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  • Blood Hunter | Halcyon D&D

    Blood Hunter Class Features Blood Curses Ghostslayer Lycan Mutant Profane Soul Far from the judging eyes of society, blood hunters have mastered the secretive techniques of hemocraft, finding blood magic’s esoteric nature effective against evils that resist divine rebuke or arcane bindings. Through careful study and practice, blood hunters hone the rites of hemocraft into unique combat techniques, forfeiting a portion of their own health to call blood curses down upon their enemies or summon the elements to aid their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force dedicated to protecting the innocent. Whether driven by the wish to make a difference, the need to take vengeance, or the hope of finding a place to belong in an uncaring world, every blood hunter has their own reasons for undertaking the ritual of the Hunter’s Bane that starts them on this path. In joining an order of blood hunters, one also joins a family bound by service to each other and a common cause. For many, this might be the only family they have left—or have ever known—making the kinship felt between blood hunters an all-but-unbreakable bond. In choosing this path, every blood hunter irrevocably gives a part of themself to their cause—physically, emotionally, and sometimes morally. Each order of blood hunters practices its own ideals and methods, often employing techniques with dark origins that test the strength and will of those who employ them. Many wrestle with the fear of losing this struggle. And so a life of discipline and vigilance drives a blood hunter’s travels as they wander the countryside, in search of like-minded adventurers and whispers of dark deeds afoot. Applications: Closed Limited Slots Blood Hunter Subclasses Class Features Basics Base Hit Points: 64 Hit Points per Advancement: 13 Actions: 2 Attack, 1 Bonus, 1 Reaction Blood Curses: Level 8: +1 Level 10: +2 (3) Casting Attribute: Intelligence or Wisdom Startin g Kit Shortsword Shield Chain Shirt Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Saving Throws: Dexterity, Intelligence Skills: Arcana, Investigation Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Hunter's Bane After surviving the Hunter’s Bane, a painful, scarring, and sometimes fatal ritual required to become a bloodhunter -- your body is empowered to c ontrol and shape hemocraft magic, using your own blood and life essence to fuel your rites and blood curses. You are immune to vampirism, and your blood is considered both toxic and inert to vampires, granting them no benefit when feeding upon you by any means. Becoming any form of Undead will render your blood inert, returning you to a base class Fighter. Crimson Rite You learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy; causing them to deal an additional 1d8 damage matching the element. As a bonus action once per combat, you can activate a rite on the weapon you are holding which lasts for the duration of said combat. When you activate a rite, you take 1d8 necrotic damage. This damage cannot be reduced in any way. You may choose fire, cold, or lightning damage for your rite. Brand of Castigation When you damage a creature with your active Crimson Rite you can channel hemocraft magic to sear an arcane brand into that creature. You always know the direction to the branded creation so long as it remains on the same plane as you. Each time the branded creature deals damage to you, or a creature within within .5 tiles of you, the creature takes 1d8 psychic damage. This damage may only be applied once per turn. Brand of Tethering Requires Level 12 Creatures branded by your brand of castigation must make a Wisdom Saving Throw when they attempt to teleport or leave its current plane by any means. On a failure the attempt to teleport or leave the plane fails and the target takes 4d6 psychic damage. On a success the target takes 2d6 psychic damage. Blood Hunter Order Each blood hunter commits to an order of blood hunters whose philosophy will guide them throughout their life: the Order of the Ghostslayer, the Order of the Lycan, the Order of the Mutant, or the Order of the Profane Soul, each of which is detailed 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. Class Expectations All Blood Hunters have undergone the Hunter's Bane in the past, enabling their hemomancy. This pro cess has an extremely high level of mortality and leaves those who survive with some sort of physical, emotional or moral piece of them removed. It is only undergone by those who atleast a t one point in their lives truly wished and are/were willing to die for their specific cause. All Blood Hunters should have some level of obligation to their duty, and in some cases honor. An Order of the Lycan Blood Hunter would be shamed by being cured of Lycanthropy, and would often happily go through the taming ritual again and be re-cursed to reattain it while striving towards using their abilities for good. A Ghostslayer Blood Hunter is always going to be at the very, very least weary and watchful of even the most seemingly harmless undead while a majority loyal to their order will be zealous enough to want to destroy them on the spot. Ontop of this, all Blood Hunters at their core will hold some part of their Orders to be vigilant against evil and life threatening beings of all kinds. Blood Hunters who instead embrace, accept and work with those that oppose their order's beliefs are subject to a warning and ultimately a character retirement if they continue to push the bounds of the class fantasy without an proper, extremely good roleplay reason to do so. Blood Curses After surviving the Hunter's Bane, your blood becomes active towards the use of hemomancy, including versatile rites and curses to give you an edge over your foe. These are replenished once per Short Rest. Level 8 Level 10 Level 12 Blood Curse of Bloated Agony Blood Curse of the Eyeless Blood Curse of the Bloated Agony A s a bonus action with a cost of 1 class resource and 1d8 damage to yourself, you curse a creature that you can see within 4.5 tiles of you. The creature must make a Constitution Saving Throw (DC 8 + Spell Bonus). On a failure, cause the creature's body to swell until the end of its next turn. For the duration, every tile that the creature moves it takes 2d4 necrotic damage. Blood Curse of the Eyeless As a reaction with a cost of 1 class resource, when a creature you can see within 3 tiles of you makes an attack you may choose to give the target a -4 to their Hit Bonus (Melee), Hit Bonus (Ranged), and Hit Bonus (Spell) score until the end of their next turn. Blood Curse of the Fallen Puppet Blood of the Fallen Puppet When a creature you can see within 4.5 tiles of you drops to 0 hit points, you can use your reaction and 1 class resource to instill that creature with a final act of aggression. The creature may willingly accept the curse, or try to resist it, making a Wisdom Saving Throw (DC 8 + Spell Bonus). On a save success, it falls in combat as normally. On fail or willful accept, the creature immediately takes it's most aggressive possible single attack or cantrip on a target of your choice. Blood Curse of Binding Blood Curse of the Marked Blood Curse of Binding A s a b onus action with a cost of 1 class resource, you attempt to bind a large or smaller creature you can see within 4 tiles of you which must make a Strength Saving Throw (DC 8 + Spell Bonus). On a failure, the creature is restrained and cannot take reactions until the end of its next turn. Blood Curse of the Marked As a bonus action, you mark a creature that you can see within 3 tiles of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you may deal your rite damage an additional time. Subclass: Order of the Ghostslayer The Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mystery of the transition from life, and the unholy power that can cause the dead to rise once more. These zealous blood hunters make it their life’s work to destroy the scourge of undeath wherever it is found, tuning their abilities to engage undead creatures and those who manipulate the necromancy that creates them. Bon us Proficiencies Skills: Perception Blood Curses: Level 8: +1 (4) (Curse Specialist) Rite of the Dawn Rite of the Dawn is applied whenever you use your Crimson Rite feature. Your Crimson Rite deals radiant damage and sheds a bright light out for 2 tiles in all directions around you, and you gain necrotic damage resistance. Curse Specialist You learn to master blood curses. You gain 1 additional class resource. Aether Walk At the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects but may not end your turn inside of an object. This may only be used once per long rest. Brand of Sundering Your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you deal an additional 1d8 radiant damage. Additionally, the branded creature may not move through creatures or objects. Dispels and prevents Ghost Walk. Rite Revival Requires Level 12 You learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have crimson rite active and you are reduced to 0 hit points, you can choose to have your active crimson rite end and drop to 1 hit point instead. Only works if your weapon the rite is applied to is in your hand when you hit 0. Blood Curse of the Exorcist Requires Level 12 As a bonus action with a cost of 1 class resource and 1d8 damage to yourself, you choose one creature you can see within 4 tiles of you that is charmed, frightened, or under a possession effect. That target is no longer charmed, frightened, or possessed. The creature that charmed, frightened, or possessed the target takes 3d6 psychic damage and must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or be stunned until the end of their next turn. Subclass: Order of the Lycan The ancient curse of lycanthropy is feared by nearly all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud group of blood hunters who undergo “the Taming”—the ceremonial infliction of lycanthropy by a senior member of the order, for those who do not already carry the curse before seeking this path. These hunters then use the magic of their blood to harness the power of the monster they harbor, without losing themselves to it. Using intense will and secret blood magic rituals, members of the Order of the Lycan learn to control and unleash their hybrid forms for short periods of time. Enhanced physical prowess, unnatural resilience, and razor-sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to their own hunger. As lycanthropy will not take to Dhampir, this subclass cannot be chosen by Dhampir. Bonus P roficiencies Skills: Athletics Attack Bonus (While Transformed) Level 10: +2 Hybrid Transformation You can tap into the Curse of Lycanthropy to unfurl a hybrid form twice per day, increasing Attack Bonus by 2, granting 1d6+stat unarmed attacks for main and offhand, and 1+con regeneration below 50hp.You may use your crimson rite to apply it to both of your claws as one weapon, if you have not already used it. Regardless of if you are in this form or not, you have vulnerability to silver weapons, which will deal 4 more damage to you and nullify your regeneration until your next turn. You also have polymorph immunity. Blood Curse of the Howl Requires Level 12 As an action with a cost of 1 class resource and 1d8 damage to yourself, you unleash a blood curdling howl. All creatures within' 6 tiles of you that can hear you must make a Wisdom Saving Throw (DC 8 + Spell Bonus). On a failed save, a creature is stunned until the end of their next turn or frightened on a successful one. Cannot be cast when silenced, and does not affect those who are silenced. Subclass: Order of the Mutant The process of undertaking the Hunter’s Bane ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed—and not always for the better. Over generations of experimentation, a splinter order of blood hunters honed the way in which hemocraft alters the body, using corrupted alchemy and toxic elixirs to alter their blood even further. Over time, they have modified their capabilities in battle, becoming something beyond what they once were. Calling themselves the Order of the Mutant, these blood hunters now specialize in assessing the strengths and weaknesses of their foes, altering their biology to be best prepared for any conflict. Bonus Proficie ncies Skills: Acrobatics Mutagens Level 10: +2 Level 12: +2 (4) Strange Metabolism Your body adapts to toxins and venoms, ignoring their corrupting effects. You gain resistance to poison damage and the poisoned condition. Brand of Axiom As a reaction, and at the cost of 1 class resource, enemies affected by Brand of Castigation cannot go invisible, or utilize illusions against you. If the creature has shape changed in the combat (including pre-buff phase), it must succeed a Wisdom saving throw DC (8 + Spell Bonus) or revert to it's true form. If a branded creature attempts to alter it's form each time there after, it must succeed on a Wisdom saving throw (8 + Spell Bonus) or have the attempt fail. Mutagen (Aether) As a bonus action, you imbibe a Mutagen of Aether. Converts all movements you make to flying, and gives you disadvantage on Strength and Dexterity Saving Throws for the remainder of combat. Mutagen (Mobility) As a bonus action, you imbibe a Mutagen of Mobility. Immediately removes any grappled, restrained, or paralyzed conditions and gives you disadvantage on Strength and Dexterity Saving Throws for the remainder of combat. Mutagen (Precision) As a bonus action, you imbibe a Mutagen of Precision. You gain a +2 Attack Bonus and have disadvantage on Strength Saving Throws for the remainder of combat. Mutagen (Rapidity) As a bonus action, you imbibe a Mutagen of Rapidity. Your movement speed increases by 1 tile and you have disadvantage on Intelligence Saving Throws for the remainder of combat. Mutagen (Cruelty) Requires Level 12 As a bonus action, you imbibe a Mutagen of Cruelty. You may make another weapon attack this turn and have disadvantage on Intelligence, Wisdom, and Charisma Saving Throws for the remainder of combat. Mutagen (Reconstruction) Requires Level 12 As a bonus action, you imbibe a Mutagen of Reconstruction. For the remainder of combat, if you are below 50 hit points, you will regain hit points equal to your Attack Bonus at the start of each of your turns. Your movement speed is also decreased by 1 tile for the remainder of combat. Blood Curse of Corrosion Requires Level 12 As a bonus action with a cost of 1 class resource and 1d8 damage to yourself, you cause a creature within 4 tiles of you to take 4d6 necrotic damage. They must also succeed on a Constitution Saving Throw (DC 8 + Spell Bonus) or become poisoned until properly cured by the appropriate means. Subclass: Order of the Profane Soul Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance. So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price. Bonus P roficiencies Skills: Deception Mystic Frenzy When you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action (1d20 + Attack Bonus vs AC). Blood Curse of the Souleater Requires Level 12 As a free action with a cost of 1 class resource and 1d8 damage to yourself, offer up the life energy of a fallen creature to your patron in exchange for power, granting you both +2 to Proficiency bonus, resistance to all damage until the end of the turn and regaining a spent pact magic slot. Can only be done once per target, per combat. Rite Focus Your weapon becomes a conduit for the power of your pact with your chosen patron. While you have an active crimson rite, you can use your weapon as a spellcasting focus for your warlock spells, and you gain a specific benefit based on your chosen pact. Archfey - When you damage a creature with a weapon for which you have an active crimson rite, that creature becomes illuminated until the end of their next turn. The Celestial - As a bonus action, you expend one use of your Blood Curses feature to heal one creature you can see within 6 tiles of you. That creature regains a number of hit points equal to 3d8 + WIS/INT. The Fiend - While using the Rite of the Flame, you deal an extra 2 fire damage to your target when applying your rite damage. The Great Old One - As a bonus action, you expend one use of your Blood Curses feature to frighten a creature and any other creatures you choose within 1 tile for up to two turns. The Hexblade - When you successfully target a creature with a blood curse, you deal damage equal to your Proficiency Bonus to them. The Undying - When a creature is reduced to 0 hit points you regain a number of hit points equal to 1d8 + WIS/INT. Cantrips Pact Magic Chill Touch Eldritch Blast Lightning Lure Eldritch Blast Evocation 1 Action V, S A beam of crackling energy streaks towards a creature within range. 1d10 Force Damage (1d20 + Spell Bonus vs AC) Lightning Lure Evocation 1 Action V You create a lash of lightning energy that strikes at one creature of your choice that you can see within 2 tile of you. The target must succeed on a Strength saving throw (8 + Spell bonus VS STR) or be pulled up 1 tile in a straight line toward you and then take 2d8 lightning damage. 3d8 Lightning Damage Chill Touch Necromancy 1 Action V, S You create a ghostly, skeletal hand in the space of a creature within range. On a hit the target cannot regain hit points until the start of your next turn. 3d8 Necrotic Damage (1d20 + Spell Bonus vs AC) Crown of Madness Hellish Rebuke (2nd) Hex Shadowblade Witch Bolt (2nd) Misty Step Crown of Madness Enchantment 1 Action V, S One humanoid of your choice that you can see within range must succeed on a Wisdom Saving Throw or become charmed by you for the remainder of combat. While charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On each of its turns it can make a Wisdom Saving Throw against your spell DC to end the effect. (8 + Spell Bonus vs WIS Save) Hellish Rebuke (2nd) Evocation 1 Reaction V, S You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity Saving Throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one. (8 + Spell Bonus vs DEX Save) Shadowblade Illusion 1 Bonus Action V, S You weave together threads of shadow to create a sword of solidified gloom in your main hand. This magic sword lasts for the duration of combat, dealing 2d8 psychic dam age a hit. Witch Bolt (2nd) Evocation 1 Action V, S A beam of crackling, blue energy lances out towards a creature within range. Make a ranged spell attack against the creature. O n a hit, the target takes 2d12 lightning damage and you are able to deal damage to the target again on the next turn without needing to roll to hit again or taking the cost of a spell slot. If you choose to take any other action, the effect will fade. (1d20 + Spell Bonus vs AC) Misty Step Conjuration 1 Bonus Action V Briefly surrounded by a silvery mist, you teleport up to 4 tiles to an unoccupied space that you can see. Acquired at 10th Level Hex Enchantment 1 Bonus Action V, S You place a curse on a creature that you can see within range. You deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. You may move this to a new target when the first reaches 0 hit points. Flavor Spells The following spells are included in the sorcerer's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They are only to be used to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 8 Control Flames Mage Hand Minor Illusion Prestidigitation Illusory Script Control 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. Minor Illus ion Illusion 1 Action S, M You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation ) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Mage Han d Conjuration 1 Action V, S A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. 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. Illusory Script Illusion 1 Minute S, M You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.

  • Wood Elf | Halcyon D&D

    Wood Elf Racial Guidelines Basic Traits Racial Traits Wood Elf Attuned to nature, wood elves have keen senses and intuition. Their fleet feet carry them quickly and stealthily through their native forests. Their skin tends to be copperish in hue, sometimes with traces of green. Wood elven hair tends toward browns and blacks, but it is occasionally blonde or copper-colored. Their eyes are green, brown, or hazel. As a people, wood elves were largely seen as calm and level-headed. Arousing strong emotions in wood elves was not something that was easily done, although many did have a strong aversion for large cities, having lost the passion for urbanization after the fall of Earlann. To wood elves, the trappings of civilization, including the mightiest of fortresses or tallest walls, were transient and impermanent things that would eventually be overcome by the long processes of nature. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Widespread in Forests Cormanthyr Tangled Trees High Forest Deities The Seldarine (Solonor and Rillifane especially) Silvanus Mielikki Enmity Drow (Generational Hatred. Gods at war) Orcs (Generational Hatred. Gods at war) Goblins Gnolls Affinity Humans Dwarves Gnomes Halflings High Elves (Wariness due to the Sun Elves' xenophobic and superiority ways) Notable Features Connection with nature, minimal impact on surroundings, love and kinship with the forest and animals, secluded, distrustful of outsiders and those that do not find affinity in nature, omnivores. Basic Traits Height Min: 140 cm (4'7") Max: 180 cm (5'11") Languages Common Elvish 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. Fey Ancestry You are immune to magical sleep effects. Fleet of Foot Once per short rest you may move an additional 1 tile on each of your turns for the next four turns. Keen Senses Elves are highly attuned to their surroundings. You have proficiency in 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). 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.

  • Shifter | Halcyon D&D

    Shifter Racial Guidelines Basic Traits Racial Traits Shifter Shifters are sometimes called weretouched, as they are descendants of humans who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape, but they can temporarily enhance their animalistic features by entering a state they call shifting. Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral, resembling a particular kind of lycanthrope. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Werewoods (Baldur's Gate) Glimmerwood (Luruar) Great Dale Forests of Lethyr Dambrath Deities Gods of nature, the moon, and primal strength Enmity Drow Affinity Often feared by common races for their lycan blood but generally amicable to all Notable Features Partially bestial traits, enhanced senses, temporary shifting abilities, increased speed or strength, animalistic features (claws, fangs, fur), instinct-driven, often tribal, adaptable, heightened reflexes, omnivorous with flexible diet. Basic Traits Height Min: 150 c m (4'11") Max: 180 cm (5'11") Langua ges Common Life S pa n A dult hoo d: 18 years Longevity: 70 years Mo vement 3 ti le s per turn Race Expectations Shifters must have a base form that will always be visible. If this means you choose to have paws, animalistic ears, or a tail you must always have them on. From there you may have an in combat shifted form that is closer to the lycanthropic heritage chosen for the character. 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. Beast Shift Up to 3 times per long rest, as a bonus action, you can assume a more bestial appearance for the remainder of combat or until you revert. Swiftstride remains for 3 turns of combat. This form is flavored to your lycanthrope ancestor. You gain the following benefits while shifting: Grants 8 Temporary Hit Points. Grants access to a single use per turn bite attack (1d6 + Attack Bonus). Either +1 AC (Beasthide) or +1 Movement Speed (Swiftstride) based upon selection on creation. Bestial Instincts Shifters can easily channel the beast within. You are proficient in Survival. Lycanthrope Ancestor Shifters resemble a particular kind of lycanthrope ancestor. They cannot be Dhampir. Choose a were-animal ancestor to represent the features of your shift from the following: Werebadger, Werebear, Werecat, Werecougar, Werecrocodile, Weredog, Werefox, Werehyena, Werejackal, Werejaguar, Wereleopard, Werelion, Wereowl, Werepanther, Wererat, Wereserpent, Wereshark, Weretiger, Werewolf, Werewolverine, Wereworg, Werehare.

  • Tiefling | Halcyon D&D

    Tiefling Racial Guidelines Basic Traits Racial Traits Tiefling To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable. Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes. They have thick tails, their canine teeth are sharply pointed, and their eyes are often fiendish and otherworldly. Their their skin tones cover the full range of human coloration, but also typically include various shades of red and purple, or even darker blue. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Thay (As pawns) Tymanther Calimshan Sword Coast Baldur's Gate Dragon Coast Deities Asmodeus Beshaba Mask Shar Gargauth Generally any deity followed by those of where they lived Enmity Aasimar (Feared and loathed) Affinity Half-Orcs Genasi of Calimshan (Allied against Slavery) Notable Features Fiendish heritage, horned and tailed, innate spellcasting, resistance to fire, charismatic and cunning, often mistrusted, varied skin tones, sharp intellect, strong-willed, social outsiders, omnivorous with preference for rich and spicy foods. Basic Traits Height Min: 150 c m (4'11") Max: 185 c m (6'1") Langua ges Common Infernal Life S pa n A dult hoo d: 18 years Longevity: 160 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. Archdevil Origin Tieflings garner a bloodline infused with the essence of one of the archdevils of the Nine Hells, which heavily impacts their natural impulses and their appearance. Choose your archdevil origin from the following: Asmodeus, Baalzebul, Dispater, Fierna, Glasya, Levistus, Mammon, Mephistopheles, or Zariel. Infernal Legacy The dark magic and nature of the Nine Hells flow through every tiefling. You know the Mage Hand, Minor Illusion, Thaumaturgy, and Vicious Mockery cantrips and are proficient in Deception. Hellish Resistance You have resistance to fire damage.

  • Changeling | Halcyon D&D

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

  • Genasi (Water) | Halcyon D&D

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

  • Fey'ri | Halcyon D&D

    Fey'ri Racial Guidelines Basic Traits Racial Traits Fey'ri Fey'ri were not a true elven subrace. They were to elves as tieflings were to humans and tanarukks were to orcs . The fey'ri were the result of interbreeding between sun elves and tanar'ri in an attempt to strengthen the sun elf bloodline. Fey'ri considered their bloodline to be very important, and prided themselves on being able to trace it back to House Dlardrageth or the daemonfey . This meant that breeding typically only occurred with other fey'ri or, very rarely, elves, but they generally rejected the notion of elven resemblance as offensive. The fey'ri would generally look negatively upon outsiders, but were respectful towards intelligence, strength, and flexible morals. Even once having made a "friend", a fey'ri would abandon that person immediately if the fey'ri saw that individual as more than a minor annoyance. As Silvergarde came under siege by Kargresh, his forces having unleashed pure chaos from Hellgate Dell, Fey'ri became more and more prevalent. The power hungry creatures took root within his ranks, but after he fell they turned their attention anew to the boundless opportunities in New Ascalhorn. Now, they serve the ruinous city full of miscreeds, their existence solely furthering the nefarious purposes of those who operate within the shadows. Applications: Closed Limited Slots To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands High Forest Western Faerun Cormanthyr Deities Ghaunadaur Seldarine (Rarely. Elven Pantheon; Shevarash) Enmity Elves (Particularly Moon and Wood) Orcs Affinity Generally disdained by most races Notable Features Fiend-blooded elves, shape-changer between Sun Elf and Fiend form, horned and often tailed, innate spellcasting, seductive and cunning, sharp intellect, proud and ambitious, often conflicted heritage, charismatic presence, omnivorous with taste for rich and exotic foods. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Langua ges Common Elvish Abyssal Life S pa n A dult hood: 100 years Longevity: 750 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. Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. T rance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span. Wings Because of your dark leathery wings, your movement counts as flying type all the time. You cannot take fall damage unless you are incapacitated when falling. Elven Mask Masters of deception and disguise. You may alter your physical appearance to remove any wings, horns, scales, or eye color that would otherwise give away the demonic nature of your heritage as an action. You ma y not use this to change any other physical characteristics. Additional if you use this feature to remove your wings you lose access to the flying speed granted in combat. Any ability or feature that reverts transformations reverts you to your true form.

  • Firbolg | Halcyon D&D

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

  • Kobold | Halcyon D&D

    Kobold Racial Guidelines Basic Traits Racial Traits Kobold Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ancestry in the glint of their scales and in their roars. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons. In some lands, kobolds serve chromatic or metallic dragons—even worshiping them as divine beings. In other places, kobolds know too well how dangerous those dragons can be and help others defend against draconic destruction. Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed, their cry resonates with draconic power. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands The Underdark Jungles of Chult Caverns beneath the Spine of the World The Dragon Coast Remote mountainous regions throughout Faerun Deities Kurtulmak Gaknulak Dakarnok (Lesser known deity) Dragons Enmity Hated by nearly all humanoid races Gnomes (generational prejudice and hatred) Affinity Hated nearly all humanoid races and held little to no alliances with others Dragonborn (Wary, cooperative) Dire weasels Dragons Notable Features Small and nimble, reptilian scaled skin, natural trapmakers, fear-driven but clever, sunlight sensitivity, strong pack mentality, skilled miners and diggers, quick reflexes, distrust of larger races, omnivorous with preference for insects and small game. 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: 110 cm (3'7") Langua ges Common Draconic Life S pa n A dult hoo d: 18 years Longevity: 120 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. Brave Defiant in nature, kobolds are immune to being frightened. Craftiness Kobolds, often underestimated, are clever creatures. You are proficient in Arcana and Sleight of Hand. Natural Magic (Arcane) Kobolds are attuned to the basics of draconic sorcery. You know the Fire Bolt cantrip.

  • Reborn | Halcyon D&D

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

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