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  • Genasi (Fire) | Halcyon D&D

    Fire Genasi Racial Guidelines Basic Traits Racial Traits Fire Genasi Descended from efreet, the genies of the Elemental Plane of Fire, or severe exposure to fire elemental energy, the fire genasi channel the chaotic and often destructive nature of flame. They show their heritage in their skin tones, which can range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke. Fire genasi are generally energetic, quick to act, and impatient. They often care a great deal about their appearance, dressing flamboyantly. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Calimshan Chult Lake of Steam Unther Deities Gond Talos Kossuth Enmity Generally amicable with many races and people Humans (Distrusted, especially those from Calimshan) Air Genasi (Were at war in Calimshan) Affinity Generally amicable with many races and people Notable Features Hot to the touch, quick to anger, decisive, self-reliant, confidant, proud, 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 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. Natural Magic (Fire) Reaching to the blaze of the Elemental Plane of Fire, all fire genasi know the basics of fire magic. You know the Produce Flame cantrip, and can cast Burning Hands for free once per long rest. Fire Resistance You are resistant to fire damage.

  • Svirfneblin | Halcyon D&D

    Svirfneblin Racial Guidelines Basic Traits Racial Traits Svirfneblin Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm’s magic. They can supernaturally camouflage themselves, and their svirfneblin magic renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark. Deep gnomes are wiry and lean with a body as hard as a slab of rock. Males are completely bald and beardless, while the females sport hair. Deep gnome complexions are sometimes described as "gnarled" and, like drow and duergar, are commonly dark in hue, with most deep gnomes demonstrating brown or gray skin with dark gray eyes. Females typically have gray hair. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Northwest Faerun Underdark Deities Lords of the Golden Hills (Gnome Pantheon) Callarduran Smoothhands (Svirfneblin) Enmity Kobolds Drow Duergar Affinity Forest Gnomes Gold and Shield Dwarves Elves (if needed but not sought out) Notable Features Underdark dwellers, naturally stealthy, magic-resistant, keen darkvision, stone affinity, cautious and secretive, expert miners, naturally hardy, skilled illusionists, distrustful of surface folk, omnivorous with preference for fungi and underground roots. Basic Traits Height Being smaller than 140 results in Conan wonkin ess, so please keep in mind that proportions must remain believable. Min: 10 0 cm (3'3") Max: 120 cm (3'11") Languages Common Gnomish Life S pa n Adult hood: 40 years Longevity: 500 years Movement 3 tiles per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the worl d. G nomish Magic Resistance You gain a +1 to Wisdom, Intelligence, and Charisma saving throws. Gift of the Svirfneblin You may cast Disguise Self for no cost once per Long Rest.

  • Eladrin | Halcyon D&D

    Eladrin Racial Guidelines Basic Traits Racial Traits Eladrin Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season forever. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Feywilds Deities Seelie and Unseelie Courts Archfey The Seldarine (Elven Pantheon, Rare) Enmity Goblins Affinity Elves Notable Features Fey-touched, seasonal mood shifts that alter their appearance, innate teleportation, graceful and elegant, strong arcane affinity, emotionally expressive, quick reflexes, long-lived, connected to the Feywild, omnivorous with preference for wild fruits and delicacies. Advanced Race Expectations Eladrin are intrinsically tied to their emotions and their bodies can change with them. They may go through these Seasons daily, or never at all. Each Season represents a different emotion for the Eladrin and are as follows: Autumn: Peace and goodwill, when summer’s harvest is shared with all. Winter: Contemplation and dolor, when the vibrant energy of the world slumbers. Spring: Cheerfulness and celebration, marked by merriment and hope as winter’s sorrow passes. Summer: Boldness and aggression, a time of unfettered energy and calls to action. Basic Traits Height Min: 155 cm (5'0") Max: 185 cm (6'0) Languages Common Elvish Sylvan Life Spa n Adulthood: 100 years Longevity: 750 years Movement 3 tiles per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fey Ancestry You are immune to magical sleep effects. Fey Step Once per long rest, as a bonus action, you can magically teleport up to 3 tiles to an unoccupied space you can see. Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. At Season's Change An eladrin’s season can change, though some remain in one season forever. You may change your current season once per Long Rest. Each season greatly effects your character's mood: Autumn: Peace and goodwill, when summer's harvest is shared with all. Winter: Contemplation and dolor, when the vibrant energy of the world slumbers. Spring: Cheerfulness and celebration, marked by merriment and hope as winter's sorrow passes. Summer: Boldness and aggression, a time of unfettered energy and calls to action. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Furthermore, Eldarin may change their season upon using their trance. Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span.

  • Goliath | Halcyon D&D

    Goliath Racial Guidelines Basic Traits Racial Traits Goliath The first goliaths lived on the highest mountain peaks—far above the tree line, where the air is thin and frigid winds howl. Distantly related to giants and infused with the supernatural essence of their ancestors’ mountainous home, goliaths stand between 7 and 8 feet tall and have a wide array of skin tones resembling different types of stone. Goliaths are naturally competitive, keeping track of their accomplishments and seeing everything as a challenge. It is rare for goliath adventurers to retire or live to an old age, as they often die trying to surpass their previous achievements. Permanently injured or aging goliaths often seek death in battle rather than succumb to an existence where they cannot excel. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Thesk Mountains Mountains of Copper Sunrise Mountains Icerim Muontains Sword Coast Mountain Ranges of Chult and Anauroch (Azirrhat) Tamalune Spine of the World Deities Kavaki Kuliak Manethak Naki-Uthai Thalia Vanua Primal Forces of Nature Enmity Goblin (Wary) Orc (Wary) Half-Orc (Wary) Affinity Dwarves Human Very fond of druids Earth Genasi (Friendly Rivalry) Elves (Intimidated but friendly) Notable Features Competitive, self-reliant and independent, fair competitors, value talent, belief that using magic leads to complacency, small nomadic tribes, mock hierarchical societies, omnivore leaning towards meat. Basic Traits Height Min: 210 cm (6'11") Max: 245 cm (8'0) Languages Common Giant Life S pa n Adult hood: 18 years Longevity: 100 years Movement 3 ti le s per turn Racial Traits Little Giant Standing head and shoulders above most races, goliaths physiques are impressive and imposing. You are proficient in Athletics and Intimidation, as well as having a +1 to Strength and Constitution saving throws. Stone's Endurance With skin as tough as stone, goliaths shrug off more physical damage than most. When you take damage, you can use your reaction to roll a d12+CON and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. Mountain Born You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

  • Gnome | Halcyon D&D

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

  • Donations | Halcyon D&D

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

  • Human | Halcyon D&D

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

  • Drow | Halcyon D&D

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

  • Lycanthropy | Halcyon D&D

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

  • Feats | Halcyon D&D

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

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