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  • Fighter | Halcyon D&D

    Fighter Class Features Arcane Archer Battle Master Eldritch Knight Psi Warrior Rune Knight Samurai Fighter Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike. Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters. Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. Subclasses Class Features Basics Base Hit Points: 68 Hit Points per Advancement: 14 Actions: 2 Attack, 1 Bonus, 1 Reaction Casting Attribute: Strength Eldritch Knight, Arcane Archer: Intelligence Starting Kit: Chain Shirt Shield Shortsword Proficiencies Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Saving Throws: Strength, Constitution Skills: Acrobatics, Athletics Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Action Surge As a bonus action you can push yourself beyond your normal limits, granting you the ability to take one additional full round action, cast a leveled spell if you have not cast one, cast a cantrip, or make two additional attack actions. Usable once per Short Rest. Second Wind You may use your bonus action to regain 1d10+10 hit points. Usable once per Short Rest. Martial Archetype Each fighter has a combat style and technique that they strive to emulate. Choose your martial archetype (subclass) from the six listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the fighting styles from the Feats page. You can't take a Fighting Style option more than once, even if you later get to choose again. Subclass: Arcane Archer An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. Bon us Proficiencies Skills: Arcana Skills: Perception Arcane Shot: Level 10: +4 Level 12: +3 (7) Magic Arrow Whenever your fire a nonmagical arrow from a shortbow or longbow, it is magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. Curving Shot You have learned how to direct an errant arrow towards a new target. Whenever you miss an attack with a magic arrow, you can use a bonus action to reroll the attack against a different target in line of sight of the Arcane Archer. Ever Ready Shot Your magical archery is available whenever battle starts. If you roll initiative and have no Arcane Shot you gain two. Arcane Arrows As an arcane archer, you have access to a variety of arcane arrows that you can utilize to get the advantage over your foes, capable of all sorts of useful utilities and effects that are able to be used after successfully hitting the target. Each one uses a single Arcane Shot and they may be refreshed on a short or long rest. DC of (8 + Proficiency Bonus + INT) Level 10 Level 12 Beguiling Arrow Bursting Arrow Grasping Arrow Beguiling Arrow 1 Class Resource Your enchantment magic causes your arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and must succeed a Wisdom Saving Throw or be charmed until the end of it's next turn. Bursting Arrow 1 Class Resource You imbue your arrow with force energy draw from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits a creature, the target and all other creatures within 2 tiles of it take 2d6 force damage. Grasping Arrow 1 Class Resource When your arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit takes 2d6 poison damage and must succeed a Strength Saving Throw or be restrained until the end of their next turn. Shadow Arrow Banishing Arrow Shadow Arrow 1 Class Resource You weave illusion magic into your arrow. Causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom Saving Throw or be blinded for 2 turns. Banishing Arrow 1 Class Resource You use abjuration magic to try and temporarily banish your target to a harmless location in the feywilds. The creature hit by the arrow must succeed on a Charisma Saving Throw or be banished until the end of their next turn. A target who is banished cannot be targeted by anything whatsoever until they return. Once affected by this arrow, the target becomes immune for the rest of combat. Flavor Spell The following spell is included in the Arcane Archer's repertoire, however; this spell cannot be used in combat and does not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. It is fully consent based and cannot be used to force an outcome in a rol eplay sc enario. It is unlocked at Level 10 when the subclass is unlocked. Level 10 Prestidigitation Prestidigitation Transmutation 1 Action V, S This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Subclass: Battlemaster Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge. Bonus P roficiencies Skills: Persuasion Maneuver s Level 10: +4 Ambush Instead of rolling initiative normally, you may roll initiative as an ambush, adding an additional 1d10 to a base initiative roll. Brace When a creature you can see moves into range, you can use your reaction to spend one Maneuver and make one attack against the creature using that weapon. Deals 1d10 bonus damage on hit. Disarming Attack After you hit a creature, you may spend a Maneuver to attempt to disarm your target (8 + Attack Bonus vs STR Save). Menacing Attack After you hit a creature with an attack for 1 Maneuver, deal 1d10 damage and attempt to frighten them. The target must succeed a Wisdom Saving Throw or be frightened of you till the end of their next turn. Pushing Attack After you hit a creature with an attack for 1 Maneuver , deal 1d10 damage and you follow it up with a shove. If the target is large or smaller, it must make a Strength Saving Throw (DC 8 + Attack Bonus). On a failed save, you push the target back 2 tiles. Sweeping Attack When you hit a creature with a melee attack, you can spend one Maneuver to follow your swing through the first target and onto another within range (1d20 + Attack Bonus vs AC). Consumes 1 class resource, but only if you hit. Trip Attack After you hit a creature with an attack for 1 Maneuver , deal 1d10 damage and attempt to follow it up with a trip. The target of your attack must succeed a Strength Saving Throw (DC 8 + Attack Bonus) or be knocked prone. Commander's Strike Requires Level 12 As a bonus action for 1 Maneuver , you may grant an ally the ability to make a single attack as a bonus action. Rally Requires Level 12 Use your bonus action and one Maneuver to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains hit points equal to 1d10 + CHA. R elentless Requires Level 12 When you have no class resources remaining, you may regain one class resource. Subclass: Eldritch Knight The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. Bonus Proficie ncies Skills: Arcana War Magic Your mastery over the arcane allows you to weave in a strike with your weapon after casting a cantrip (1d20 + Attack Bonus vs AC). This excludes bolas, caltrops, nets and throwing knives. Weapon Bond You are bound to your weapon. You cannot be disarmed and are able to summon your weapon to your hand as a bonus action. Arcane Charge Requires Level 12 When you use Action Surge, you can choose to teleport up to 4 tiles using Arcane Charge. If you do, you must teleport before taking the extra actions. Spells Spell Slots: Level 10 1st: 3 2nd: 1 3rd: 0 Level 12 1st: 4 2nd: 3 3rd: 2 Cantrips 1st 2nd 3rd Fire Bolt Frostbite Shocking Grasp Fire Bolt Evocation 1 Action V, S You hurl a mote of fire at a creature or object within range. 3d10 Fire Damage (1d20 + Spell Bonus vs AC) Shocking Grasp Evocation 1 Action V, S Lightning springs from your hand to deliver a shock to a creature you try to touch. On a hit, the target cannot take reactions unti l the end of their next turn. 2d8 Lightning Damage (1d20 + Spell Bonus vs AC) Frostbite Evocation 1 Action V, S You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution Saving Throw. On a failed save the target takes 3d6 cold damage and has disadvantage on weapon attacks until the end of its next turn. 3d6 Cold Damage (8 + Spell Bonus vs CON) Acquired at 12th Level Absorb Elements Burning Hands Magic Missile Tasha's Caustic Brew Burning Hands Evocation 1 Action V, S As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth in a 2 tile cone. Each target must make a Dexterity Saving Throw. A creature takes 3d6 fire damage on a failed save or half as much on a success. (8 + Spell Bonus vs DEX Save) Magic Missile Evocation 1 Action V, S You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. The darts deal 1d4+1 force damage to its target. Tasha's Caustic Brew Evocation 1 Action V, S A stream of acid emanates from you in a line 3 tiles long in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid. A creature covered in the acid takes 2d4 acid damage, and the an additional 2d4 acid damage at the end of their next turn. Absorb Elements 1st Level Spell, Abjuration 1 Reaction V, S The spell captures some of the incoming elemental energy from attacks, lessening its effect on you. If the damage was Acid, Fire, Cold, or Lightning you may reduce the triggering damage by 6. Also dealing 6 damage of the same elemental type back to the original attacker. Enlarge Rime's Binding Ice Enlarge Transmutation 1 Action V, S You cause a creature you can see within range to grow larger for the duration of combat. Being enlarged grants the ability to do an additional 1d4 damage per weapon strike. Acquired at 12th Level Rime's Binding Ice Evocation 1 Action V, S A burst of cold energy emanates from you in a 3 tile cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is restrained til the end of their turn. On a successful save, a creature takes half as much damage and isn’t hindered by ice. Dispel Magic Lightning Bolt Lightning Bolt Evocation 1 Action V, S A stroke of lightning forming a line that is 10 tiles long and 1 tile wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity Saving Throw. A creature takes 6 d6 lightning damage on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Dispel Magic Abjuration 1 Action V, S Choose one creature within range. Any magical effects on the target end. Flavor Spells The following spells are included in the Eldritch Knight's repertoire, however; these spells cannot be used in combat and does not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. It is fully consent based and cannot be used to force an outcome in a rol eplay sc enario. It is unlocked at Level 10 when the subclass is unlocked. Level 10 Control Flames Dancing Lights Gust Light Mending Mold Earth Prestidigitation Shape Water Light Evocation 1 Action V You touch one object that is no larger than 10 feet in any dimension. For up to an hour, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. * Flavor spell; not reflected in RPR. Used for roleplay. Dancing Lights Evocation 1 Action V, S You create up to four torch-sized lights within range that last for up to a minute. They can be made to appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. * Flavor spell; not reflected in RPR. Used for roleplay. C ontrol Flames Transmutation 1 Action S You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. * Flavor spell; not reflected in RPR. Used for roleplay. Gust Transmutation 1 Action V, S You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. * Flavor spell; not reflected in RPR. Used for roleplay. Mending Transmutation 1 Action V, S, M This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. Mold Earth Evocation 1 Action V You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. * Flavor spell; not reflected in RPR. Used for roleplay. Prestidigitation Transmutation 1 Action V, S This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. * Flavor spell; not reflected in RPR. Used for roleplay. Shape Water Transmutation 1 Action S You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. * Flavor spell; not reflected in RPR. Used for roleplay. Subclass: Psi Warrior Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Some of the most disciplined high elves train to become such warriors, and those that may learn from them. As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield. Bonus P roficiencies Skills: Insight Class Resources: Level 10: +4 Level 12: +2 (6) Psionic Power Once per long rest, you may spend a bonus action to regain 1 class resource. Guarded Mind Spend one class resource to bolster your mind with psionic energy, removing any charmed or frightened effects. Protective Field When you or another creature you can see within 4 tiles of you takes damage, you can use your reaction to spend one class resource and return 1d10+int hit points. Psi-Powered Leap As a bonus action for 1 class resource, your movement speed is doubled and is treated as a fly speed until the end of your turn . Psionic Strike You can propel your weapon with psionic force. Once on each of your turns, immediately after you strike a target within 2 tiles of you with a melee strike and deal damage to it with a weapon, you can spend one class resource to deal an additional 1d10+int force damage. Bulwark of Force Requires Level 12 You can shield yourself and others with telekinetic force. As a bonus action you can choose 4 creatures, which can include you that you can see within 4 tiles. Each of the chosen creature’s AC and saves are increased by +1. Telekinetic Thrust Requires Level 12 When you deal damage to a target with your Psionic Strike, you can force that target to make a Strength Saving Throw (DC 8 + Attack Bonus). If the target fails, they are knocked prone. Telekinetic Movement Requires Level 12 You can move a creature with your mind. If they are willing, you may move their creature up to 3 tiles for an action and 1 class resource. Subclass: Rune Knight Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment. Bonus P roficiencie s Skills: Survival Giant's Might You can imbue yourself with the might of giants. As a bonus action, you increase your size to large. Once per Long Rest. Cloud Rune When you or a creature you can see within' 3 tiles is hit by an attack that targets AC, you may use your reaction to invoke the rune and choose a different creature within' 3 tiles of yourself. Transfers all additional hit-effects and damage of the attack with it. May not send attacks back to the creature that attacked. Usable once per Short Rest. Fire Rune When you hit a creature with an attack using a weapon, you can invoke this rune to summon fiery shackles. The target takes an extra 1d6 fire damage and must succeed on a Strength Saving Throw (DC 8 + Attack Bonus + STR) or be restrained until the end of their next turn. Twice per Short Rest. Frost Rune As a bonus action, you may invoke your frost rune, granting you a +2 bonus to Strength and Constitution Saving Throws for the remainder of the combat. Once per Short Rest. Stone R une When a target ends its turn within 3 tiles of you, you may, as a reaction, invoke the rune and force the creature to make a Wisdom Saving Throw (DC 8 + Attack Bonus + STR). Unless the target succeeds, they are incapacitated. Once per Short Rest. Hill Rune Requires Level 12 As a bonus action, you may invoke your hill rune, restoring 1d10 + 10 hit points. Once per Short Rest. Storm Rune Requires Level 12 Activate your storm rune, sending out an arc of lightning towards the target that may then jump to up to 2 additional targets. Each target must succeed on a Dexterity Saving Throw (8 + Attack Bonus + STR) or take 2d6 lightning damage and become silenced until the end of their next turn. Does half damage on successful save. Once per Short Rest. Subclass: Samurai The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai's resolve is nearly unbreakable, and the enemies in a samurai's path have two choices: yield or die fighting. B onus P roficiencie s Skills: Intimidation Class Resources Level 10: +4 Fighting Spirit As a bonus action on your turn for 1 class resource, you can give yourself advantage (+2) on all weapon attacks rolls until the end of the current turn. When you do so, you also gain 6 temp hit points. Rapid Strik e When you are under the effects of Fighting Spirit you may choose to dispel it to be granted +1 Attack Action for this turn; allowing you make three attacks in place of the usual two. Steadfast You may forgo the last attack on your turn to assume a defensive stance. Granting you +2 AC and +2 Attack Bonus until the start of your next turn. Countering Strike Requires Level 12 As a reaction to taking damage you may strike out against your opponent. Removing Steadfast and granting you the ability to make a single weapon attack in retaliation. Tireless Spirit When you have no class resources remaining you may gain one upon entering combat. Strength Before Death Requires Level 12 Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay death and immediately take an extra turn. If your extra turn ends and you still have 0 hit points you are wounded as usual.

  • Races | Halcyon D&D

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

  • Server Info | Halcyon D&D

    Server Info Server IP: 135.148.150.182:7777 Copy Application Statuses Server Modlist Halcyon Steam Workshop Mod Collection ........\workshop\content\440900\1823412793\ModControlPanel.pak ........\workshop\content\440900\1326031593\SlaveWarsServer.pak ........\workshop\content\440900\2384014945\Grim_Wonderbody_reupload.pak ........\workshop\content\440900\1976970830\GrimProductions.pak ........\workshop\content\440900\2275573619\BarbarianSurgeon.pak ........\workshop\content\440900\2050780234\BarbarianBarber.pak ........\workshop\content\440900\3248573436\Attic-Hair.pak ........\workshop\content\440900\2799362941\maleNewFaces.pak ........\workshop\content\440900\2772364595\femaleNewFaces.pak ........\workshop\content\440900\3043356654\FaceIt.pak ........\workshop\content\440900\2674337782\ForgottenDepths.pak ........\workshop\content\440900\2571367240\AGmods_Characters.pak ........\workshop\content\440900\2961309071\LoD_Warpaints.pak ........\workshop\content\440900\2528309873\AbyssWarpaint.pak ........\workshop\content\440900\3008860121\Cookie_Skinnery.pak ........\workshop\content\440900\3472898221\Warpaint_and_Utility.pak ........\workshop\content\440900\2794943951\HighmanesArsenal.pak ........\workshop\content\440900\1928978003\NorthernTimber.pak ........\workshop\content\440900\2095912535\Asghaard_Desert_Town.pak ........\workshop\content\440900\2279131041\Asghaard_Ancient_Civilization.pak ........\workshop\content\440900\2474566370\Beyond_Decor.pak ........\workshop\content\440900\2752945598\Beyond_Decor_II.pak ........\workshop\content\440900\2644416526\Beyond_Stations.pak ........\workshop\content\440900\1815573406\Shanis-Stuff.pak ........\workshop\content\440900\2261494087\SH_BuildingKit.pak ........\workshop\content\440900\1627929363\AmunetDungeonAssets.pak ........\workshop\content\440900\2365946321\AmunetDecoCollector.pak ........\workshop\content\440900\2723987721\Pythagoras_Support_Beams.pak ........\workshop\content\440900\1966733568\immersivearmor.pak ........\workshop\content\440900\2982469779\JCF.pak ........\workshop\content\440900\2977286345\ipcm.pak ........\workshop\content\440900\2854276803\EvilsCabinet.pak ........\workshop\content\440900\3100719163\EvilSA.pak ........\workshop\content\440900\2963680793\LoD_MetalAndFlesh.pak ........\workshop\content\440900\933782986\ExilesExtreme.pak ........\workshop\content\440900\2098700751\AccessoryEquipment.pak ........\workshop\content\440900\3073504073\Agonys-Attic.pak ........\workshop\content\440900\2010870025\HighHeels.pak ........\workshop\content\440900\2360854427\LoD_Cosmetics.pak ........\workshop\content\440900\2994634277\TeyahsBoutique.pak .......\workshop\content\440900\3086070534\JCACC.pak .......\workshop\content\440900\3210360389\RRA.pak .......\workshop\content\440900\2911943224\Mod_by_GrayMi.pak ........\workshop\content\440900\2300463941\Devious_Desires.pak ........\workshop\content\440900\1369743238\No_Building_Placement_Restrictions.pak ........\workshop\content\440900\1396310739\StacksizePlus.pak ........\workshop\content\440900\3303648458\AngariumLetters.pak ........\workshop\content\440900\2949984571\HalcyonHouseMod.pak ........\workshop\content\440900\3114041758\TheDarkwoods.pak ........\workshop\content\440900\2861512275\ShimasCompendium.pak ........\workshop\content\440900\3036057084\ModAdmin.pak ........\workshop\content\440900\3036058836\RoleplayRedux.pak ........\workshop\content\440900\2677532697\TotImmersiveHud.pak ........\workshop\content\440900\2671265327\TotWalk.pak ........\workshop\content\440900\2850232250\TotAdmin.pak ........\workshop\content\440900\2847709656\TotChat.pak ........\workshop\content\440900\2886779102\TotCustom.pak Afflictions Closed - Lesser Lycanthropy Closed - Spawn Vampirism Open - Greater Lycanthropy (Only current Lesser Lycanthropes may apply) Open - True Vampirism (Only current Vampire Spawn may apply) Races Open - Adv anced Races Closed - Changeling Closed - Avariel Closed - Fey'ri Classes Closed - Blood Hunter Halcyon Staff Closed - Assistant

  • Lizardfolk | Halcyon D&D

    Lizardfolk Racial Guidelines Basic Traits Racial Traits Lizardfolk The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard its natural wonders. Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Chessenta Chondalwood Chult Deities Semuanya (Patron Deity) Sess'innek Enmity Generally disdained other races as they saw many as prey Affinity Halflings (Negotiations more than other races) Notable Features Reptilian scales, natural armor, cold-blooded, strong swimmers, tribal and pragmatic, emotion-driven, excellent hunters, regenerative bite, limited speech, carnivorous with occasional omnivorous tendencies, xenophobic. Hated Race Expectations Those that look upon other races with disdain, the Lizardfolk believe they are the pinnacle of all life. They believe that the outside world from their tribal homes are weak and they have no love for most races due to their extreme xenophobic views. Hunters and gatherers, they are large and incredibly volatile when chasing down prey. Speaking of, they consume almost anything they find as edible and have a voracious appetite. Utilitarian in nature, the Lizardfolk are strong, capable, and intelligent despite the dismissal of the larger world of Faerun. Basic Traits Height Min: 150 cm (4'11") Max: 200 cm (6'7") Languages Common 1 Choice Life S pa n Adulthood: 18 years Longevity: 60 years Movement 3 tiles per turn Racial Traits Bite You have a fanged maw you can use to bite targets. Deals 1d6+STR damage. Hungry Jaws After you have landed your bite, you may spend a bonus action to munch down and gain 12 Temporary HP. You can use this once per long rest. Nature's Intuition Thanks to your mystical connection to nature, you gain proficiency in stealth and survival.

  • 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.

  • Curses | Halcyon D&D

    Curses Curses may be applied to another player as a consequence to PvP encounters using the Bestow Curse spell during Consequence Phase by DMs following events/storylines or when a character receives an affliction. Curses are broken into three categories: Minor Curses - These are curses applied via the Bestow Curse spell following PvP. They can then be removed by the Remove Curse Spell, or Greater Restoration. Major Curses - These are curses applied via cursed objects, or from DMs following events and storylines and may only be removed by Greater Restoration. Ancient Curses - These are immensely powerful curses that have no direct way to cure them. All afflictions are ancient curses and thus can only be cured through a DM storyline. Curse Effects Once cursed the player will receive a negative to their in-game statistics until cured. Additionally the target and curse giver must decide on a secondary effect from the list provided. If both parties agree on one of the effects to give it may be selected without a roll. However if there is a contest on the desired curse then it must be decided via a /roll 1d11. The cursed target must roleplay out the effects of the curse until the status is removed. Cursing and Remove curse Bestow Curse is given to Bard (12), Cleric (12), Wizard (10) or by using a Cursed Effigy. Remove Curse is given to Cleric (10) & Wizard (10). Minor Curses Major Curses Ancient Curses Curse of the Afflicted You fully believe you are either a vampire, or werewolf. You may choose, but must stick with your choice. Vampires believe they will burn up in the sun, and need to consume blood to survive. Though if you do consume blood, you will get sick. Werewolves believe they will transform on the full moon and feel more aggressive all of the time. Curse of the Bog The stench of a foul-smelling bog follows you wherever you go, and no matter how much you scrub or try to hide the scent, you are unsuccessful until the curse is lifted. Curse of the Faithless You are afraid of anyone who speaks about religion or represents it openly. You must flee from anyone speaking about, or appearing as a religious figure. Curse of the Forlorn You forget everything you know about the person you love most and no longer have any feelings towards them until the curse is cured. Curse of Gluttony You must eat any food you see present. It does not matter if you enjoy eating it or not, it must be consumed if it is your presence. Even if it would make you sick from overconsumption. Curse of Laceration Large lacerations appear across your skin until the curse is removed. They tear open the flesh, bleed and then eventually heal themselves. But the process is agonizing each time a new wound appears. Curse of Reduction You lose 20cm of height. (This may not be applied to Halflings, Gnomes, Goblins, or Kobolds. Curse of Rudeness You are unable to perform any task that you are asked to do by someone else. Additionally you must insult them for asking you to do anything. Curse of Sloth When you are in the presence of anyone else physical activity causes you great mental anguish. Your head hurts to the point you cannot function. Someone else must carry or escort you around. Curse of Thirst You feel as if you can never get enough to drink. Anytime you see water, you have to drink some of it unless you are physically restrained from doing so and taken from the area. Curse of Volume Control You can no longer properly control the volume of your voice. (You can only speak in whisper or shout. You may still emote in say or mumble without dialog) Lycanthropy One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Vampirism Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. Coming Soon...

  • Kenku | Halcyon D&D

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

  • 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.

  • 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.

  • Classes | Halcyon D&D

    Classes of Halcyon Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser women and men can’t stand against. Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees who share his faith. Your class gives you a variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class may only give you two or three features, but as you advance in level, you gain more and your existing features often improve. Artificer Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. Barbarian A fierce warrior of primitive background who can enter a battle rage. Bard An inspiring magician whose power echoes the music of creation. Blood Hunter Clever warriors of blood magic driven by an unending determination to destroy evils old and new. Fighter A master of martial combat, skilled with a variety of weapons and armor. Cleric A priestly champion who wields divine magic in service of a higher power. Monk A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection. Druid A priest of the Old Faith, wielding the powers of nature—moonlight and plant growth, fire and lightning—and adopting animal forms. Paladin A holy warrior bound to a sacred oath. Ranger A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization. Rogue A scoundrel who uses stealth and trickery to overcome obstacles and enemies. Sorcerer A spellcaster who draws on inherent magic from a gift or bloodline. Warlock A wielder of magic that is derived from a bargain with an extraplanar entity. Wizard A scholarly magic-user capable of manipulating the structures of reality.

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