword lasts for the duration of combat, dealing 2d8 + STR/DEX psychic dam age a hit. Additionally you may make a ranged attack against a target within 6 tiles. Recalling the blade to your hand requires a bonus action. Must be dispelled. 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 becomes frightened until the end of their next turn. (8 + Spell Bonus vs WIS Save) Transmutation (Minor) 2nd Level 4th Level Earthbind Dragon's Breath Dragon's Breath Transmutation 1 Bonus Action V, S You touch a willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the end of combat, the creature can use an action to exhale energy of the chosen type in a 2 tile cone. Earthbind Transmutation Full Round Action V, S Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. 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. Conjuration (Basic) Cantrips 1st Level 2nd Level 3rd Level 4th Level 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. Grease 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. Evard's Black Tentacles Evard's Black Tentacles Conjuration 1 Action V, S Squirming, ebony tentacles fill a 2 tile square on the ground that you can see within range. A creature in the affected area must succeed on a Dexterity Saving Throw or take 6d6 bludgeoning damage and be restrained until the end of their next turn. A creature that succeeds on the Dexterity Saving Throw takes 3d6 bludgeoning damage. Web 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. Sleet Storm Sleet Storm Conjuration 1 Action V, S Freezing rain and sleet fall in a 4 tile radius centered at a point you choose within range. The ground in the area is covered with slick ice. Any creature within the area must succeed a Dexterity Saving Throw (8 + Spell Bonus) or be knocked prone. Evocation (Basic) Cantrips 1st Level 2nd Level 3rd Level 4th Level Frostbite Frostbite Evocation 1 Action V, S You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution Saving Throw. On a failed save the target takes 3d6 cold damage and has disadvantage on weapon attacks until the end of its next turn. ( 8 + Spell Bonus vs CON Save) Burning Hands Burning Hands 1 Action V, S As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth in a 2 tile cone. Each target must make a Dexterity Saving Throw. A creature takes 3d6 fire damage on a failed save or half as much on a success. (8 + Spell Bonus vs DEX Save) 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) Melf's Acid Arrow Melf's Acid Arrow Evocation 1 A ction V, S A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of it's next turn. 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) Necromancy (Basic) Cantrips 1st Level 2nd Level 3rd Level 4th Level Chill Touch Chill Touch Necromancy 1 Action V, S You create a ghostly, skeletal hand in the space of a creature within range. On a hit the target cannot regain hit points until the start of your next turn. 3d8 Necrotic Damage (1d20 + Spell Bonus vs AC) Ray of Sickness 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. Blight Blight Necromancy 1 Action V , S Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution Saving Throw. The target take s 6 d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on Undead or Con structs. (8 + Spell Bonus vs CON Save) Blindness Blindness Necromancy 1 Action V You attempt to blind a foe. Choose one creature that you can see within range to make a Constitution Saving Throw (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. Vampiric Touch Vampiric Touch Necromancy 1 Action V, S The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage and you regain hit points equal to half the amount of damage dealt. (1d20 + Spell Bonus vs AC) School specific books, such as Evocation and Necromancy, may only be created by wizards who follow those arcane traditions. Beginning at 12th Level, any wizard may take a minor and basic spellbook they possess and combine it into an Advanced Spellbook which grants the spells of both books at once. 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: +4 2nd: +3 Level 10 3rd: +3 4th: +2 Level 12 4th: +1 5th: +2 Combat Spells The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters. Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level Disguise Self Ice Knife Mage Armor Magic Missile Shield Thunderwave Ice Knife Conjuration 1 Action V, S You create a shard of ice and fling it at one creature within range. Hit or miss, the shard explodes. The target and each creature within 1 tile of the point where the original target is located must succeed on a Dexterity Saving Throw or take 2d6 cold damage. Granted at 10th Level. Mage Armor Abjuration 1 Action V, S You touch a willing creature who isn’t wearing armor. A protective magical force surrounds it until the end of combat. The target’s AC becomes 13 + DEX. 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. 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 including against the triggering attack. Can be cast at any time on your turn, or when struck. You take no damage from magic missile. Disguise Self Illusion 1 Action V, S You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for two 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 y ou may not disguise as an Advanced Race or a different gender than your own. 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. Granted at 10th Level. Acid Splash Fire Bolt Poison Spray Ray of Frost Shocking Grasp Fire Bolt Evocation 1 Action V, S You hurl a mote of fire at a creature or object within range. 3d10 Fire Damage ( 1d20 + Spell Bonus vs AC) 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. 3d8 Lightning Damage (1d20 + Spell Bonus vs AC) 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) Ray of Frost Evocation 1 Action V, S A frigid beam of blue-white light streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 cold damage, and its speed is reduced by 1 tile until the end of their next turn. (1d20 + Spell Bonus vs AC) Granted at 12th Level. Bestow Curse Dispel Magic Fear Fireball Mind Spike (3rd) Slow Tidal Wave Dispel Magic Abjuration 1 Action V , S Choose one creature within range. Any magical effects on the target end. 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 4 d8 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. Fireball Evocation 1 Action V, S A bright streak flashes from your p ointing 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 6d6 fire damage on a failed save, or half as much on a successful one. 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. 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 10th Level. 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) Granted at 12th Level. 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 Immolation Cloud Kill Immolation Evocation 1 Action V Flames wreathe one creature you can see within range. The target must make a Dexterity Saving Throw. It takes 7d6 fire damage and burns on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Cloudkill Conjuration 1 Action V, S You create a 2 tile radius sphere of poisonous, yellow-green fog centered on a point you choose within range. A creature inside the fog must make a Constitution Saving Throw, taking 5d8 poison damage on a failed save or half as much on a success. Creatures are affected even if they hold their breath or don’t breathe. (8 + Spell Bonus vs CON Save) Gust of Wind Knock Mind Spike Misty Step See Invisibility Scorching Ray Silence 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. 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. 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 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 Scorching Ray Evocation 1 Ac tion V, S You create three rays of fire and hurl them at targets within range making a ranged spell attack for each ray. On a hit the target takes 2d6 fire damage. (1d20 + Spell Bonus vs AC) 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. Gust of Wind Evocation 1 Action V, S A line of strong wind 6 tiles long and 1 tile wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength Saving Throw or be pushed 2 tiles away. (8 + Spell Bonus vs STR Save) Banishment 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. (8 + Spell Bonus vs CHA Save) 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 Galder's Tower Leomund's Tiny Hut Major Image Tiny Servant Galder's Tower Conjuration 1 Action V, S You conjure a two-story tower made of stone, woo d, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 1 tile tall and has an area of up to 10 tiles. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell: A bedroom with a bed, chairs, chest, and magical fireplace. A study with desks, books, bookshelves, parchments, ink, and ink pens. A dining space with a table, chairs, magical fireplace, containers, and cooking utensils. A lounge with couches, armchairs, side tables and footstools. A washroom with toilets, washtubs, a magical brazier, and sauna benches. An observatory with a telescope and maps of the night sky. An unfurnished, empty room. The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear. You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year. 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. 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. Leomund's Tiny Hut Evocation 1 Action V, S 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. Control Flames Dancing Lights Gust Light Mage Hand Mending Minor Illusion Mold Earth Prestidigitation Shape Water Illusory Script Silent Image Unseen Servant Continual Flame Levitate Control Flames Transmutation 1 Action S You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. Y ou affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 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. Gust Transmutation 1 Action V, S You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. 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. Mold Earth Transmutation 1 Action S You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 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. Shape Water Transmutation 1 Action S You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusory Script Illusion 1 Action 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. Continual Flame Evocation 1 Action V, S A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. 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 Level 12 Detect Magic 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 thin sheet of lead, or 3 feet of wood/dir t. This is an RPR Spell, and does not require a DM Ticket! Legend Lore Private Sanctum Scrying Teleportation Circle Locate Object Private Sanctum Abjuration 10 Minutes V, S, M Class Required: Wizard Components Required: 40x Arcane Residue 10x Unstable Essence 10x Strange Shards You make an area within range magically secure. The area may encompass an entire room or small building. The spell is permanent u ntil dismissed. You may only have one per clan. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: Sound can't pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area can't be targeted by divination spells. Nothing can teleport into or out of the warded area. Planar travel is blocked within the warded area. Please o pen a Ritual DM Ticket in order to begin the process of casting this ritual. You must also open a ticket if you've already created a private sanctum and wish to dispel it. Scrying Divination 1 0 Minutes V, S, M Class Required: Bard Druid Warlock Wizard Components Required: 1x Crystal Ball 30x Arcane Residue Item from Target of Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a DC 15 Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Secondhand (you have heard of the target): +5 Save Modifier Firsthand (you have met the target): +0 Save Modifier Familiar (you know the target well): -5 Save Modifier Connection Likeness or drawing/painting: -2 Save Modifier Possession or garment: -4 Save Modifier Body part, lock of hair, bit of nail, or the like: -10 Modifier On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. P lease open a Ritual DM Ticket in order to begin the process of casting this ritual. 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 30x 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." Teleportation Circle Conjuration 1 Minute V, M Class Required: Bard Sorcerer Wizard Components Required: 20x Unstable 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. Locate Object Divination 10 Minutes V, S, M Class Required: Wizard Components Required: 10 Incense 1 Crystal Ball Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1 grid square of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close—within 1 tile—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. Arcane Lock Remove Curse 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. 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. Remove Curse 3rd Level Spell slot Abjuration 1 Action V, S , M Class Required: Cleric Wizard Components Requir ed: 3x Feral Claws 3 Precious Gemstones 15x Valorbell 15x Arcane Residue At your touch, all minor curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks the owner's attunement to the object so it can be removed or discarded. Subclass: School of Abjuration The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Bonus P roficiencies Skills: History Arcane Ward You can weave magic around yourself for protection. When you enter combat you can simultaneously create a magical ward on yourself that lasts for the remainder of the fight. The ward has hit points equal to 15. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to three time the level of the spell. Projected Ward When a creature that you can see within 3 tiles of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage. Improved Abjurations Requires Level 12 As a bonus action on your turn when you have not cast an abjuration spell to empower your Arcane Ward, you may trade your maximum movement to increase your Arcane Ward by 5. Abjuration Spells Cantrip 1st Level 2nd Level 4th Level 5th Level Absorb Elements Absorb Elements Abjuration 1 Reaction V, S The spell captures some of the incoming elemental energy from attacks, lessening its effect on you. If the damage was Acid, Fire, Cold, or Lightning you may reduce the triggering damage by 6. Also dealing 6 damage of the same elemental type back to the original attacker. Blur Blur Illusion 1 Full Round Action V, S Your body becomes blurred, shifting and wavering to all who can see you. Granting to +2 to AC while the effect remains. Counterspell Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. Otiluke's Resilient Sphere Otiluke's Resilient Sphere Evocation 1 Full Round Action V, S A sphere of shimmering force encloses a willing creature within 3 tiles. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it until the end of their next turn. Blade Ward Blade Ward Abjuration 1 Action V, S You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. Subclass: Bladesinging Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade. Bonus P roficiencies A rmor: Light Skills: Performance Class Resource: Level 10: +3 Level 12: +1 (4) Bladesong For the cost of a class resource, use your bonus action to invoke an elven magic called the Bladesong for the remainder of combat, provided you aren’t wearing medium or heavy armor, and are using a single one handed weapon with a free offhand. It graces you with supernatural speed, agility and focus. You gain an additional bonus to your AC equal to your Proficiency Bonus modifier to a maximum of 4 bonus, and y our movement speed increases by 1 tile; and you gain proficiency with one type of one-handed melee weapon of your choice. Ends early if you are stunned, fall asleep, or your are disarmed. Extra Attack You can attack twice instead of once whenever you take the Attack Action on your turn. Moreover, you can use this to follow up a cantrip with a single attack. Song of Defense You direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction and a 5th level spell slot to reduce the damage taken by 25. Song of Victory Requires Level 12 You deal extra damage with your melee attacks equal to your Intelligence score while in Bladesong. Subclass: School of Enchantment As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. Bonus P roficiencies Skills: Persuasion Hypnotic Gaze Attempt to use your soft words and enchanting gaze to magically enthrall another creature. Choose one creature you can see within 1 tile. If the target can see and hear you, it must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or be charmed by you until the end of their next turn. The charmed creature’s speed drops to 0 and they may take no actions. Once this effect ends, or the creature succeeds the saving throw, they are immune to this effect until you finish a long rest. Instinctive Charm When a creature within 4 tiles of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom Saving Throw (DC 8 + Spell Bonus). On a failed save, the attacker must target the creature that is closest to it, not including you or itself. A lter Memory Requires Level 12 You have the ability to mak e a creature unawar e of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, yo u can alter one creature’s understanding so that it remains unaware of being charmed. Split Enchantment Requires Level 12 When you cast an enchantment spell of 1st or 2nd level that targets only one creature, you can have it target a second creature as well. Enchantment Spells 1st Level 2nd Level 3rd Level 5th Level Dissonant Whispers 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 Mind Whip 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) Synaptic Static Counterspell Synaptic Static Enchantment 1 Action V, S You choose a poi nt 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. Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. 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. Subclass: School of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. B onus P roficiencie s Skills: Perception Sculpt Spells You are able to create pockets of relative safety within the effects of your evocation spells. Choose up to 3 targets within the area of effect to exclude from the damage. Empowered Evocation Requires Level 12 Your evocation spells deal additional damage equal to your Intelligence score. E vocation Spells 2nd Level 4th Level 5th Level Witch Bolt (2nd) Witch Bolt (2nd) Evocation 1 Action V, S A beam of crackling, blue energy lances out towards a creature within range. Make a ranged spell attack against the creature. O n a hit, the target takes 2d12 lightning damage and you are able to deal damage to the target again on the next turn without needing to roll to hit again or taking the cost of a spell slot. If you choose to take any other action, the effect will fade. (1d20 + Spell Bonus vs AC) Fire Shield Wall of Fire Fire Shield Evocation 1 Action V, S Thin and wispy flames wreathe your body for the duration, shedding bright light for 1 tile and dim light for 1 tile beyond that. Whenever a creature hits you with a melee attack, you may use your reaction to have the shield erupt with flame. Dealing 2d8 fire damage to the at tacker. Provides Cold resistance. Wall of Fire Evocation 1 Action V, S You create a wall of fire from you in a line on a solid surface within range 6 tiles long and 2 tiles high. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. Dawn Cone of Cold Counterspell Dawn Evocation 1 Action V, S The light of dawn shines down on a location you specify within range. A 3 tile radius of bright light glimmers at the location. This light is sunlight. Each creature within the radius must make a Constitution Saving Throw. Taking 4d10 radiant damage on a failed save or half as much on a success. Cone of Cold Evocation 1 Action V, S A blast of cold air erupts from your hands. Each creature in a 4 tile cone must make a Constitution Saving Throw. A creature takes 6 d8 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs CON Save) Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. Subclass: School of Necromancy The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies. B onus P roficiencie s Skills: Intimidation Grim Harvest You may reap the life energy from creatures you hit with your spells. Once per turn, when you damage a creature with a spell using a spellslot of 1st level or higher, you may regain 5 hit points. Does not work on Undead. Undead Thralls When you cast animate dead you raise an additional minion. Additionally your Undead Minions gain 12 bonus hit points and do 4 additional damage with each of their attacks. The connection between you and your minions are stronger. When you deal damage with your Undead Minion you may treat their attacks as if they were your own. Necromancy Savant Requires Level 12 When you deal Necrotic damage on your turn and you do not have an active Undead Minion you may summon one as a free action. Inured to Un death Requires Level 12 You gain resistance to necrotic damage. Command Undead Requires Level 12 As an action, choose one un dead you can see within 6 tiles of you. That undead must make a Charisma saving throw (8 + Spell Bonus Vs CHA). On save failure, the undead must use it's full turn to adhere to any movement commands and action commands you make to the best of their ability, including reactions and spell use. Usable once per day. Necromancy Spells 1st Level 2nd Level 3rd Level 5th Level False Life False Life Necromancy 1 Action V, S Bolster yourself with a n ecromantic facsimile of life. You gain 12 temporary hit points. Life Transference Spirit Shroud Life Transference Necromancy 1 Action V, S You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which cannot be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. Spirit Shroud (Necrotic) 3rd Level Spell, Necromancy 1 Bonus Action Call forth the spirits of the dead, which flit around you for the duration. Until the spell ends, once on each of your turns, attacks you make deal 1d8 additional necrotic damage to a creature within 1 tile. Any creature that takes this damage cannot regain hit points until the end of their next turn. Negative Energy Flood Counterspell Negative Energy Flood Necromancy 1 Action V You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution Saving Throw, taking 5d12 necrotic damage on a failed save, or half as much on a successful one. If used on Undead, will instead heal 5d6 with no save. (8 + Spell Bonus vs CON Save) Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. Ray of Enfeeblement Ray of Enfeeblement Necromancy 1 Action V, S A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, all damage the target inflicts originating from weapon attacks deal half damage until the end of their next turn. Ritual Spells 12th Level Animate Dead Animate Dead Necromancy 1 Action V, S Components Required: 1 Resilient Heart 1 Blood Vial 6 Arcane Residue This spell creates an undead servant. You will be given 3 Undead Minion runes that can be consumed in combat to summon a minion to fight at your side.

  • 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.

  • Half-Elf | Halcyon D&D

    Half-Elf Racial Guidelines Basic Traits Racial Traits Half-Elf Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Aglarond Gulthandor The Daelands Luruar Deities The Seldarine (Elven Pantheon) Sune Silvanus Hanali Celanil Chauntea Selune Valkur Eilistraee (Aglarond born Half-Elves) Enmity Drow (Elven Generational Hatred. Gods at war) Orcs Goblins Affinity Elves Humans Dwarves Gnomes Halflings Half-races such as half-orcs Notable Features Independent, creative and expressive, dislike towards strict rules and restrictions, pointed but more rounded ears than elven race, omnivore with a heavier lean towards vegetables and grains inherited from their elven race. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Languages Common Elvish 1 Choice Life Spa n Adulthoo d: 20 years Longevity: 180 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. Fey Ancestry You are immune to magical sleep effects. Of Two Worlds Half-elves are very familiar with the similarities and differences between human and elven society. Their multicultural nature makes them skilled at reading, and dealing with, a variety of people. You are proficient in Insight and Persuasion. Half-Elf Versatility Depending on your heritage, you gain various abilities. Drow half-elves receive Faerie Fire, High Elves may pick Firebolt, Frostbite, or Shocking grasp, and Wood Elv es may attain Fleet of Foot.

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