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  • Backgrounds | Halcyon D&D

    Acolyte Cloistered Scholar Criminal / Spy Failed Merchant Fisher Folk Hero Entertainer Investigator Noble Outlander Sage Soldier Urchin Acolyte You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. Skill Bonus +2 Insight, +2 Religion Cloistered Scholar As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of the great institutes of learning , where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home—not to abandon it, but to quest for new lore to add to its storehouse of knowledge. The most well known of Faerûn’s fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep’s own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world. Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald’s Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn. Skill Bonus +2 History, +2 Nature Criminal / Spy You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society. Skill Bonus +2 Deception, +2 Stealth Failed Merchant Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended poorly. Whether it was because of outside influences, bad luck, or simply because your business acumen was weak, you lost everything. With failure, however, comes experience. You’re free of that old life, having made some connections and learned your lessons. Prepared to pursue the life of an adventurer, your insight into the world of commerce brought you into the sphere of Acquisitions Incorporated — and a franchise just might be in your future. Skill Bonus +2 I nvestigation, +2 Persuasion Fisher You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means to an end — a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon. Skill Bonus +2 History, +2 Survival Folk Hero You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. Skill Bonus +2 Animal Handling, +2 Survival Entertainer You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life. Skill Bonus +2 Acrobatics, +2 Performance Investigator You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows. Skill Bonus +2 I nvestigation, +2 Perception Noble You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. Your family could be old and established, or only recently established. How much influence they wield, what kind of reputation your family has, and how the common people regards them is up to you within reason. Skill Bonus +2 History, +2 Persuasion Outlander You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild. Skill Bonus +2 Athletics, +2 Survival Sage You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study. Skill Bonus +2 H istory, +2 Arcana Soldier War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. Skill Bonus +2 A thletics, +2 Intimidation Urchin You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each. You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life? Skill Bonus +2 Sleight of Hand, +2 Stealth

  • FAQ | Halcyon D&D

    CLASS FAQ Storylines and DMNPC Encounters Within the world of Faerun, there are many gods, goddess, and tenets that the faithful follow absolutely. Here you will find class and race expectations for a multitude of situations you will find within Halcyon. Cleric Storylines and DMNPC Encounters Clerics must be dedicated to the service of an individual deity within our approved Forgotten Realms pantheon. Additionally your Clerical Domain must match with your chosen deities portfolio. For example a cleric of Selune cannot be a Death Domain Cleric. As such you are always under the watchful eye and scrutiny of your deity. Meaning you must follow their tenets, preachings, and otherwise represented their wishes on the material plane. Failure to do this will result in warning. Extreme cases or ones where forgiveness is not sought will result in the character be swapped to level 8 fighter and barred from returning to their particular clergy again. Clerical Expulsion When there is substantial evidence that one has gone against their deity's convictions, they are subject to being pulled into disputes. The player will be given a list of what exactly was broken in regards to their deities tenets and will receive a stacking Shaken debuff depending on the severity of their actions. The player will be required to do a one week check in with screenshots of their roleplay. They will need to show how they are affected by breaking the laws of their deity throughout this week. There must be signs of penance given to their actions and how they are realizing and changing their ways to hold themselves accountable and for their deity to bestow them once more. If the player has gone against their deity's tenets to the point they receive four stacks of the Shaken debuff, they will be immediately stripped. Each week of penance must be focused on one aspect of the Cleric's specific convictions that was broken and must show how that has been amended. Staff will read these over after it is submitted via a DM ticket. The player will be given a warning for the future at this time and the debuff will be removed if penance is accepted. If the same laws or convictions of the deity are broken again, or the Cleric has not cleared any of their Shaken stacks in a reasonable amount of time, the Cleric is liable to be stripped. Paladin Storylines and DMNPC Encounters All Paladins must adhere to the tenets of their given oath. These are all listed under each subclass' appropriate section. For example, an Oath of Glory Paladin believes in facing hardships with courage and encouraging others to do so. Meaning you are likely not to see one surrender a fight or run away just because things have gotten tough. Paladins who go against the beliefs of their oath will receive a warning. Continued failure to meet the expectation for one's chosen subclass will result in the character losing access to their paladin abilities and becoming a level 8 fighter. Paladin Expulsion When there is substantial evidence that one has gone against their tenets, they are subject to being pulled into disputes. The player will be given a list of what exactly was broken in regards to their Oath and will receive a stacking Shaken debuff depending on the severity of their actions. The player will be required to do a one week check in with screenshots of their roleplay. They will need to show how they are affected by breaking their tenets, throughout this week. There must be signs of penance given to their actions and how they are realizing and changing their ways to hold themselves accountable. If the player has broken multiple tenets, each week of penance must be focused on one tenet and must show how that tenet has been amended. Staff will read these over after it is submitted via a DM ticket. The player will be given a warning for the future at this time and the debuff will be removed if penance is accepted. If the same tenets are broken again, or the Paladin has not cleared any of their Shaken stacks in a reasonable amount of time, the Paladin is liable to be stripped. Oathbreaker When one has gone against their tenets for a substantial amount of time, they are liable to walk the path of the Oathbreaker. For those that have broken their oath, they may choose to go against any form of penance, and instead continue the path of selfish gain. The player must show a reasonable amount of roleplay that shows the corruption of prior tenets. They will need to show how they are affected by the dissolution of their tenets, and story elements that show justification for doing so. Each week, the player wishing to go through this process will submit their roleplay via a DM ticket. Each week must be focused on one tenet and must show how that tenet has been corrupted. Staff will read these over after it is submitted. If you receive Shaken debuffs for breaking your tenets without the explicit intention for Oathbreaker process, you will first have to go through penance for all of the stacks accrued and you will have to restart this process over again. The player will be given feedback for the future at this time as well as another stack of the Shaken debuff. This process will continue until all four tenets have been corrupted. After a successful narrative journey, the subclass will be approved and an Oathbreaker will be created. Please inquire in a DM ticket for more information on this process. Afflictions Storylines and DMNPC Encounters Players with afflictions are expected to be notable members of the community, and help drive narrative. This includes players who have been turned through IC means. Each affliction has listed drawbacks that should be adhered to at all times and followed within the spirit of their design. For example, vampires should still avoid the sun despite it not instantly destroying them as a roleplay concession. And should constantly crave blood and seek it out despite us generally not enforcing a strict policy on feeding. Lycanthropes should adhere to full moons and actively go into a blood-crazed state during them. Not only attacking their friends, or being caged up through the entire event. As an afflicted, you will be expected to be a driving force to cause a wider narrative that coincides with expectations of the affliction. They are intended to engage with the community at large in various aspects. While intrigue and diplomacy is an important part of their existence, there will always be a need for more. For vampires this is the eternal conflict to accrue blood by any means necessary, usually by taking it in combat. For lycanthropes the inner rage and fury that they have, which culminates in the Full Moon, usually also is only calmed by mauling in combat. Even if they are sating themselves in private company, that will eventually be insufficient, and they'll find themselves out prowling. While afflictions are not exclusively combat driven, many of their tendencies and needs revolve around conflict in some manner, and you will be expected to adhere to these expectations. Failure to be respectful towards other players, or follow the intention of your affliction can result in it being removed. Bites and Repercussions Players may find True Vampires or Greater Werewolves at their leisure to extend narratives as well as proffer for bites. When a bite is given to a character, subsequent roleplay will be submitted into a DM ticket. There, it will be reviewed and approved or denied. While it is being voted on by Staff, a bitten character will have a debuff called Cursed (III). This works similar to Death’s Door. You are weakened by the ancient curse coursing through your veins, and as such you will be expected to roleplay as if you are in an exhausted and feeble state as your body tries to fight, or submit, to the curse. After your application is approved or denied, the debuff will be removed. You may not roleplay as if you are already turned during the application process. Afflicted Commendations Every afflicted character gains the ability to use /commend [Player] to issue out a reward as thanks for their roleplay with another player. This is a show of gratitude, and reward for engaging with the afflicted player in a constructive and helpful manner. It is entirely at the discretion of the afflicted player if, and whom they give their commendation to each week if any. Every Afflicted Character will receive the ability to give 1 Commendation per weekly reset. Each player may only receive 1 Commendation per weekly reset. Afflicted characters may not receive Commendations. The roleplay leading up to commending another player must focus on the use of the affliction. For example you cannot have a nice time in a tavern with someone, and award them a Commendation without roleplay surrounding your Vampirism or Lycanthropy. Additionally: You may not give your Commendation to a member of your Clan or a known OOC associate. This is at staff's discretion. You may not give your Commendation to the same character week after week. These should ideally be spread and encourage branching out per your affliction guidelines. Any attempt to circumvent the spirit of the system in any manner will result in a retirement of the afflicted character and a prevention from using any such systems going forward. Commendations may be exchanged with a Bard NPC in the Wharf for a selection of rewards. Guild Reputation, Loot Table Rolls, or Marks of Service. Application Activity Storylines and DMNPC Encounters Due to the demand for these slots, there will be check-ins for Afflictions and Limited Application Slots every 4 weeks. If you are not in compliance with activity, limits and expectations of the given race or affliction you will be subject to being ticketed to be informed the character will be auto-shelved. You will lose all progress that requires screenshots- equipment, languages, researches, ect- as well as the whitelisted role. You will also be required to re-whitelist a new character. If there is an elongated time you will be off Halcyon- vacation, sickness, ect- then please open a Moderation Ticket to alert Staff.

  • Firbolg | Halcyon D&D

    Firbolg Racial Guidelines Basic Traits Racial Traits Firbolg Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself within the firbolgs' souls. Centuries later, that magic still thrums inside a firbolg, even one who has never lived under the boughts of a great forest. A firbolg's magic is an obscuring sort, which allowed their ancestors to pass through a forest without disturbing it. So deep is the connection between a firbolg and the wild places of he world that they can communicate with flora and fauna. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Moonshae Isles Oman's Isle Deities Iallanis Othea Ulutiu Grond Peaksmasher (Moonshae Isles Firbolg) Kazgaroth (Moonshae Isles Firbolg) Enmity Dwarves Affinity Generally amicable with many races and people Notable Features Distant relative of giants, they resembled humans and males had thick beards, tough skin and were pinkish in hue, did not have tails, love nature and one with it, innate magical abilities, wise and observant, affinity for druidic magic, live in secluded communities, primarily vegetarian with only a few dishes with meat. Basic Traits Height Min: 210 c m (6'11") Max: 245 c m (8'0") Langua ges Common Giant Life S pa n Adulthood: 30 years Longevity: 500 years Mo vement 3 ti le s per turn Racial Traits Firbolg Magic You can cast Detect Magic and Disguise Self with this trait. Once you cast either spell, you can't cast it again with this trait until you finish a long rest. Hidden Step As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. Speech of Beast and Leaf You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

  • Changeling | Halcyon D&D

    Changeling Racial Guidelines Basic Traits Racial Traits Changeling Applications: Closed Limited Slots With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For other changelings, a new face may reveal an aspect of their soul. The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those changelings who have never set foot in the fey realm. In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape is referred to them as a mask, while one having more detail is a persona. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Aglarond Amn Calimshan Cormyr Damara Impiltur Silverymoon Deities Selune (Changelings left in monasteries) Mask Enmity Human Elves (Wariness) Dwarves (Slim Patience) Affinity Humans Elves (Wariness) Halfing Gnomes Notable Features Shapechangers able to alter appearance, natural deception skills, empathetic and adaptable, often secretive, keen insight into others, variable skin tones and hair, subtle magical talents, social chameleons, often mistrusted, omnivores Basic Traits Height Min: 115 c m (3'9") Max: 175 cm (5'9") Langua ges Common Sylvan 1 Choice Life S pa n A dult hood: 18 years Longevity: 100 years Mo vement 3 ti le s per turn Affliction Limitations Changelings are considered shapechangers and are not able to become Vampires/Werewolves Racial Traits Changeling Instincts Living lives and taking on faces not their own is as easy and familiar as breathing to a changeling. You are proficient in Deception, Insight, and Persuasion. Shapechanger As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die. This shapechange is not detectable via magic like the spell Disguise Self is, for example. Mask of Many You may use an enhanced Disguise Self once per 7 days. This guise mirrors a creature’s face, voice, and body type. This ability lasts up to 24 hours. (You must open a DM ticket after using this ability with the mask name and appearance.) Persona/Mask Rules You may have 2 personas not including the natural Changeling form. Upon creation of a persona, you are required to take a screenshot of said persona and document it along with their name and submit both via a DM ticket. If a face is changed or retired, this must be annotated through the same method. You may have 1 face change per season. You may not shape into small / large races. (I.E. Goliath, Oni, Gnome, Goblin, Kobold, and other purple borders including Avariel.) Masks are permitted with the stipulation that they are only temporary minor adjustments to the chosen persona they’re applied on, including items exclusive to that racial kit. 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. Failure to abide by these stipulations or abuse of the race may result in a retirement of your character and a suspension from future applications.

  • Reborn | Halcyon D&D

    Reborn Racial Guidelines Basic Traits Racial Traits Reborn Death isn't always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends with their ashen flesh making it clear that they've been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own. Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or vision of the past to come rushing back. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Spread throughout Faerun Deities As per original race Enmity Undead Affinity Dhampir Tieflings Hexbloods Notable Features Undead resilience, emotion subdued, haunted by past lives, patchwork flesh or bone, slow aging, driven by unfinished business, often silent or reserved, uncanny physical presence, do not need to eat. Basic Traits Height Min: As per original race Max: As per original race Langua ges As per original race: This does not include the 'Choose One' option. Life S pa n A dulthood: As per original race Longevity: As per original race Mo vement 3 ti le s per turn Racial Traits Deathless Nature You have escaped death, a fact represented by the following benefits. You have advantage on death saving throws. You don't need to eat, drink, or breathe. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness. You are still classified as a living creature. Knowledge from a Past Life You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make a skill roll, if all parties consent, you may roll an additional 1d6 and add it to the number rolled. Poison Resistance You have resistance to poison damage.

  • Combat Guide | Halcyon D&D

    Combat Guide Halcyon utilizes a custom RPR system for our player versus player combat based around the Dungeons and Dragons 5e systems. This guide will serve to explain many of those systems to those unfamiliar and serve as a point of reference. Many of the restrictions are hard-coded into the RPR system itself and require little input from the user to function correctly. RPR Basics Turn Economy Status Effects Wounded Levels General Combat Rules Weapon Abilities Conquest Event Rules Ability Scores Each character has six different ability scores that points can be assigned to. They are: Strength - measuring physical power. Dexterity - measuring agility. Constitution - measuring endurance. Intelligence - measuring reas oning and memory. Wisdom - measuring perception and insight. Charisma - measuring force of personality. Hit Points All players start with 25 hit points. Each point into the Constitution Attribute grants 6 additional hit points. This is added onto the hit poi nts you receive for your class. Skills There are a total of 19 different skills, all of which have a base attribute. Your skill increases by 1 for each attribute point matching the appropriate skill. Skill values can only be increased in this way, by proficiencies earned through races and classes, or through acquired items. Chosen Attributes During character creation, you may select two ability scores to increase b y 1. These may not be stacked onto the same ability. Once you reach level 12, you may increase a single attribute by 1. Character Level Players begin at level 8 and may advance through various means. When first setting up your character sheet, you will have 8 skill points available to spend in RPR. Place these into your character level skill or you will not be assigned the correct abilities. Point Buy Each character has 13 points to spend on improving their ability scores. Each ability score sta rts at -1. Points may only be added until any one score reaches 2. Attack Actions When you choose to take the attack action on your turn , you may make a number of basic attacks as determined by your class and subclass. This is displayed on your character's stat sheet as "Attack Actions". If you are wielding a weapon in each hand, you may use a Bonus Action to make another weapon attack after making your allotted basic attacks. Spells and Cantrips, unless stated otherwise, each take up your entire Attack Action. You may not make additional attacks even if you have remaining Attack Actions after casting a spell, or cantrip, unless you have a class feature that allows it. Bonus Action Every character has one bonus action to use on their turn. This may be used on any class or racial ability, or spell that states it requires one bonus action. Reactions A reaction is used outside of your turn. This can range from abilities provoked from opponents making attacks on yourself, allies, spell conditions, or from moving away from a player and provoking attack of opportunity. Other Turn Actions On your turn you may choose to the do the following instead of making any attacks, or casting any spells that make use of your action or using any other full round action: Interacting with an object. (Opening a door is your action, locking the door is a second action.) Swapping a single weapon or equipment piece. (Drawing a sword and shield for example is two actions. Grapple: You and the target's movement speed is reduced to 0. Initiative & Pre-Buffing / Pre-Drawing Whe n you roll initiative to begin combat, you may immediately either draw your weapons (including shields) or cast a singular self-target buff on yourself. Self target buffs do not include cases where your equipment is the target , for things li ke weapon buffs, and does not include potion use of any kind regardless of the effect. Blood Hunter's Crimson Rite is the only exemption to weapon buffs. Movement Action On your turn, you may move a number of tiles equal to your "Movement Speed (Tiles)" stat. When you begin moving, you'll need to toggle the track movement option on the left side of the RPR menu. You may move before, between, or after taking any other actions. For example, you may make an attack, move, then make your second. Moving out of someone's "threatened tile" allows them to provoke an attack of opportunity. A threatened tile is the entire area around a character that they can reach with a basic attack. A character who has a weapon with a 2 tile reach can trigger an attack of opportunity at a greater distance around them. Additionally, if you have a class feature or ability that grants you a flying speed, you may move an additional amount of tiles equal to the bonus. In the case of flying, you may move vertically with ease; however, when you end your turn, you drift harmlessly to the ground to the nearest tile. You may hover for flavor, but you must be no more than 1 tile above the ground. If you wish to climb an object, such as a wall, during your movement, you do so at half speed. For example, climbing 1 tile costs 2 tiles of movement. Features that allow you climb walls or grant a climb speed allow you to move up vertical surfaces at a normal 1:1 speed. While climbing you may not take any actions, bonus actions, or do anything other than use your movement to climb. If you wish to swim, and you are not a race that has innate swim speed, you will move at half speed in water. Regardless of if your class or a buff provides features to dash, or any ability that counts as a dash you may only do so once per turn. Dash grants Fleet of Foot (+1 tile speed) and doubles the caster's movement (maximum of 4) until the end of their turn. Asleep ᶻz The creature is incapacitated, can't move or speak, and are unaware of their surround ings. The creature also falls prone . Banish A banished creature cannot take any Actions, Bonus Actions, or Reactions. They may not move from their current location. They may not be targeted by any ability or action until the end of their next turn. You may stand up from prone, or use the Help Action on yourself. Bleeding A creature takes 1d4 damage at the start of their turn until they take healing or someone uses their Help Action. Blinded Creature has -2 to attack, spell bonus, and AC while they are blinded. Burning 2d6 additional fire damage will occur at the end of the creature's turn if the "Help" action is not used to clear it Charmed ♥ A charmed creature regards the charmer as a friendly, and it will not attack the charmer unless it is provoked. It is charmed by you until the spell ends or until you or your companions do anything harmful to it. This includes apply a negative status effect to the charmed creatures such as restrained, slowed, etc... Disarmed 🗡 The creature's weapon has been disarmed, they must spend an action to pick it up, or switch weapons. Disadvantage A disadvantaged creature receives a -2 to all to-hit bonuses. Enfeebled All damage originating from Weapon Attacks deal half damage. Exposed An exposed creature has it's AC lowered by 2 Frightened The frightened creature cannot willingly move closer to the source of their fear, and receive -2 to attack and spell bonus. Illuminated An exposed creature has it's AC lowered by 2 and may not go invisible Incapacitated A n incapacitated creature cannot take any actions or reactions on their turn. Invisible Creature cannot be targeted whilst they are invisible with a melee attack or single target spell that requires sight, but a creature can attac k where they were with an AOE. Knocked Prone A proned creature moves at half speed, and has a -2 to Armor Class. They may spend half of their maximum movement (if available) to stand up and remove the condition. Poisoned A poisoned cre ature receives -2 to attack and spell bonus. Polymorphed The polymorphed creature can still move, but cannot take any actions or reactions outside of movement . Restrained A restrained creature cannot move from it's current location, or through other forced actions. It can be displaced, teleported, or spend it's movement for certain actions and abilities. S haken Shaken works depending on it's current stacks, as follows: I -1 All saves, Proficiency II -2 All saves, Proficiency, -1 Spell Slots III -3 All saves, Proficiency, -2 Spell Slots IV -4 All saves, Proficiency, -3 Spell Slots S ilenced A creature cannot do anything that requires a verbal action/component. Slowed A slowed creature moves at half speed, has a -2 to Armor Class, -2 to Dexterity Saving Throws, and loses their ability to react. Stunned A stunned creature is considered incapacitated, and cannot take any actions or reactions on their turn . Wounded Lasts for 72 hours or can be healed prior to that by a 3rd level Cure Wounds spell or having surgery performed. Healing this status reduces it to Recovering (Light) for 8 hours. Acquired upon the loss of any PvP that ends with you at 0 hit points. You receive the following debuffs: -30 HP -5 Attack & Spell Bonus Severely Wounded Permanent. Cured by a 4th level Cure Wounds spell or having surgery performed. Healing this status reduces it to Recovering (Moderate) for 16 hours then Recovering (Light) for 8 hours. Surgery reduces this to the Wounded status. Acquired upon ending PvP with the Wounded status alrea dy applied to your character. Or as a consequence applied following a non-skirmish PvP encounter. You receive the following debuffs: -40 HP -10 Attack & Spell Bonus -2 Movement Speed Death's Door Permanent. Cured by a 5th level Cure Wounds spell. This is only inflicted in the prior stages to a Character Kill (CK) attempt, as a consequence to the failure of a particularly potent magical ritual, or as part of a DM event. Death saving throws will need to be rolled per the DM's discretion if appropriate healing is not administered quickly enough. You receive the following debuffs: -200 HP -10 Attack & Spell Bonus -Cannot perform actions, bonus actions, reactions, or movement Recovering (Light) Lasts for 8 hours. You receive the following debuffs: -10 HP -1 Saving Throws -1 P roficiency Bonus Recovering (Moderate) Lasts for 16 hours. You receive the following debuffs: -15 HP -2 Saving Throws -2 P roficiency Bonus Recovering (Heavy) Lasts for 48 hours. You receive the following debuffs: -80 HP -8 Saving Throws -4 P roficiency Bonus -2 Movement Speed Maimed Permanent. Cured through a magical Regeneration Ritual, or a Potion of Regeneration. Acquired upon being imposed the Maim PvP consequen ce as part of a second PvP encounter or more. You receive the following debuffs: Arm: -4 Sleight of Hand, Loss of Off Hand. Eye: -2 Proficiency Bonus, -4 Perception, +2 Intimidation. Leg: -2 Movement Speed, -4 Athletics, -4 Acrobatics. Tongue: Silenced. Bloodless Lasts for 72 hours. Cured through a magical Lesser or Greater Restoration Ritual, or a Vitality Potion. Acquired upon having blood removed as a PvP consequence. You receive the following debuffs: -1 Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. -1 Saving Throws -10 HP Cursed Permanent. Cured through a magical Remove Curse or Greater Restoration Ritual. Acquired as a PvP consequences. You receive the following debuffs: -2 Proficiency Bonus -2 Saving Throws One Secondary Effect from the curse table. AoE Spells Area of Effect spells can be angled and point targeted to the ground, however all friendlies within' 1 tile of a target inside of an AoE must also be targeted. If you are within' 1 tile of the enemy you are targeting, this includes yourself unless you are using a cone or single-line AoE spell. This can be circumvented by the Careful Spell metamagic, and Sculpt Spells feature from Evocation wizard. What is an Attack? An attack is anything that targets AC. Martial attacks from weapons such as short swords, great swords, longbows and some spells like guiding bolt and inflict wounds go against AC and are Attacks. If it targets a save it is not an attack. This includes spells like Blight, class abilities like Warping Implosion and anything else that does not go against AC is NOT an attack. A strike is any melee weapon and natural weapon hit. Restraints When a creature is restrained its movement changes to 0. This means that a climbing creature or flying creature no longer have climb or fly speed. If the creature is climbing, they immediately fall and if a creature that normally can fly falls, they take fall damage while restrained. Teleporting only removes the Grappled status and not Restrained. Healing Downed Individuals If you are knocked to 0 in combat, and are not friendly sparring you must exit combat to receive your wounded status. If you are healed while down and the combat is still going, you may NOT return to combat. You will remain incapacitated until combat is over. Initiative Ties If you tie with another character on Initiative roll, whichever of the two of you has a higher DEX modifier will go first. If you have the same DEX modifier, roll a /d20 between the both of you. Whomstever then gets the highest roll, will go first. Jumping When needing to cross gaps in PvP a player can jump at half movement speed. Lighting A 1 tile radius around a light source (Such as a torch, candle, or illuminated object such as a weapon affected by Rite of Dawn) is considered bright light. The area one tile beyond that is considered to be dim light during night time. During the day time, anything in the presence of the sun (if you can look up and see the sky) is considered to be in bright light. Day is any time between 06:00 and 17:59 in game time. Night is any time between 18:00 and 05:59 in game time. During PvP, for the purpose of determining lighting rules the time is locked to the moment of the PvP declaration. For example if you declare PvP at 05:50 in game time that instance is locked to Night lighting rules. Additionally, being inside of buildings during the day is considered dim lighting. Being near a light source adjusts this accordingly. For the purpose of determining shadows for class abilities. You may use the shadows of objects around the world. Players, NPCs, and other moveable objects do not leave shadows for use by these abilities. When an area is within darkness it is also considered a shadow. Caravan Escort For this event the team to start it shall have to push a cart by expending an action to push the cart. This will be an automated system that will take the user's action for their turn and the cart will move to the next spot 3 tiles ahead. The defenders must push the cart to the other side of the road to win. Retrieve Supply Crate For this event the team to start it shall have to push to the other side of the arena and spend an action to take the crate. Once this is done they must bring it back to their starting zone and deposit it. Bringing the crate to the attacking team's side will end with a victory for the attackers. Stand your Ground For this event there will be three locations for people to go and claim for their side. The objective of this event is to claim as many points for their own side. To claim a point it will take the user's action and accrue it for the team. The team with the most points at the end will claim victory as long as they are not all wounded. Weapon Ability Base Cooldown: Every time a weapon ability is used it has a base cooldown of: 10, 8, 5, 3, 2 and 2 turns based on the caster's Constitution score. Individual Weapons Cooldown Modifier: Battleaxe: -1 Dagger: -1 Greatsword: +2 Katana: +2 Longsword: -1 Shortsword: -2 Spear: -1 Rapier: -1 Back Breaker As a bonus action after landing an attack with your weapon you may knock your target prone. Concussive Smash As a bonus action after landing an attack with your weapon you may sunder your target. Giving them a -2 to Proficiency Bonus until the end of their next turn. Lacerate As a bonus action after landing an attack with your weapon you make the target of that attack bleed. Cleaving Strike As a bonus action after landing an attack with your weapon you may attempt to follow the attack through. Striking up to two additional targets within range for 1d8 + Strength damage on a success. Flourish As a bonus action after landing an attack with your weapon you may put the target Off Balance. Giving them disadvantage on Strength and Dexterity Saving Throws as well as -2 AC until the end of their next turn. Polearm Master When a target moves into your weapon's range on their own turn, you may use your reaction to immediately make an attack of opportunity against them. Pommel Strike As a bonus action after landing an attack with your weapon you leave the target dazed. Giving them disadvantage on Wisdom Saving Throws and removing their reaction for this turn.

  • Genasi (Earth) | Halcyon D&D

    Earth Genasi Racial Guidelines Basic Traits Racial Traits Earth Genasi Tracing their ancestry to dao, the genies of the Elemental Plane of Earth, earth genasi inherit dao’s steadfast strength and control over earth. An earth genasi’s skin can be the colors of stone and earth or a human skin tone with glittering sparkles like gem dust. Some earth genasi have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim, yellowish glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal. Earth genasi tend to be strong and tough, but are often stubborn and oblivious. They tend to be indifferent to others of their kind and thus in many cases isolate themselves. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Spine of the World Deities Chauntea Grumbar Enmity Generally amicable with many races and people Humans (Distrusted, especially those from Calimshan) Affinity Generally amicable with many races and people Notable Features Strong, oblivious and indifferent to others, stubborn, hearty, omnivore. Prideful, saw themselves as superior over all races including other Genasi. Basic Traits Height Min: 150 cm (4'11") Max: 190 cm (6'3) Languages Common Primordial Life Spa n Adulthood: 18 years Longevity: 120 years Movement 3 ti les per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Damage Resistance Covered in hardy, stone-like scales or gems, earth genasi shrug off more physical damage than most. You gain physical resistance (-2 to all physical damage sources). This does not stack with other sources of physical resistance. Earth Walk You are immune to knockdown effects caused by surface spells, such as grease or sleet storm.

  • Genasi (Air) | Halcyon D&D

    Air Genasi Racial Guidelines Basic Traits Racial Traits Air Genasi Air genasi, particularly, are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their connection to the winds. Air genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem like cracks with bluish-white energy spilling out. An air genasi’s hair might blow in a phantom wind or be made entirely of clouds or vapor. Like all genasi, though, the exact appearance of an air genasi varies from individual to individual. Compared with other genasi, air genasi are often slightly quicker, but also somewhat physically weaker. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Calimshan Sword Coast Western Heartlands Deities Akadi Sseth Sheela Peryroyl Valkur Selune (Amn Air Genasi) Aerdrie Faenya Auril Talos (Calimshan Air Genasi) Enmity Humans (Distrusted, especially those from Calimshan) Drow Dwarves Gnomes Half-Orcs (Wary) Aasimar Non-Air Genasi (Felt to be superior to these races) Fire Genasi (Were at war in Calimshan) Affinity Elves Halflings Humans Tieflings Notable Features Carefree, impulsive, can be reckless, breathy voices, omnivore. Prideful, saw themselves as superior over all races - including other Genasi. Basic Traits Height Min: 150 cm (4'11") Max: 190 cm (6'3) Languages Common Primordial Life Spa n Adulthood: 18 years Longevity: 120 years Movement 3 ti les per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fleet of Foot Once per short rest you may move an additional 1 tile on each of your turns for the next four turns. Natural Magic (Storm) Mingling with the winds of the Elemental Plane of Air, all air genasi know the basics of storm magic. You know the Shocking Grasp cantrip, can use the Levitate spell in flavor RP situations, and can cast Feather Fall once per day, though the latter two may only be cast upon yourself. Unending Breath You can hold your breath indefinitely as long as you are not incapacitated.

  • Goblin | Halcyon D&D

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

  • Astral Elf | Halcyon D&D

    Astral Elf Racial Guidelines Basic Traits Racial Traits Astral Elf Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests as a starry gleam in an astral elf's eyes. In deference to the gods of the Seldarine, astral elves wore armor that featured ornate headpieces and visored helms that obscured their personal identity. They preferred to be seen as entirely faceless when dealing with members of other species. Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual perspective on the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet contemplation or strike out to explore the reaches of the multiverse, astral elves tend to see things through the lens of time as having little or no meaning to them. Astral elves who don't dwell in the Astral Plane can live to be more than 750 years old. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Astral Plane Deities The Seldarine (Elven Pantheon) Enmity Githyanki Drow (Generational Hatred. Gods at war) Orcs (Generational Hatred. Gods at war) Goblins Affinity Generally amicable with many races Notable Features Originates from the Astral Plane, typically silvery or pale skin, star-like eyes, innate psionic abilities, calm and contemplative, arcane attuned, long-lived, serene demeanor, skilled in planar navigation, will not show face to non Astral Elves, omnivorous diet. Advanced Race Expectations Astral Elves customarily wear masks to obscure their identity when dealing with members of other species and will rarely be found without one covering their facial features. Astral Elves wish to be unseen in the eyes of many, especially non-elves, and their mask is more of an extension of themselves and their worship of the Seldarine. Their hatred for the Githyanki, another race of the Astral Sea, is abundant, and they will usually find themselves at a standstill of swords rather than speaking. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Langua ges Common Elvish Life S pa n A dult hood: 18 years Longevity: 750 years Mo vement 3 ti le s per turn Racial Traits Astral Fire You know the sacred flame cantrip. Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fey Ancestry You are immune to magical sleep effects. Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. Starlight Step As a bonus action, you can magically teleport up to 3 tiles to an unoccupied space you can see. You can use this trait once per long rest. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span.

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