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  • 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.

  • Progression Guide | Halcyon D&D

    Progression Guide Adventurers of Halcyon will begin their journey through three level brackets. These are represented in-game as Level 8, 10, and 12. These are, however, not 1:1 representations from Dungeons and Dragons 5th Edition to here. A 12th level player in the aforementioned game system is reaching the level of a demi-god and is a world influencing force. This largely invalidates many threats and places them in the realm of trivial tasks. These levels were chosen as a base for selecting abilities from the source material. We see our players filling the role of veteran adventurers once they reach our 12th level bracket and more along the lines of 8th level in source material. 1,500 Character Experience is needed to reach 10th Level. 4,000 Character Experience is needed to reach 12th Level. Experience Acquisition Every 3 days a character may seek out training at Varelmere. You will receive 500 experience per visit. Players may exchange 3 Marks of Service to receive 500 experience. Character Adva ncement Upon reaching the required amount of experience characters need to visit the Fountain of Advancement found in either Varelmere or the Encampment. You will then use /level to level up your character when you have the correct experience points. Then you will use /character to grant yourself a Feat or the free Advanced Attribute. Class Change In order to go about changing your class, you must receive 4 training credits that match the class you are changing into. These may only be obtained once every 3 days from a mentor. Mentors must be level 12 to qualify. Each class is given an identifier. They are either: Martial, Caster, or Hybrid. Martial Classes are those that are able to make two attack actions, and Rogue. Caster Classes are those that get access to the Feature: Spellcasting perk on their character sheet. (If you have Spell slots.) Hybrid Classes are given by classes/subclasses and are those that get two attack actions, and that get access to Feature: Spellcasting on their character sheet. (Paladin, Ranger, Eldritch Knight, Valor Bard, Bladesinger, Arcane Trickster, etc...) Once a mentor has been found, you must complete at least 1 hour of roleplay with them going over material that would be applicable to your new class. When you give out training sessions, you will give out Martial, or Caster credit depending on your class type. Additionally, Hybrids may choose to give out either or when they give out training sessions. The session must focus on that classes' area of expertise. For example, if you get a Martial typed session from an Eldritch Knight it needs to be about the martial aspects, and not the magical ones. When changing to a Hybrid class (such as Paladin or Ranger), you will need to complete at least 1 Martial and 1 Caster lesson. If you receive at least one training session from the class you are changing into, you will receive a one time bonus of 2 training credits for that session. A player is responsible for taking screenshots of the entire roleplay (minimum of 1 hour) from start to finish. Timestamps must be included in the screenshots or they will be voided. Please use the /timestamp before and after the session. Please submit all three sessions in one ticket, at the same time, via a Character Change ticket under our Progression Ticket Requests . These sessions will be reviewed by staff and will be approved on grounds of effort, growth, and engagement displayed. When your class is changed you will become level 8 and the subclass of your choosing. However, if you receive all of your credits from someone of the same class and subclass that you are desiring to train to, you will start at 10th level. You cannot class change into the following classes: Blood Hunter. Oathbreaker (Paladin). You may only change your character's class once per season. Subclass Cha nge In order to change your subclass to another provided by your current class, you must undergo 2 sessions (each separated by at least 3 days) with a mentor that belongs to the subclass you are trying to change to. Mentors must be 12th level to quality. A player is responsible for tak in g screenshots of the entire roleplay (minimum of 1 hour) from start to finish. Timestamps must be included in the screenshots or they will be voided. Please use the /timestamp command before and after each session. Please su bmit both sessions in one ticket, at the same time, via a Character Change ticket under our Progression Ticket Requests . These sessions will be reviewed by staff and will be approved on grounds of effort, growth, and engagement displayed. If you cannot find the exact subclass for your current class, you may undergo four sessions (each separated by at least 3 days) with a mentor that belongs to the same class you are trying to change to. This will hard reset your class and you will be lowered to level 8. When your subclass is changed you will be lowered to level 10. You may only change your character's subclass once per season. You cannot subclass change into the following subclasses: Oathbreaker (Paladin). Profession Change In order to go about changing your profession, you must receive 3 training credits that match the profession you are changing into. These may only be obtained once every 3 days from a mentor. Mentors must be level 3 in the profession you are changing into. A player is responsible for taking screenshots of the entire roleplay (minimum of 1 hour) from start to finish. Timestamps must be included in the screenshots or they will be voided. Please use the /timestamp before and after the session. Please submit all three sessions in one ticket, at the same time, via a Character Change ticket under our Progression Ticket Requests. These sessions will be reviewed by staff and will be approved on grounds of effort, growth, and engagement displayed. You may only change your character's profession once per season.

  • 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.

  • 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.

  • Craftsman | Halcyon D&D

    Craftsman Creations Craftsman Attuned with the wilds, a craftsman specializes in tanning hides and leathers, as well as shaping wood, utilizing them to make armor and weapons fitted for those lighter of foot or closer to nature, eventually advancing to become master architects and builders. Leatherworking & Weaving You know how to turn animal hides into usable leather. As a novice craftsman, you are able to create leather. This requires 2 hides. You can also weave plants into cloth. This requires 2 plant fibers. Masonry You know how to use the earth's materials into usable stone bricks. As a novice craftsman, you are able to create a stone brick. This requires 2 sand and 2 iron ore. Woodworking You know how to turn logs into usable lumber. As a novice craftsman, you are able to create lumber. This requires 2 logs. Creation s You are a carpenter and tailor capable of bringing all kinds of crafts to completion. To successfully make a creation, you must pass its corresponding DC based off a 1d20 + Craftsman Level + DEX roll. Apparel Crafting Requires Craftsman: Adept You may now create basic attire and accessory items. These are the fundamental items required for most magical items and provide the wearer an increase to their base skill stats. You can also make magical arrows and bolts that bypass physical resistances. Arcane Infusions Requires Craftsman: Adept You may now re-forge arrows and some weapons, granting them a +1 bonus to Attack Bonus and bypassing any physical damage resistances on the target. This requires the complete weapon and 20 Arcane Residue. On a failed attempt, only the Arcane Residue is lost. Enhancements of this nature increase the crafting DC by 2 and are subject to a 1d20 + Arcana roll in order to pass it. Architect Requires Craftsman: Expert You have learned how to draw blueprints and create large structures. This allows you to design and prepare additions to your clan's base. These come in the form of profession stations, mining facilities, and greenhouses. A clan size of 4 or less players may have single workstation installed. A clan size of 5 - 9 may have one workstation, and one facility installed. A clan size of 10 - 15 may have two workstations, and two facilities installed. *If a clan's size falls below the threshold while possessing an amount of workstations or facilities that exceed their new maximum a ticket must be made. You will then be given up to one week to recruit new members or choose which station you would like to lose. If an audit is pe rformed and you do not have an active ticket all of your clans workstations and facilities will be deleted and will not be refunded. Novice Creations Adept Creations Expert Creations Shield DC 14 - One Handed +2 AC 4x Leather 2x Lumber 1x Treatment Arrows (x40) DC 11 - Ammo Shortbow & Longbow ammo. 6x Lumber Hand Crossbow DC 12 - Ranged 1d6 Piercing damage. 2x Lumber 2x Leather 1x Treatment Shortbow DC 12 - Two Handed 1d6 Piercing damage. 3x Lumber 1x Leather 1x Treatment Longbow DC 14 - Ranged 1d8 Piercing damage. 6x Lumber 2x Leather 1x Treatment Weapon Handle DC 10 Basic item required by Blacksmiths. 1x Hide 1x Log Wooden Club DC 11 - One Handed 1d4 Bludgeoning damage. 2x Lumber 1x Treatment Net (4x) DC 12 - Ammo Grants the ability "Throw Net" to restrain the target on a success (STR save). 4x Leather Staff DC 12 - Two Handed 1d8 Bludgeoning damage. 4x Lumber 1x Treatment Whip DC 13 - One Handed 1d4 Bludgeoning damage. Reach. Finesse. 4x Leather 1x Treatment Leather Armor DC 11 - Light Armor AC 11 + DEX 10x Leather 1x Treatment Bola (4x) DC 12 - Ammo Grants the ability "Throw Bola" to restrain the target on a success (DEX save). 4x Leather Bolts (x40) DC 12 - Ammo Crossbow ammo. 6x Lumber Crossbow DC 13 - Ranged 1d8 Piercing damage. 4x Lumber 2x Leather 1x Treatment Heavy Crossbow DC 14 - Ranged 1d10 Piercing damage. 4x Lumber 4x Leather 1x Treatment Quarterstaff DC 12 - Two Handed 1d8 Bludgeoning damage. 2x Lumber 1x Treatment Bag DC 12 - Misc +1 Potion Uses. 1x Leather Cloak DC 12 - Back +1 Stealth. 5x Bolt of Cloth Holy Symbol DC 12 - Focus +1 Religion. 1x Silver Ingot Robe DC 12 - Body +1 Arcana. 10x Bolt of Cloth Surgeon's Tools DC 12 - Offhand Allows curing of regular wounds, using Medicine. 4 Medicine & Medicine Proficiency required to use. 1x Steel Ingot 2x Bolt of Cloth Craftsman's tools DC 12 - Offhand +2 Craft bonus for Craftsmen. 2x Steel Ingot 1x Treatment Belt DC 12 - Waist +1 Athletics. 1x Leather Gloves DC 12 - Hands +1 Sleight of Hand. 2x Leather Necklace DC 12 - Neck +1 Performance. 1x Silver Ingot Tome DC 12 - Accessory +1 History. 2x Bolt of Cloth 1x Leather Apothecary's Tools DC 12 - Offhand +2 Craft bonus for Apothecaries. 1x Steel Ingot 2x Glass Vials Thieves' Tools DC 12 - Offhand +1 Sleight of Hand and allows for lockpicking. 2x Steel Ingot Boots DC 12 - Feet +1 Acrobatics. 2x Leather Hat DC 12 - Head +1 Persuasion. 2x Bolt of Cloth Ring DC 12 - Ring +1 Deception. 1x Silver Ingot Studded Leather DC 13 - Light Armor AC 12 + DEX 12x Leather 1x Treatment Blacksmith's Tools DC 12 - Offhand +2 Craft bonus for Blacksmiths. 2x Steel Ingot 1x Weapon Handle Insignia of Claws DC 15 - Necklace +1 to Hit Bonus (Unarmed) 1x Necklace 1x Holy Symbol 4x Precious Gemstone 20x Arcane Residue Cooking Utensils DC 12 - Offhand Unlocks Cooking 2x Steel Ingot 1x Lumber Apothecary Station Workstation 100x Stone Brick 150x Lumber 50x Silver Ingot Blacksmithing Station Workstation 100x Stone Brick 150x Lumber 50x Silver Ingot Craftsman Station Workstation 100x Stone Brick 150x Lumber 50x Silver Ingot Greenhouse Facility 75x Stone Brick 150x Lumber 30 Silver Ingots Basic Herbs and one Advanced Herb of your choosing. Mine Facility 75x Stone Brick 150x Lumber 30 Silver Ingots

  • 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

  • Thievery | Halcyon D&D

    Thievery Storylines and DMNPC Encounters There are three situations in which items can be taken from other players. It is only allowed to steal items that are exclusive to the Halcyon House Mod from other players. This means base Conan games items, or items from other mods, are not to be taken. Including but not limited to: shapeshifts, RPR keys, and base game armor pieces. Pickpocketing Y ou may attempt to pickpocket another so long as you have at least a +1 in Sleight of Hand. You must emote out the attempt prior to rolling your Sleight of Hand, after which anyone within sight of the attempt may roll Perception against the attempt to decide if they were able to see the action. If anyone rolls a Perception that is the same or higher than the Sleight of Hand, they may react to the thief's attempt. If the victim's Perception roll is equal to or greater than the thief's Sleight of Hand, they may take action and prevent the theft. Otherwise, all Perception rolls resolve after the action has taken place. You may only take 25 gold pieces from the victim, and you may only pickpocket a character once per day. If your class features a Mage Hand, you may use it to pickpocket from 3 tiles away at a -4 Sleight of Hand modifier. This penalty does not apply to Arcane Tricksters. Theft as a Con sequence Following a PvP, the victor may impose theft as a consequence during the Consequence Phase. When a player is searched, they must reveal any and all belongings they carry on them: currency, magical items, weapons, armor, potions, crafting materials, etc. Then, the thief may pick one of these things to take. Once the thief selects their options from the list below, they cannot take anything else and the consequences phase for the PvP is considered to be over. The items and amount that can be taken are as follows: Skirmish PvP: Up to 300 gold 1x Tier 1 Potion 1x Tier 1 Armor 1x Non-magical weapon/tools & 1 full stack of ammo 1x Unattuned magic item (Excluding Spellbooks) 1x Minor Spellbook 30 of any crafting material (including letters) Standard PvP: Up to 600 gold 2x Potions, or 1x Tier 2 potion 1x Tier 2 or lower Armor 1x Non-magical weapon/tools & 2 full stacks of ammo 1x Magical weapon/tool 1x Unattuned magic item (Excluding Spellbooks) 1x Minor or Basic Spellbook 60 of any crafting material (including letters) Subsequent PvP: Up to 600 gold 2x Potions, or 1x Tier 3/2 potion 1x Tier 3 or lower Armor 1x Non-magical weapon/tools & 2 full stack of ammo(40) 1x Magical weapon/tool 1x Unattuned magic item (Excluding Spellbooks) 1x Magical Spellbook 60 of any crafting material (including letters)

  • Donations | Halcyon D&D

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

  • Rituals | Halcyon D&D

    Rituals Here you will find a complete list of all available rituals offered on Halcyon. Each ritual lists their class requirement, cost, and effect. Ritual Rules 1. To conduct a ritual you will open a ritual ticket located within the Dungeon Master ticket section of discord. Once your ticket is opened you will need to provide the following: State the ritual you wish to conduct. Take screenshot of the materials required for the ritual and post it to the ticket. Roleplay out the ritual and take screenshots of the roleplay. Information Required: Name of ritual you wish to conduct State your character's class and subclass Screenshots of the required materials in your inventory Screenshots of the completed roleplay Once you have provided the above a DM will review the information you may use the /ritual command to perform the ritual. Below you will find the chart. 2. Ritual table 1: Failure, all materials are lost, the caster gets Severely Wounded. 2 - 10: The ritual fails, all materials are lost. 11 - 40: The ritual fails, half of the materials are lost. 41 - 90: The ritual succeeds. 91 - 99: The ritual succeeds, half of the materials are kept. 100: The ritual succeeds, all materials are refunded. 3. Rituals may be attempted multiple times For rituals that require a roll that must be completed using /ritual they may be attempted one additional time within 24 hours with a -5 modifier automatically added. 4. You may resurrect another character. After a character has been dead for more than two weeks and was not willingly killed they may be revived. Level 8 Level 10 Level 12 Ceremony Detect Magic Detect Poison and Disease Locate Animals or Plants Detect Magic Divination 1 Action V, S , M Class Required: Artificer Cleric Bard Druid Paladin Ranger Sorcerer Wizard Components Required: 1x Unstable Es sence 5x Arcane Res idue For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dir t. This is an RPR Spell, and does not require a DM Ticket! Ceremony Evocation 1 Hour V, S, M Class Required: Cleric Paladin Components Required: 2x Ring (Wedding Only) 2x Holy Water 10x Arc ane Residue You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting. Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. Detect Poison and Disease Divination 1 Action V, S, M Class Required: Cleric Bard Druid Paladin Ranger Sorcerer Components Required: 10x Mother's Leaf 5x Arcane Res idue For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. This is an RPR Spell, and does not require a DM Ticket! Locate Animals or Plants Divination 1 Action V, S, M Class Required: Druid Bard Components Required: 4x Feral Claw 10x Arcane R es idue Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. Commune Commune with Nature Dream Druid Grove Greater Restoration Hallow Legend Lore Private Sanctum Regenerate Reincarnate True Resurrection Scrying Teleportation Circle Locate Object Hallow Evocation 24 Hours V, S, M Class Required: Cleric Warlock: Pact of the Fiend Components Required: 10x Daisy 10x Brisklea f 10x Mother'sleaf 10x Giant's Root 10x Valorbell 30x Arcane Residue You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 6 tiles and may only include a single room with a dedicated shrine or altar, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. Holy - Undead and Fiends which start their turn within the area take 1d6 radiant damage. Additionally, any non-undead or fiend is cured of any frightened status at the start of their turn while on hallowed ground. Unholy - Any non-undead or fiends that start their turn within the area take 1d6 necrotic damage. Additionally, all undead and fiends gain a +1 bonus to attack roles while fighting on unholy ground. Both areas allow Clerics, Paladins, and Divine Soul Sorcerers to create holy water using a first level spell slot and a vial. Each cleric may only hallow a single location and a clan may only possess one hallowed location. Commun e Divination 1 Minute V, S, M Class Required: Cleric Sorcerer: Divine Soul Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 10x Holy Water 30x Arcane Resid ue You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret. Scrying Divination 1 0 Minutes V, S, M Class Required: Bard Druid Warlock Cleric 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. (We do not facilitate the scying of characters that are not actively whitelisted. Once a character has been moved from a player's active slot they are considered out of play and cannot be interacted with by any fair and moderated IC means for our characters. You may take this to mean that your spell failed, the same as if the target would have passed the saving throw required to resist it successfully. Considering they had no way of willingly allowing it to pass.) 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." P lease open a Ritual DM Ticket in order to begin the process of casting this ritual. Commune with Nature Divination 1 Minute V, S Class Required: Druid Components Required: 30x Pl ant Fiber 30x Sand 30x Arcane Residue You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: terrain and bodies of water prevalent plants, minerals, animals, or peoples powerful celestials, fey, fiends, elementals, or undead influence from other planes of existence buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. Dream Illusion 1 Minute V, S, M Class Required: Cleric: Twilight Dom ain Druid: Circle of Dreams Bard: College of Glamour Warlock Component Required: Ground up Valor Bell (Flavor) Ground up Brisk Leaf (Flavor) Ground up Mother's Leaf (Flavor ) This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. Greater Restoration Abjuration 1 Action V, S Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: 1 Precio us Gemstone 25x Arcane Residue 90 Gold You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target. One curse, including the target's attunement to a cursed magic item. Any reduction to one of the target's ability scores. One effect reducing the target's hit point maximum. 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. Regenerate Transmutation 1 Minute V, S, M Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: 4x Holy Water 35x Arcane Residue You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. True Resurrection Necromancy 1 Hour V, S, M Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: Diamonds worth 25,000 Gold 1,000 Gold 50x Arcane Residue 50x Daisy You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. 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 network. You must have 5 members within your clan. Teleportation circles must be spaced a reasonable distance away from other teleportation circles, including the default locations. Generally, this is within one grid square distance, in any direction, of another teleportation circle. The handling DM will check the distance at the time of handling and may reject the ritual ticket. 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. Druid Grove Abjuration 10 Minutes V, S, M Class Required: Druid Components Required: 30x Basic Herb 4x Feral Claw 30x Arcane Residue You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 3 tile cube or as large as a 9 tile cube. Buildings and other structures are excluded from the affected area. Druids within the area area gain the following effects: Grasping Undergrowth - Once per long rest while fighting within your grove you may call upon nature for aid. Allowing you to cast Entangle as a full round action on your turn. The druid may choose any targets they wish within range to target and exempt any others. This is allowed to be used by druid's within their own grove or one that they are friendly to. The owner of the grove decides if another druid is friendly or not. Bountiful Nature - Once per week a druid may harvest from their grove. Gaining: 1d6 Basic Herbs 1d4 Plant Fiber 1d4 Briskleaf 1d6 Daisy 1d4 Mother'sleaf 1d4 Giant's Root 1d4 Valorbell This shares a cooldown across all groves. A druid may only harvest from a single grove once a week. Reincarnate Divination 1 Hour V, S, M Class Required: Druid Components Required: Diamonds worth 15,000 Gold 30x A rcane Residue You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. 1 - 5: Aarakocra 6 - 10: Dragonborn (1d10 for color) 11 - 15: Drow 16 - 20: Dwarf 21 - 25: Genasi (1d4) 26 - 30: Gnome 31 - 35: Goblin 36 - 40: Halfling 41 - 45: Half-Elf 46 - 50: Half-Orc 51 - 55: High Elf 56 - 60: Human 61 - 65: Kenku 66 - 70: Kobold 71 - 75: Satyr 76 - 80: Sea Elf 81 - 85: Tiefling 86 - 90: Triton 91 - 94: Tabaxi 95 - 99: Wood Elf 100 - Choice of anything on the list. 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 Lesser Restoration 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 20x Arcane Residue This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. The spell ends when PvP Intent is dropped. Arcane Lock Abjuration 1 Action V, S, M Class Required: Artificer Wizard Components Required: 4x Unstable Essence 250x Gol d 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 Abjuration 1 Action V, S, M Class Required: Cleric Wizard Components Required: 3x Precious Gemstone 3x Feral Claw 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. Lesser Restoration Abjuration 1 Action V,S Class Required: Bard Cleric Druid Paladin Ranger (Level 12) Components Requir ed: 6x Daisy 4x Arcane Residue Cures the target of disease, or one condition afflicting it. The condition can be bloodless, blinded, deafened, paralyzed, or poisoned. This is a button that may be used in RPR and does not require rolls

  • Conquest | Halcyon D&D

    Conquest System Conquest System Unity, power, freedom - desired by all, attained by few. With Halcyon's conquest system, you embark on a journey with your fellow allies. Through diplomacy, clashing of swords, and adventuring, you find yourselves climbing the ladder to greatness. Will you heed the call? organizations Organizations are created to serve their own interests within the region. Following the wake of the war with New Ascalhorn, and the destruction of the Far Forest things have begun to settle. Settlements rise and progress resumes. Player organizations come in two types: Control and Support. Each with different agendas and perks. Only a limited number of each organization can exist at any given time. To create an Organization you must meet the following requirements: Have at least 5 active members. A clear Leader and Co-Leader. Application completed with sufficient goals, agreeing to server expectations, list of active members, and any relevant information necessary. A clear independence from any other Organization. Their own goals, and ambitions. Puppet organizations/sister organizations will not be allowed. Strategic Points Across the region are several strategic points that are maintained for their resources. The Mine, Hunting Lodge, Farmstead, Logging Camp, and Arcane Tower all serve to provide the holder with Iron Ore, Animal Hides, Basic Herbs, Basic Logs, or Arcane residue respectively. Strategic Points may only be held by Control Organizations. Each Strategic Point may hold a maximum of 10 Supplies at a time which can be contributed by anyone. Once per day, a member of the controlling Organization can start production between the hours of 18:00 UTC (1pm EST) and 04:00 UTC (9pm EST). This is indicated by the point turning blue. Once production has started, the point will turn yellow. At this stage the controlling organization and their allies (they do not need to be in the organization) must defend the point for up to one hour. If another group arrives they may contest the point and declare PvP to a maximum of a 5v5. The rules of Even and Reasonable Odds do not apply here. Once the PvP is concluded, or the timer completes without contest, the point may be interacted with to claim the resources and Marks of Conquest. Each Supply will rewards 40 basic resources, and 5 Marks of Conquests as a reward. (4 Arcane Residue and 5 Marks of Conquest for the Arcane Tower) Supplies To fuel your efforts, supplies will be needed to start production on Strategic Points. Purchase upgrades for Settlements, or declare sieges on controlled points. Supplies can only be created by Support Organizations. Supplies are created by taking crafted goods and packaging them into crates to be distributed for another Organization's efforts. Each Support Organization will have a supply cache where they can contribute goods. Each holding their own point value based on crafting cost. Once a supply cache has at least ten points it can be used to create a Basic Supply. Each Support Organization can create up to 10 supplies each week. The point value for goods is as follows: Blacksmithing Goods Dagger (1) Pickaxe (1) Sickle (1) Spear (2) Battleaxe (2) Craftsman Goods Wooden Club (1) Staff (2) Whip (2) Belt (1) Boots (1) Gloves (1) Hat (1) Robes (3) apothecary Goods Potion of Climbing (2) Potion of Growth (4) Potion of Vitality (5) Potion of Speed (6) Each Support Organization may trade and disturb their supplies as they see fit. Control Events Conquest will follow a two week cycle of attack/defense. During week 1, all Control Organizations will need to provide a roster of up to five participants that are actively garrisoned at each point. If the point is sieged during that cycle only those who are rostered at a point may take part in its defense. Participants may only be garrisoned at a single point each cycle. At the same time, Control Organizations seeking to claim a strategic point will need to declare their bid to do so during week 1. They must dedicate a number of supplies to commit to the attack. In the case of multiple Control Organizations seeking to attack the same point, the Organization that declared the highest number of supplies is given the chance to attack. If there is a tie on the declaration each organization shall be given one follow up opportunity to bid their supplies again. Once rostering and attacks are settled, both organizations will be given until the end of week 2 to organize their event. Organization Leadership will be brought into a battleground channel to a facilitate this. In the event of being unable to come to a mutually acceptable time attackers will be given priority. If a defense is not settled by the start of the next weekly cycle. Defenders forfeit their point. Caravan Events Across the region several caravans have been arriving to supply the conquest benefactors who have established themselves in the Oasis. Both by land, and water materials arrive and require unloading to reach their destination. These benefactors have reached out to the various groups and organizations within the area for assistance getting these supplies to them. Every day, between the hours of 18:00 UTC (1pm EST) and 04:00 UTC (9pm EST) the caravans will randomly activate. This is indicated by the point turning blue. Anyone may arrive and begin to unload the supplies for their own means. Once started, the point will turn yellow. At this stage the group and their allies (they do not need to be in an organization) must defend the point for up to one hour. If another group arrives they may contest the point and declare PvP to a maximum of the labelled maximum on the point itself. The rules of Even and Reasonable Odds do not apply here unless the point is a Flex point. All Caravans will either be 3v3 battles, or Flex. Flex means you may bring up to 5 players, but will be expected to respect Even Odds and adjust to 4, or 3 depending on the arriving attackers or set defenders. Rewards Once the PvP is concluded, or the timer completes without contest, the point may be interacted with to claim 1-2 Advanced Supplies and 6 Spoils of Conquest. Advanced Supplies may be returned to the Conquest Camp at the Oasis for 2 Spoils of Conquest each, or kept and broken down into 2 Basic Supplies for one's own selfish needs. Scouting Events In an effort to guard against the return of old threats. The conquest benefactors within the Oasis have enlisted the aid of individuals and small teams to scout out key locations around the area and report back their findings. While others find these as great opportunities to square off against their own foes within the region. Every day, between the hours of 18:00 UTC (1pm EST) and 04:00 UTC (9pm EST) the scouting locations will randomly activate. This is indicated by the point turning blue. Anyone may arrive and begin to scout the area. Once started, the point will turn yellow. At this stage the group and their allies (they do not need to be in an organization) must defend the point for up to one hour. If another group arrives they may contest the point and declare PvP to a maximum of the labelled maximum on the point itself. The rules of Even and Reasonable Odds do not apply here. Rewards Once the PvP is concluded, or the timer completes without contest, the point may be interacted with to claim 4 Spoils of Conquest.

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