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- 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.
- Cleric | Halcyon D&D
Cleric Class Features Spellcasting Death Life Light Trickery Twilight War Expectations Cleric Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side. When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world. Subclasses Class Features Basics Base Hit Points: 56 Hit Points per Advanceme nt: 14 Actions: 1 Attack, 1 Bonus, 1 Reaction Class Resources Level 10: +1 Casting Attribute: Wisdom Starting Kit Mace Shield Chain Shirt Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons Sav ing Throws: Wisdom, Charisma Skills: Medicine, Religion Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) C hannel Divinity: Turn Undead Requires Level 10 Present your holy symbol to make all undead in a 3 tile radius around you make a Wisdom Saving Throw. If they fail the throw, they must immediately move their full movement doubled away from you, and cannot use movement on their next turn. Divine Domain In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain. Your choice might correspond to a particular sect dedicated to your deity. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most. Each domain’s description gives examples of deities who have influence over that domain. You can read more about the deities of the Forgotten Realms here . Choose your divine domain (subclass) from the Six available: Death Domain, Life Domain, Light Domain, Trickery Domain, Twilight Domain and War Domain. These will be unlocked at Level 10 and reach their full potential at Level 12. Your divine domain must match a domain that falls under your chosen deity's portfolio. Class Expectations Clerics must be dedicated to the service of an individual deity within our approved Forgotten Realms pantheon. Ad ditionally your Clerical Domain must match with your chosen deities portfolio. For example a cleric of Selune cannot be a Death Domain Cleric. As such you are always under the watchful eye and scrutiny of your deity. Meaning you must follow their tenets, preachings, and otherwise represented their wishes on the material plane. Failure to do this will result in warning. Depending on the severity of the offense your cleric may lose access to their subclass abilities, or lose levels in the class and be given penance to undergo. Extreme cases or ones where forgiveness is not sought will result in the character be swapped to level 8 fighter and barred fro m returning to their particular clergy again. Spellcasting As a conduit for divine power, you are granted the gift of channeling that magic into spells. Spell Slots Level 8 1st: +3 2nd: +2 Lev el 10 1st: +1 2nd: +1 3rd: +2 4th: +2 Level 12 3rd: +1 4th: +1 5th: +2 Combat Spells The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters. Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level Bane Cure Wounds Bane Enchantment 1 Action V, S Up to three targets of your choice within range must make a Charisma Saving Throw (DC 8 + Spell Bonus). Whenever a target fails the saving throw they are baned for the remainder of combat, taking -2 to Melee, Ranged, and Spell Hit Bonus . Cure Wounds Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 1d8 + Spell Bonus. This has no effect on Undead or Constructs. Sacred Flame Word of Radiance Sacred Flame Evocation 1 Action V, S Flame-like radiance descends on a creature that you can see within range. 3d8 Radiant Damage (8 + Spell Bonus vs DEX Save) Word of Radiance Evocation 1 Action V, S You utter a divine word and burning radiance erupts from you. 2d6 Radiant Damage (8 + Spell Bonus vs CON Save) Life Transference Life Transference Necromancy 1 Action V, S You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which cannot be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. Flame Strike Mass Cure Wounds Flame Strike Evocation 1 Action V, S A vertical column of divine fire roars down from the heavens in a location you specify. Each creature within a 1 tile radius, 4 tiles high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. Mass Cure Wounds Evocation 1 Action V, S A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 3 tile radius sphere. Each target regains hit points equal to 3d8 + Spell Bonus. Cures regular Wounded Status. This has no effect on Undead or Constructs. Blindness Cure Wounds (2nd) Silence Cure Wounds (2nd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 2d8 + Spell Bonus. This has no effect on Undead or Constructs. Silence Illusion 1 Action V, S Create a 2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of their next turn. Acquired at 10th Level Blindness Necromancy 1 Action V You attempt to blind a fo e. Choose one creature that you can see within range to make a Constitution Saving Throw (DC 8 + Spell Bonus). If it fails the target is blinded until the end of combat. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. Death Ward Death Ward Abjuration 1 Action V, S You touch a creature and grant it a measure of protection from death for the remainder of combat. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point and the spell ends. Flavor Spells The following spells are included in the cleric's repertoire, however; these spells cannot be used in combat and do 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. They are fully consent based and cannot be used to force an outcome in a rol eplay sc enario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 8 Level 10 Leomund's Tiny Hut Leomund's Tiny Hut Evocation 1 Action V, S A 1 tile immobile dome of force springs into existence around and above you and remains stationary for 8 hours. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area ever includes a larger creature or more than nine creatures. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Continual Flame Create or Destroy Water Guidance Light Mending Thaumaturgy Purify Food and Drink Light Evocation 1 Action V You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, 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. Mending Transmutation 1 Action V, S 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. Guidance Divination 1 Action Divination You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Thaumaturgy Transmutation 1 Action V You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Create or Destroy Water Transmutation 1 Action V, S, M You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. Purify Food and Drink Transmutation 1 Action V, S All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. Continual Flame Evocation 1 Action V, S A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. Ritual Spells Spel ls that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does . If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand. Level 8 Level 10 Level 12 Ceremony Detect Magic Detect Poison and Disease This is an RPR Spell, and does not require a DM Ticket! Detect Magic Divination 1 Action V, S , M Class Required: Artificer Cleric Bard Druid Paladin Ranger Sorcerer Wizard Components Required: 1x Unstable Essence 5x Arcane Res idue For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dir t. Ceremony Evocation 1 Hour V, S, M Class Required: Cleric Paladin Components Required: 2x Ring (Wedding Only) 2x Holy Water 10x Arc ane Residue You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting. Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. This is an RPR Spell, and does not require a DM Ticket! Detect Poison and Disease Divination 1 Action V, S, M Class Required: Cleric Bard Druid Paladin Ranger Sorcerer Components Required: 10x Mother's Leaf 5x Arcane Res idue For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Commune Hallow Legend Lore Scrying Hallow Evocation 24 Hours V, S, M Class Required: Cleric Warlock: Pact of the Fiend Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 30x Arcane Residue You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 6 tiles, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. Holy - Undead and Fiends which start their turn within the area take 1d6 radiant damage. Additionally, any non-undead or fiend is cured of any frightened status at the start of their turn while on hallowed ground. Unholy - Any non-undead or fiends that start their turn within the area take 1d6 necrotic damage. Additionally, all undead and fiends gain a +1 bonus to attack roles while fighting on unholy ground. Both areas allow Clerics, Paladins, and Divine Soul Sorcerers to create holy water using a first level spell slot and a vial. Each cleric may only hallow a single location and a clan may only possess one hallowed location. Commun e Divination 1 Minute V, S, M Class Required: Cleric Paladin Sorcerer: Divine Soul Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 10x Holy Water 30x Arcane Resid ue You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret. Scrying Divination 1 0 Minutes V, S, M Class Required: Bard Warlock Cleric Wizard Components Required: 1x Crystal Ball 30x Arcane Residue Item from Target of Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a DC 15 Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Secondhand (you have heard of the target): +5 Save Modifier Firsthand (you have met the target): +0 Save Modifier Familiar (you know the target well): -5 Save Modifier Connection Likeness or drawing/painting: -2 Save Modifier Possession or garment: -4 Save Modifier Body part, lock of hair, bit of nail, or the like: -10 Modifier On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. Legend Lore Divination 10 Minutes V, S, M Class Required: Bard: College of Lore Cleric Wizard Warlock: Pact of the Undying Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 30x Arcane Residue Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on han d, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips." Remove Curse Remove Curse 3rd Level Spell slot Abjuration 1 Action V, S , M Class Required: Cleric Wizard Components Requir ed: 3x Feral Claws 3 Precious Gemstones 15x Valorbell 15x Arcane Residue At your touch, all minor curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks the owner's attunement to the object so it can be removed or discarded. Subclass: Death Domain The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Vecna and Myrkul are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Bhaal), pain (Loviatar), disease or poison (Talona), and the underworld (Kelemvor or Shar). Bonus P roficiencies Weapons: Martial weapons Skil ls: Deception Channel Divinity: Touch of Death You use your Channel Divinity to destroy another creature’s life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal 25 extra necrotic damage. Divine Strike Your weapon is infused with the divine power of your deity. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 damage to the target. Reaper (Blight) Requires Level 12 After casting the spell Blight you may target a second creature within 1 tile of the first with the same spell. You may not use this to damage the same creature again. Reaper (Va mpiric Touch) Requires Level 12 After casting the spell Vampiric Touch, you may target a seco nd creature within 1 tile of the first with the same spell. You may not use this to damage the same creature again. Domain Spells 1st Level 3rd Level 4th Level 5th Level False Life Inflict Wounds Ray of Sickness Ray of Sickness Necromancy 1 Action V, S A ray of sickening greenish energy lashes out towards a creature within range. Make a ranged spell attack against the target (8 + Spell Bonus vs CON save). On a hit, the target takes 2d8 poison damage. Acquired at 12th Level False Life Necromancy 1 Action V, S Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. Inflict Wounds Necromancy 1 Action V, S Make a melee spell attack against a creature you can reach (1d20 + Spell Bonus vs AC). On a hit, the target takes 3d10 necrotic damage. Spirit Shroud Vampiric Touch Spirit Shroud Necromancy 1 Bonus Action V, S Call forth the spirits of the dead, which flit around you for the duration. Until the spell ends, once on each of your turns, attacks you make deal 1d8 additional necrotic damage to a creature. Any creature that takes this damage cannot regain hit points until the end of their next turn. Vampiric Touch Necromancy 1 Action V, S The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach (1d20 + Spell Bonus vs AC). On a hit, the target takes 3d6 necrotic damage and you regain hit points equal to half the amount of damage dealt. Blight Blight Necromancy 1 Action V, S Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution Saving Throw. The target takes 6 d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on Undead or Constructs. (8 + Spell Bonus vs CON Save) Cloudkill Cloudkill Conjuration 1 Action V, S You create a 2 tile radius sphere of poisonous, yellow-green fog centered on a point you choose within range. A creature inside the fog must make a Constitution Saving Throw, taking 5d8 poison damage on a failed save or half as much on a success. Creatures are affected even if they hold their breath or don’t breathe. (8 + Spell Bonus vs CON Save) Ritual Spells 12th Level Animate Dead Animate Dead Necromancy 1 Action V, S Components Required: 1 Resilient Heart 1 Blood Vial 6 Arcane Residue This spell creates an undead servant. You will be given 3 Undead Minion runes that can be consumed in combat to summon a minion to fight at your side. Subclass: Life Domain The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (Chauntea), sun gods (Lathander or Corellon Larethian), gods of healing or endurance (Ilmater), and gods of home and community (Yondalla). Bonus P roficiencies Armor: Heavy armor Skil ls: Nature Channel Divinity: Preserve Life As an action you present your holy symbol and evoke healing energy that can restore 25 hit points to two targets within 4 tiles of you. This has no effect on Undead or Constructs. Disciple of Life Your healing spells are more effective. Once per turn, when you heal a target using a spellslot of 1st or higher, you may heal them for an additional HP equal to your WIS. Applies only once per spellcast, even on multitarget heals. Blessed Healer Requires Level 12 Healing spells cast on others also heal you. When you heal another target using a spellslot of 1st or higher, you regain HP equal to your WIS. Applies only once per spellcast, even on multitarget heals. Domain Spells 1st Level 2nd Level 3rd Level 4th Level 5th Level Cure Wounds (3rd) Healing Word (3rd) Mass Healing Word Healing Word Evocation 1 Bonus Action V As you call out words of restoration, up to six creatures of your choice that you can see within range (not yourself) regain hit points equal to 1d4 + Spell Bonus. This had no effect on Undead or Constructs. Acquired at 12th Level Cure Wounds (3rd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 3d8 + Spell Bonus. This has no effect on Undead or Constructs. Healing Word Evocation 1 Bonus Action V A creature of your choice that you can see within range (not yourself) regains hit points equal 3d4 + Spell Bonus. This has no effect on undead or constructs. Cure Wounds (4th) Freedom of Movement Freedom of Movement Abjuration 1 Action V, S Choose a willing creature that you can see within range, granting the target Freedom of Movement which will give the target a on use status to clear any restrained, or slowed effects. While the effect persists on the target they receive +2 to Dexterity Saving Throws until used. Acquired at 12th level Cure Wounds (4th) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 4d8 + Spell Bonus. This has no effect on Undead or Constructs. Bless Command Healing Word Shield of Faith Healing Word Evocation 1 Bonus Action V A creature of your choice that you can see within range (not yourself) regains hit points equal 1d4 + Spell Bonus. This has no effect on undead or constructs. Bless Enchantment 1 Action V, S Up to three targets of your choice are blessed for the remainder of combat, granting +2 to Melee, Ranged, and Spell Hit Bonus. Shield of Faith Abjuration 1 Bonus Action V, S A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the remainder of combat. Acquired at 10th Level and cannot be casted on heavy armor. Command Enchantment 1 Action V, S You speak a single word command to a creature you can see within range. The target must succeed on a Wisdom Saving throw or follow the command. The command may be: Move- The target moves to a location and ends it's turn. Prone- The target drops prone and ends it's turn. Halt- The target stays in place and ends it's turn. This has no effect on undead. (8+ Spell Bonus vs WIS Save) Aid Calm Emotions Healing Word (2nd) Aid Abjuration 1 Action V, S Your spell bolsters your allies with toughness and resolve. Up to three creatures within range gain 5 Temporary Hit Points. Calm Emotions Enchantment 1 Action V, S You attempt to suppress the strong emotions in a group of people. Each humanoid in a 2 tile radius created at a spot you choose within range must make a Charisma Saving Throw. A creature may choose to fail this save if they wish. On a failure all charmed and frightened effects are ended. The target is also indifferent about any current hostilities that you choose. Healing Word (2nd) Evocation 1 Bonus Action V A creature of your choice that you can see within range (not yourself) regains hit points equal 4d4 + Spell Bonus. This has no effect on undead or constructs. Cure Wounds (5th) Cure Wounds (5th) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 5d8 + Spell Bonus. This has no effect on Undead or Constructs. Ritual Spells 10th Level 12th Level Greater Restoration Regenerate True Resurrection True Resurrection Necromancy 1 Hour V, S, M Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: Diamonds worth 25,000 Gold 1,000 Gold 50x Arcane Residue 50x Daisy You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. Regenerate Transmutation 1 Minute V, S, M Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: 4x Holy Water 35x Arcane Residue You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. Greater Restoration Abjuration 1 Action V, S Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: 1 Precio us Gemstone 25x Arcane Residue 90 Gold You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target. One curse, including the target's attunement to a cursed magic item. Any reduction to one of the target's ability scores. One effect reducing the target's hit point maximum. Lesser Restoration Lesser Restoration Abjuration 1 Action V, S Components Required: 6x Daisy 4x Arcane Residue Cures the target of disease, or one condition afflicting it. The condition can be bloodless, blinded, deafened, paralyzed, or poisoned. This is a button that may be used in RPR and does not require rolls Subclass: Light Domain Gods of light — including Helm, Lathander, Corellon Larethian, Kossuth, and others — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. B onus P roficiencie s Skills: Persuasion Channel Divinity: Radiance of the Dawn As an action, you present your holy symbol, and any magical darkness within 3 tiles of you is dispelled. Additionally, each hostile creature within 3 tiles of you must make a Constitution Saving Throw (DC 8 + Spell Bonus), taking 2d10 + 10 radiant damage on a failed save or half as much on a successful one. Warding Flare When you are hit by a creature within 3 tiles of you that you can see, use your reaction to cause li ght to flare before the character before it hits--and turn that hit into a miss. Usable once per long rest. Improved Wa rding Flare Requires Level 12 Gain an extra use of Warding Flare per long rest. You can now use Warding Flare to protect an ally in 3 tiles of you from an attack. Domain Spells Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level Guiding Bolt (2nd) Scorching Ray Scorching Ray Evocation 1 Action V, S You create three rays of fire and hurl them at targets within range. Make a ranged spell attack for each ray (1d20 + Spell Bonus vs AC). On a hit, the target takes 2d6 fire damage. Guiding Bolt (2nd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 5d6 radiant damage and is exposed until the end of their next turn. Fireball Guiding Bolt (3rd) Fireball Evocation 1 Action V, S A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.. Each creature in a 2 tile radius sphere centered on that point must make a Dexterity Saving Throw (DC 8 + Spell Bonus). A creature takes 6 d6 fire damage on a failed save, or half as much on a successful one. Guiding Bolt (3rd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 6d6 radiant damage and is exposed until the end of their next turn. Bless Burning Hands Faerie Fire Guiding Bolt 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 (DC 8 + Spell Bonus). A creature takes 3d6 fire damage on a failed save or half as much on a success. Faerie Fire Evocation 1 Action V Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. Bless Enchantment 1 Action V, S Up to three targets of your choice are blessed for the remainder of combat, granting +2 to Melee, Ranged, and Spell Hit Bonus. Guiding Bolt Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 4d6 radiant damage and is exposed until the end of their next turn. Dawn Dawn Evocation 1 Action V, S The light of dawn shines down on a location you specify within range. A 3 tile radius of bright light glimmers at the location. This light is sunlight. Each creature within the radius must make a Constitution Saving Throw (DC 8 + Spell Bonus), taking 4d10 radiant damage on a failed save or half as much on a success. Fire Bolt 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) Wall of Fire Wall of Fire Evocation 1 Action V, S You create a wall of fire in a line on a solid surface within range 6 tiles long and 2 tiles high. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. Subclass: Trickery Domain Gods of trickery – such as Tymora, Beshaba, Garl Glittergold, Cyric, Mask, and Lolth – are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation. B onus P roficiencie s Skills: Deception Channel Divinity: Invoke Duplicity As an action and for the cost of One Class Resource, you present your holy symbol creating a perfect illusion of yourself that lasts until it is struck. The next time you are to take damage from any attack, /roll 1d2. If the result is a 1, take the hit as normal and the illusion continues. Additionally you may teleport up to 3 tiles away from your current position. If the result is a 2, negate all damage and the illusion ends. Divine Strike Your weapon is infused with the divine power of your deity. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an additional 2d8 poison damage to the target. Channel Divinity: Cloak of Shadows Requires Level 12 As a full round action and one Class Resource, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. Domain Spells 1st Level 2nd Level 3rd Level 4th Level 5th Level Charm Person Command Disguise Self Guiding Bolt Inflict Wounds Charm Person Enchantment 1 Action V, S You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw. If it fails the saving throw, it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns. (8 + Spell Bonus vs WIS Save) Disguise Self Illusion 1 Action V, S You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for three hours or until you use another action to dismiss it. You can seem 1 foot taller or shorter and can appear thin, fat, or in between. You can’t change your body type so you must adopt a form that has the same basic arrangement of limbs. Any changes created by this spell are purely visual. You cannot grow additional body parts with this spell, and if someone touches a part of your illusion that does not match with your physical being by shape or texture, they will immediately be aware that an illusion is at play. 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. If someone for any reason whatsoever suspects you for being disguised, they may roll Investigation against your Spell Bonus + 8 as the DC to learn an illusion is in use. This spell will be automatically dispelled upon entering combat. You may not disguise as an Advanced Race or a different gender than your own. Command Enchantment 1 Action V You speak a single word command to a creature you can see within range. The target must succeed on a Wisdom Saving throw or follow the command on it's next turn. The command may be: Move - The target moves to an available place you can see and choose within range of its available movement. Halt - The target does not take any movement on its turn. This has no effect on undead, if it doesn't understand your language, or if your command is directly harmful for it. (8 + Spell Bonus vs WIS Save) Inflict Wounds Necromancy 1 Action V, S Make a melee spell attack against a creature you can reach (1d20 + Spell Bonus vs AC). On a hit, the target takes 3d10 necrotic damage. Guiding Bolt Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 4d6 radiant damage and is exposed until the end of their next turn. Dispel Magic Guiding Bolt (3rd) Dispel Magic Abjuration 1 Action V, S Choose one creature within range. Any magical effects on the target end. Guiding Bolt (3rd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 6d6 radiant damage and is exposed until the end of their next turn. Polymorph Polymorph Transmutation 1 Action V, S This spell transforms a creature that you can see within range into a helpless critter. The target must succeed a Wisdom Saving Throw or be transformed for two turns. Any damage reverts the target back to its original shape. Acquired at Level 12 Holy Weapon Holy Weapon Evocation 1 Bonus Action V, S You imbue a melee weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 3 tile radius. In addition, weapon attacks made with it deal an additional 2d8 radiant damage on hit. If the weapon isn't already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 4.5 tiles must make a Constitution Saving Throw (DC 8+Spell Bonus.) On a failed save, a creature takes 4d8 radiant damage and is blinded until the end of their next turn, taking half as much damage and not becoming blinded on a success. Guiding Bolt (2nd) Spiritual Weapon Guiding Bolt (2nd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 5d6 radiant damage and is exposed until the end of their next turn. Spiritual Weapon Evocation 1 Bonus Action V, S You summon a spectral weapon to fight at your side. On each of your turns you may use a bonus action to command the weapon to attack a target within 1 tile of you, dealing 1d8 damage. Subclass: Twilight Domain The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night. Clerics who serve these deities—Helm, Ilmater, Selûne, and Yondalla—bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror. B onus P roficiencie s Armor: Heavy armor Weapons: Martial weapons Skills: Stealth Channel Divinity: Twilight Sanctuary As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 3 tile radius, and is filled with dim light. The sphere moves with you, and it lasts for 2 turns or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits: - 12 Temporary Hit Points (If they do not already have Temp HP) - Removes Charmed and Frightened Effects. Divine Strike Your weapon is infused with the divine power of your deity. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 damage to the target. Vigilant Blessing The night has taught you to be vigilant. You give one creature you touch (including possibly yourself) advantage on their initiative roll. Steps of Night Requires Level 12 When you are in dim light or darkness, you may use your bonus action to convert your movement type to flying. Domain Spells 1st Level 2nd Level 3rd Level 4th Level Command Faerie Fire Sleep Faerie Fire Evocation 1 Action V Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. Command Enchantment 1 Action V You speak a single word command to a creature you can see within range. The target must succeed on a Wisdom Saving throw or follow the command on it's next turn. The command may be: Move - The target moves to an available place you can see and choose within range of its available movement. Halt - The target does not take any movement on its turn. This has no effect on undead, if it doesn't understand your language, or if your command is directly harmful for it. (8 + Spell Bonus vs WIS Save) Sleep Enchantment 1 Action V, S Attempt to put the target into a magical slumber. They must succeed a Constitution Saving Throw (DC 8 + Spell Bonus) or be put to sleep and fall prone until the end of their next turn. If the creature is attacked while asleep they will wake up early. Acquired at 12th Level Aura of Vitality Aura of Vitality Evocation 1 Action V Healing energy radiates from you in an aura. After casting this spell, you may heal a target within 3 tiles for 2d6 as a bonus action until the end of combat or until dispelled. Acquired at 12th Level See Invisibility Seeing Invisibility Divination 1 Action V, S For the duration, you see invisible creatures and objects as if they were visible. Acquired at 12th Level Banishment Banishment Abjuration 1 Action V, S You attempt to send one creature that you can see to another plane of existence. The target must succeed on a Charisma Saving Throw or be banished. (8 + Spell Bonus vs CHA Save) Ritual Spells Level 12 Dream Dream Illusion 1 Minute V, S, M Class Required: Cleric: Twilight Dom ain Druid: Circle of Dreams Bard: College of Glamour Warlock Component Required: Ground up Valor Bell (Flavor) Ground up Brisk Leaf (Flavor) Ground up Mother's Leaf (Flavor ) This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. Subclass: War Domain War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm) as well as gods of destruction and pillage (such as Gruumsh) and gods of conquest and domination (such as Bane, and Maglubiyet). Other war gods (such as Tempus) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. B onus P roficiencie s Armor: Heavy armor Weapons: Martial weapons Skills: Intimidation Channel Divinity: Guided Strike You can use your Channel Divinity to strike with supernatural accuracy. You gain +10 to-hit on your next attack roll. Channel Divinity: War God's Blessing You can use your reaction to grant an ally a +10 bonus to their to-hit for their next attack roll. Divine Strike You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. War Priest Requires Level 12 Your god delivers bolts of inspiration to you while you are engaged in battle. When you use the attack action, you can make an additional weapon attack as a bonus action. You can use this feature a number of times equal to your wisdom modifier. You regain all expended uses when you finish a long rest. 1st Level 2nd Level 3rd Level 4th Level 5th Level Spirit Shroud Spirit Shroud Necromancy 1 Bonus Action V, S Call forth the spirits of the dead, which flit around you for the duration. Until the spell ends, once on each of your turns, attacks you make deal 1d8 additional necrotic damage to a creature. Any creature that takes this damage cannot regain hit points until the end of their next turn. Aid Magic Weapon Spiritual Weapon Aid Abjuration 1 Action V, S Your spell bolsters your allies with toughness and resolve. Up to three creatures within range gain 5 Temporary Hit Points. Magic Weapon Transmutation 1 Bonus Action V, S You touch a non magical weapon. Until the end of combat that weapon becomes a magic weapon with a +2 to Attack Bonus. Spiritual Weapon Evocation 1 Bonus Action V, S You summon a spectral weapon to fight at your side. On each of your turns you may use a bonus action to command the weapon to attack a target within 1 tile of you, dealing 1d8 damage. Freedom of Movement Freedom of Movement Abjuration 1 Action V, S Choose a willing creature that you can see within range, granting the target Freedom of Movement which will give the target a on use status to clear any restrained, or slowed effects. While the effect persists on the target they receive +2 to Dexterity Saving Throws until used. Acquired at 12th level Holy Weapon Holy Weapon Evocation 1 Bonus Action V, S You imbue a melee weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 3 tile radius. In addition, weapon attacks made with it deal an additional 2d8 radiant damage on hit. If the weapon isn't already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 4.5 tiles must make a Constitution Saving Throw (DC 8+Spell Bonus.) On a failed save, a creature takes 4d8 radiant damage and is blinded until the end of their next turn, taking half as much damage and not becoming blinded on a success. Inflict Wounds Shield of Faith Shield of Faith Abjuration 1 Bonus Action V, S A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the remainder of combat. Acquired at 10th Level. Inflict Wounds Necromancy 1 Action V, S Make a melee spell attack against a creature you can reach (1d20 + Spell Bonus vs AC). On a hit, the target takes 3d10 necrotic damage.
- Paladin | Halcyon D&D
Paladin Class Features Spellcasting Ancients Conquest Devotion Glory Vengeance Oathbreaker Expectations A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god. Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice. Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country. Paladin Subclasses Class Features Basics Base Hit Points: 68 Hit Points per Advancement: 14 Actions: 2 Attack, 1 Bonus, 1 Reaction Class Resources Level 8: +2 Casting Attribute: Charisma Starting Kit Shortsword Shield Chain Shirt Proficiencies Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Sav ing Throws: Wisdom, Charisma Skills: Insight, Religion Proficiency Bonus: Level 8: +2 Level 10: +1 ( 3) Level 12: +1 (4) Lay on Hands As an action, you can touch a creature and draw power from the pool to restore 20 hit points to that creature. You may only use this ability twice per long rest. Divine Smite When you hit a creature with a mele e weapon attack, you may choose to expend a level 1 spellslot and a bonus action to deal an additional 2d8 radiant damage to the target. Aura of Courage Requires Level 10 Your courageous aura prevents you and any a llies within 1 tiles from being frightened. Cleansing Touch Requires Level 12 As an action, you cure ally within a 1 tile range of you from any negative magical effects. Usable once per Long Rest. Sacred Oaths Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. Choose your sacred oath (subclass) from the three available: Oath of Devotion, Oath of Glory, Oath of Vengeance, and Oath of Ancients. If your paladin took their oath in the past and broke it, falling into the dark, you may choose Oathbreaker instead. 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 Ex pectations All Paladins must adhere to the tenets of their given oath. T hese are all listed under each subclass' appropriate section. For example, an Oath of Glory Paladin believes in facing hardships with courage and encouraging others to do so. Meaning you are likely not to see one surrender a fight or run away just because things have gotten tough. Paladins who go against the beliefs of their oath will receive a warning. Continued failure to meet the expectation for one's chosen subclass will result in the character losing access to their paladin abilities and becoming a level 8 fighter. Those who wish to violate their oath and undergo the process of becoming an Oathbre aker purposefully may do so via a DM ticket. Spellcasting With the taking of your Oath, you are granted the gift of channeling that divine favor into spells. Spell Slots Level 8 1st: +3 2nd: +2 Lev el 10 1st: +2 2nd: +1 3rd: +1 Level 12 3rd: +1 Combat Spells The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters. 1st Level 2nd Level Command Heroism Heroism 1st Level Spell, Enchantment 1 Action V, S A willing creature you touch is imbued with bravery. Removing any frightened status from them and grant a small heal equal to your Spell Bonus. Command Enchantment 1 Action V You speak a single word command to a creature you can see within range. The target must succeed on a Wisdom Saving throw or follow the command on it's next turn. The command may be: Move - The target moves to an available place you can see and choose within range of its available movement. Halt - The target does not take any movement on its turn. This has no effect on undead, if it doesn't understand your language, or if your command is directly harmful for it. (8 + Spell Bonus vs WIS Save) Aid Magic Weapon Protection From Poison Magic Weapon 2nd Level Spell, Transmutation 1 Bonus Action V, S You touch a non magical weapon. Until the end of combat that weapon becomes a magic weapon with a +2 to Attack Bonus. Aid Abjuration 1 Action V, S Your spell bolsters your allies with toughness and resolve. Up to three creatures within range gain 5 Temporary Hit Points. Protection from Poison Abjuration 1 Action V, S You touch a creature. If it is poisoned, you neutralize the poison and grants them resistance to poison damage for the duration. Acquired at 10th Level Flavor Spells The following spells are included in the cleric's repertoire, however; these spells cannot be used in combat and do 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. They are fully consent based and cannot be used to force an outcome in a rol eplay sc enario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 8 Purify Food and Drink Purify Food and Drink Transmutation 1 Action V, S All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. Ritual Spells Spel ls that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does . If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand. Level 8 Ceremony Detect Magic Detect Poison and Disease Detect Magic Divination 1 Action V, S , M Class Required: Artificer Cleric Bard Druid Paladin Ranger Sorcerer Wizard Components Required: 1x Unstable Essence 5x Arcane Res idue For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dir t. This is an RPR Spell, and does not require a DM Ticket! Ceremony Evocation 1 Hour V, S, M Class Required: Cleric Paladin Components Required: 2x Ring (Wedding Only) 2x Holy Water 5x Arc ane Residue You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting. Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. This is an RPR Spell, and does not require a DM Ticket! Detect Poison and Disease Divination 1 Action V, S, M Class Required: Cleric Bard Druid Paladin Ranger Sorcerer Components Required: 10x Mother's Leaf 5x Arcane Res idue For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Subclass: Oath of Ancients The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things-leaves, antlers, or flowers-to reflect their commitment to preserving life and light in the world. Tenets of Ancients This oath has been preserved for uncounted centuries. It emphasizes the principles of good above any concerns of law or chaos. Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair. Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren. Preserve your own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world. Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds. Bonus Proficiencies Skil ls: Nature Channel Divinity: Nature's Wrath As an action for the cost of 1 Class Resource, you can cause spectral vines to spring up and reach for a creature within 1 tile of you that you can see. The creature must succeed on a Strength saving throw or be restrained for up to two turns. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. Aura of Warding Ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 1 tile of you have resistance to cold, fire, and lightning damage until the end of their turn. Undying Sentinel When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically. Elder Champion Requires Level 12 Using your action, undergo a transformation. For the next three turns: At the start of each of your turns, you regain 10 hit points. Whenever you cast a paladin spell, you may cast it as a bonus action instead. Oath Spells 2nd 3rd Moonbeam (3rd) Aura of Vitality Moonbeam Evocation 1 Action V,S A silvery beam of pale light shines down. A creature is engulfed in ghostly flames that cause searing pain and must make a Constitution Saving Throw. It takes 3d10 radiant damage on a failed save, or half as much on a successful one. Shapechangers are reverted to their natural form on a failed save. (8 + Spell Bonus vs CON Save) Aura of Vitality Evocation 1 Action V Healing energy radiates from you in an aura. After casting this spell, you may heal a target within 3 tiles for 2d6 as a bonus action until the end of combat or until dispelled. Acquired at 12th Level Blinding Smite Moonbeam (2nd) Misty Step Moonbeam Evocation 1 Action V,S A silvery beam of pale light shines down. A creature is engulfed in ghostly flames that cause searing pain and must make a Constitution Saving Throw. It takes 2d10 radiant damage on a failed save, or half as much on a successful one. Shapechangers are reverted to their natural form on a failed save. (8 + Spell Bonus vs CON Save) Misty Step Conjuration 1 Bonus Action V Briefly surrounded by a silvery mist, you teleport up to 3 tiles to an unoccupied space that you can see. Acquired at 12th Level Blinding Smite Evocation 1 Bonus Action V The next time you hit a creature with a melee weapon attack, your weapon flares with a bright light, and the attack deals an extra 2d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. Subclass: Oath of Conquest The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness. Tenets of Conquest A paladin who takes this oath has the tenets of conquest seared on the upper arm. Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire. Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. Strength Above All. You shall rule until a stronger one arises. Then you must grow mi ghtier and meet the challenge, or fall to your own ruin. Bonus Proficiencies Skil ls: Intimidation Channel Divinity: Conquering Presence As an action for the cost of 1 Class Resource, you force each creature of your choice that you can see within 3 tiles of you make a Wisdom Saving Throw. On a failed save, a creature becomes frightened of you until the end of their next turn. Aura of Conquest You constantly emanate a menacing Aura while you are not incapacitated. This aura extends out around you for 1 tile in every direction. If a creature is frightened of you, it's speed is reduced to 0 while in the aura and takes psychic damage equal to half your paladin level when it starts it's turn there. Scornful Rebuke Requires Level 12 Those who dare strike you are psychically punished for their audacity. Whenever a creature hits you with an attack you may cause that creature to take psychic damage equal to your Charisma modifier if you are not incapacitated. Oath Spells 1st 2nd 3rd Fear Elemental Weapon Fear 3rd Level Spell, Illusion 1 Action V, S You project a phantasmal image of a creature’s worst fear. Each creature in a 3 tile cone must succeed on a Wisdom or become frightened until the end of it's next turn. (8 + Spell Bonus vs WIS Save) Acquired at 12th Level Elemental Weapon Transmutation 1 Action V, S A nonmagical weapon you touch becomes a magic weapon. Choose one of the following types: acid, cold, fire, lightning, or thunder. For the duration of combat the weapon has a +1 to Attack Bonus and deals an additional 1d6 damage of the chosen type when it hits. Does not work on ranged weapons. Acquired at Level 12 Bane Bane Enchantment 1 Action V, S Up to three targets of your choice within range must make a Charisma Saving Throw (DC 8 + Spell Bonus). Whenever a target fails the saving throw they are baned for the remainder of combat, taking -2 to Melee, Ranged, and Spell Hit Bonus. Wrathful Smite Wrathful Smite Evocation 1 Bonus Action V The next time you hit with a melee weapon attack, your attack deals an extra 2d8 psychic damage. Additionally, the target must make a Wisdom saving throw or be frightened of you until the spell ends. A creature frightened by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, it is no longer frightened. Subclass: Oath of Devotion The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Tenets of Devotion Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. Honesty. Don't lie or cheat. Let your word be your promise. Courage. Never fear to act, though caution is wise. Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. Bonus P roficiencies Skil ls: Perception Channel Divinity: Sacred Weapon As an action for the cost of 1 Class Resource, imbue a weapon with divine energy to empower it. This grants a bonus to Attack Bonus equal to your Charisma, and grants the magical weapon property. If the weapon stops being held (i.e disarm), both buffs end. Channel Divinity: Turn Undead Use an action and 1 class resource to make all undead in a 3 tile radius around you make a wisdom saving throw (8 + Spell Bonus). If they fail the throw, they must immediately move their full movement doubled away from you, and cannot use movement on their next turn. Aura of Devotion You and friendly creatures within 1 tile of you can't be charmed while you are conscious. Holy Nimbus Requires Level 12 Using your action, undergo a transformation. For the next three turns: You emanate an aura of sunlight. Allowing it to fend enemies in a 2 tile range as well as gaining +2 to all saving throws. Whenever you have your reaction available, you may spend it to damage enemies within it for 10 radiant damage. Oath Spells 1st 2nd 3rd Aura of Vitality Dispel Magic Dispel Magic Abjuration 1 Action V, S Choose one creature within range. Any magical effects on the target end. Aura of Vitality Evocation 1 Action V, S Healing energy radiates from you in an aura. After casting this spell, you may heal a target within 3 tiles for 2d6 as a bonus action until the end of combat or until dispelled. Acquired at 12th Level Bless Cure Wounds Bless Enchantment 1 Action V, S Up to three targets of your choice are blessed for the remainder of combat, granting +2 to Melee, Ranged, and Spell Hit Bonus. Cure Wounds Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 1d8 + Spell Bonus. This has no effect on Undead or Constructs. Cure Wounds (2nd) Cure Wounds (2nd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 2d8 + Spell Bonus. This has no effect on Undead or Constructs. Subclass: Oath of Glory Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls. Tenets of Glory The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend. Actions over Words. Strive to be known by glorious deeds, not words. Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you. Hone the Body. Like raw stone, your body must be worked so its potential can be realized. Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends. Bonus P roficiencies Skills: Athletics Channel Divinity: Inspiring Smite After dealing damage with your Divine Smite feature, you can choose to inspire either yourself or an ally, granting you 10 Temporary Hit Points for the cost of 1 Class Resource. Aura of Alacrity You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your movement speed is increased by 1 tile, and any ally that starts their turn within 1 tile of you has their movement speed increased by 1 tile for that turn. Glorious Defense Requires Level 12 You can turn defense into a sudden strike. When you or another willing creature you can see within 1 tile of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC equal to your Charisma (Max 3) against that attack, potentially causing it to miss. When you cause an attack to miss in this way, you may make an attack of opportunity. Oath Spells 1st 2nd 3rd Guiding Bolt (3rd) Haste Guiding Bolt (3rd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 6d6 radiant damage and is exposed until the end of their next turn. (1d20 + Spell Bonus vs AC) Haste Transmutation 1 Action V, S Immediately grants Dash to target for their next turn, unless target cannot dash. Also grants +2 AC, and +2 Dex Save for 1 turn. Guiding Bolt (1st) Shield of Faith Guiding Bolt (1st) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage and is exposed until the end of their next turn. (1d20 + Spell Bonus vs AC) Shield of Faith Abjuration 1 Bonus Action V, S A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the remainder of combat. Acquired at 10th Level. Guiding Bolt (2nd) Blinding Smite Guiding Bolt (2nd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 5d6 radiant damage and is exposed until the end of their next turn. (1d20 + Spell Bonus vs AC) Blinding Smite Evocation 1 Bonus Action V The next time you hit a creature with a melee weapon attack, your weapon flares with a bright light, and the attack deals an extra 2d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. Subclass: Oath of Vengeance The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice. Tenets of Vengeance The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple. Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil. No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not. By Any Means Necessary. My qualms can't get in the way of exterminating my foes. Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds. B onus P roficiencie s Skills: Intimidation Channel Divinity: Abjure Enemy As an action for the cost of 1 Class Resource, you present your holy symbol and speak a prayer of denunciation, frightening and restraining a target within a 6 tile range until their next turn unless they succeed a wisdom save (8 + Spell Bonus vs WIS). Channel Divinity: Vow of Enmity As a bonus action and for the cost of 1 Class Resource, you can utter a vow of enmity against a creature you can see within' 1 tile of you. Gives the target -1 Movespeed for the remainder of combat. Usable only once per combat. Relentless Avenger When you hit a creature with an Attack of Opportunity or take someones reaction with Soul of Vengeance, you may also move 1 tile. This movement does not provoke attack of opportunity. Soul of Vengeance Requires Level 12 When a creature under the effect of your Vow of Emnity makes an attack or casts a spell, you can use your reaction to immediately try take away their reaction until their next turn. (8 + Spell bonus vs WIS.) Oath Spells 1st Level 3rd Level Dispel Magic Haste Haste Transmutation 1 Action V, S Immediately grants Dash to target for their next turn, unless target cannot dash. Also grants +2 AC, and +2 Dex Save for 1 turn. Dispel Magic Abjuration 1 Action V, S Choose one creatu re within range. Any magical effects on the target end. Bane Hunter's Mark Hunter's Mark Divination 1 Bonus Action V You choose a creature you can see within range and mystically mark it as your quarry. Granting you the ability to deal an additional 1d6 damage whenever you hit the target with a weapon attack. The caster gains +2 on tracking attempts on the target for 2 hours after combat ends. You may not use other player's hunter's marks for additional damage. You must still cast the spell yourself to gain the damage on the individual. Bane Enchantment 1 Action V, S Up to three targets of your choice within range must make a Charisma Saving Throw (DC 8 + Spell Bonus). Whenever a target fails the saving throw they are baned for the remainder of combat, taking -2 to Melee, Ranged, and Spell Hit Bonus. Subclass: Oathbreaker An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains. A character may not select Oathbreaker at character creation, and they may not class/subclass change into this subclass through normal means. The process may be found within their Expectations on the FAQ page. B onus P roficiencie s Skills: Deception Channel Divinity: Dreadful Aspect As an action for the cost of 1 Class Resource, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 3 tiles of you must make a Wisdom saving throw (8 + Spell Bonus). On a failed save, the target is frightened until the end of their next turn. Aura of Hate Whenever you or any undead does melee weapon damage to anyone who is within' 3 tiles of you, the target takes extra damage equal to your charisma modifier. Does not stack with multiple Auras of Hate. Usable once per turn. Dread Lord Requires Level 12 You surround yourself with a deadly aura of gloom, reducing any bright light in a 3-tile range. For the cost of a bonus action you make a melee spell attack against a single target dealing 2d6 damage. Does not apply Aura of Hate damage bonus. Oath Spells 1st Level 2nd Level 3rd Level Hellish Rebuke (1st) Hellish Rebuke (1st) 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 2d10 fire damage on a failed save, or half as much damage on a successful one. (8 + Spell Bonus vs DEX Save) Crown of Madness Hellish Rebuke (2nd) 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) 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) Dispel Magic Spirit Shroud Spirit Shroud Necromancy 1 Bonus Action V, S Call forth the spirits of the dead, which flit around you for the duration. Until the spell ends, once on each of your turns, attacks you make deal 1d8 additional necrotic damage to a creature. Any creature that takes this damage cannot regain hit points until the end of their next turn. Dispel Magic Abjuration 1 Action V, S Choose one creatu re within range. Any magical effects on the target end.
- Rogue | Halcyon D&D
Rogue Class Features Arcane Trickster Assassin Phantom Soulknife Swashbuckler Thief Rogue Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities. Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators. Subclasses Class Features Basics Base Hit Points: 56 Hit Points per Advancement: 14 Actions: 1 Attack, 1 Bonu s, 1 Reaction Casting Attribute: Dexterity Arcane Trickster: Intelligence Starting Kit Dagger Dagger (Off Hand) Leather Armor Thieves' Tools Proficiencies Armor: Light armor Weapons: Simple weapons, Hand Crossbow, Longsword, Rapier, Shortsword Saving Throws: Dexterity, Intelligence Skills: Acrobatics, Investigation, Sleight of Hand, Stealth Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Cunning Action Your quick thinking and agility allow you to move and act quickly. You may take the dash or disengage action as a bonus action on your turn. Sneak Attack You know how to exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if that creature is currently knocked down, you have an ally that has targeted them in the last or current turn within 1 tile, or if the creature has not targeted you at all in the last or current turn. You may not trigger Sneak Attack with any weapon that includes the 2-handed property that does not also include the ranged property. Steady Aim As a bonus action, you give yourself +2 on your next attack roll. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action your speed is 0 until the end of the current turn. If the attack hits, you are able to use Sneak Attack. Thieves' Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge When an attacker that you can see hits you with an attack you may use your reaction to halve the attack’s damage against you. Roguish Archetypes Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques. Choose your roguish archetype (subclass) from the four listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Subclass: Arcane Trickster Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers. Bonus P roficiencies Skills: Arcana Spell Bonus: Level 10: +3 Level 12: +1 (4) Mage Hand Ledgerdomain You may pickpocket anyone within 3 tiles using your Mage Hand, with no penalty. All other pickpocket rules apply. Versatile Trickster As a bonus action, you can designate a creature within 1 tile and distract them with your Mage Hand. Granting you a +2 bonus to Attack Bonus until the end of your turn. This enables the use of Sneak Attack. Spell Thief Requires Level 12 Immediately after a creature casts a spell that targets or includes you in the area of effect, you may use your reaction to force the creature to make a saving throw with its spell casting ability modifier. On a failed save, you negate the spell’s effect against you and refunds you one 2nd and one 3rd level spell slot. Usable once per Long Rest. (8 + Spell Bonus vs INT/WIS/CHA Saving Throw) Spell Slot s Spells Level 10 1st: 4 2nd: 2 3rd: 0 Level 12 1st: 4 2nd: 3 3rd: 2 Cantrips 1st 2nd 3rd Lightning Lure Mind Sliver Ray of Frost 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 tiles. The target must succeed on a Strength Saving Throw or be pulled 1 tile towards you and take 3 d8 lightning damage. (8 + Spell Bonus vs STR Saving Throw) Ray of Frost 1 Action V, S A frigid beam of blue-white light streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 cold damage, and its speed is reduced by 1 tile until the end of their next turn. (1d20 + Spell Bonus vs AC) Granted at 12th Level. Mind Sliver Enchantment 1 Action V, S You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 3d6 psychic damage and receive disadvantages on saving throwing until the end of their next turn. Charm Person Disguise Self Sleep Tasha's Hideous Laughter Charm Person Enchantment 1 Action V, S You attempt to charm a humanoid you can see within range. It must make a Wisdom Saving Throw. If it fails the saving throw it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns. (8 + Spell Bonus vs WIS Save) Tasha's Hideous Laughter Enchantment 1 Action V, S A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom Saving Throw or fall prone. (8 + Proficiency Bonus + Spell Bonus vs WIS Save) Disguise Self Illusion 1 Action V, S You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for three hours or until you use another action to dismiss it. You can seem 1 foot taller or shorter and can appear thin, fat, or in between. You can’t change your body type so you must adopt a form that has the same basic arrangement of limbs. Any changes created by this spell are purely visual. You cannot grow additional body parts with this spell, and if someone touches a part of your illusion that does not match with your physical being by shape or texture, they will immediately be aware that an illusion is at play. If someone for any reason whatsoever suspects you for being disguised, they may roll Investigation against your Spell Bonus + 8 as the DC to learn an illusion is in use. This spell will be automatically dispelled upon entering combat. Acquired at Level 10 and y ou may not disguise as an Advanced Race or a different gender than your own. Sleep Enchantment 1 Action V, S Attempt to put the target into a magical slumber. They must succeed a Constitution Saving Throw (DC 8 + Spell Bonus) or be put to sleep and fall prone until the end of their next turn. If the creature is attacked while asleep they will wake up early. Acquired at 10th Level Crown of Madness Invisibility Shadow Blade Invisibility Illusion 1 Action V, S A creature you touch becomes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends when the target takes any action. Acquired at Level 12. 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) 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. Must be dispelled. Fear Fireball Fear Illusion 1 Action V, S You project a phantasmal image of a creature’s worst fear. Each creature in a 3 tile cone must succeed on a Wisdom or become frightened until the end of it's next turn. (8 + Spell Bonus vs WIS Save) Granted at 12th Level. Fireball Evocation 1 Action V, S A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.. Each creature in a 2 tile radius sphere centered on that point must make a Dexterity Saving Throw. A creature takes 6 d6 fire damage on a failed save, or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Flavor Spells The following spells are included in the arcane trickster's repertoire, however; these spells cannot be used in combat and do 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. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created ch aracter (Level 8) and others are unlocked at Level 10. Level 8 Control Flames Dancing Lights Gust Mage Hand Minor Illusion Prestidigitation Illusory Script Dancing Lights Evocation 1 Action V , S, M You create up to four torch-sized lights within range, making them 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. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. 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. Mage Hand 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. 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. 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. Minor Illusion 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. 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 Conjuration 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. Subclass: Assassin You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. Bonus P roficiencies Skills: Deception Assassinate You gain a +5 Bonus to your Initiative Rolls. In addition to the normal qualifiers to trigger your sneak attack, your training allows you hone in on weakened targets. You may use your sneak attack against targets who are bleeding when you land your attack with a finesse or ranged weapon. Additionally you gain advantage on all attacks during the first round of combat. The first Sneak Attack you land against each target causes them to begin to bleed. Roving Aim Your speed isn't reduced to 0 by using Steady Aim. This may only be used on melee attacks. Imposter You gain the ability to unerringly mimic other people's speech, writing, and behaviors. Your ruse is indiscernible to the casual observer as anything more than another person in the crowd. You gain the ability to use Disguise Self once per long rest. This functions the same as the spell, however it does not have a time limit, remains in combat, and is not magical in nature. If someone, for any reason whatsoever, suspects you for being disguised, they may roll Investigation against your Deception as the DC to learn an illusion is in use. The normal Disguise Self rules apply: You may not appear to have additional body parts including racial features like elven ears, tails, or horns. 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. Envenom Weapons Requires Level 12 When you apply a poison effect from your Poisoner's Kit that target also takes 1d6 additional Poison damage. This damage ignores Resistance to Poison damage. Nick Requires Level 12 When you make an attack while wielding a dagger in each hand, you can make an attack with your off hand dagger for free instead of as a Bonus Action. You can make this extra attack only once per turn. Subclass: Phantom Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and spies. Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard’s confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave. Bonus Proficiencies Skills: Perception Class Resources Level 10: +4 (Tokens of the Departed) Wails from the Grave As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal Sneak Attack damage to a creature on your turn, you can spend 1 CR to target a second creature that you can see within 4 tiles of the first, then deal half of your sneak attack damage in necrotic damage to them aswell. Token of the Departed When a life waivers in your presence you’re able to snatch a token from the wounded soul, a sliver of its life essence that takes physical form. As a reaction you open your free hand and cause a tiny trinket to appear there, a soul trinket. You may only collect a soul trinket from a creature once per day. And you may only carry up to 4 of these at a time. For each soul trinket you currently possess, you gain +3 max HP. Destroy Token of the Departed Destroy one of your Tokens of the Departed to regain a class resource. Ghost Walk Requires Level 12 As a bonus action, you assume a spectral form. While in this form, your movement speed becomes fly speed and increases by 1 tile. Your AC is increased by 2, and you may pass through walls and solid objects on t he first turn this ability is activated. Usable once per long rest. Dispelled by Ghostslayer Sundering. Death Knell R equires Level 12 Your association with death has become so close, that you gain the ability to cause additional 5d6/2 necrotic damage to the original target of your sneak attack immediately after using it. Subclass: Soulknife Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy. Bonus P roficiencies Skills: Insight Class Resources: Level 10: +4 Level 12: +2 (6) Psychic Blades You can manifest your psionic power as shimmering blades of psychic energy. If your mainhand is free, you can manifest a psychic blade and make an attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a range of 4 tiles, and on a hit, it deals psychic damage equal to 1d6+dex. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target. After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your off hand is also free to create it, also being 1d6+dex. Homing Strikes As a bonus action and for 1 class resource, make an attack roll with your Psychic Blades against a target and add + INT to the number rolled to it. If the attack misses you are refunded that class resource. Allows Sneak Attack on hit. Psychic Teleportation As a bonus action for 1 class resource, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see within 3 tiles. You then teleport to that space. Psychic Veil Requires Level 12 As an action, you can magically become invisible, along with anything you are wearing or carrying, for the duration of combat or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature, or you force a creature to make a saving throw. Usable once per long rest. Rend Mind Requires Level 12 As a bonus action, you sweep your Psychic Blades directly through a creature’s mind. When you deal Sneak Attack damage to a creature you can force that target to make a Wisdom Saving throw for 3 class resource. If the save fails, the target is stunned until the end of their next turn. Can only be done once per target, per combat. (8 + Proficiency Bonus + INT vs WIS Save) Subclass: Swashbuckler You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Bonus P roficiencie s Skills: Athletics Master Duelist: Level 12: +4 Rakish Audacity When rolling initiative, your charisma bonus will be added to the total. You also gain an additional way to use your Sneak Attack; you may use it on any target you strike aslong as no other enemies are within' 1 tile of you. Fancy Footwork After landing a melee attack, you are able to move up to 1 tile and are granted Fleet of Foot. Moving this way does not proc Attack of Opportun ity. Master Due list Requires Level 12 Your mastery of the blade lets you turn failure into success in combat. If you miss with a melee roll, you may spend 1 Master Dualist point and gain 1 Attack Action. Subclass: Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ. Bonus P roficiencies Skills: Arcana Fast Hands As a bonus action on your turn you may attempt to lockpick doors in combat. You may also interact with doors to open them, or swap a piece of equipment as a bonus action. Additionally you gain an extra bonus action on each of your turns. Second-Story Work You gain the Athlete Feat. Supreme Sneak Requires Level 12 As an action on each of your turns, if no hostile creature has direct line of sight of you, you may go invisible until the start of your next turn or you take an action, bonus action, or reaction.
- Ranger | Halcyon D&D
Ranger Class Features Spellcasting Fey Wanderer Gloomstalker Horizon Walker Hunter Monster Slayer Swarmkeeper Ranger Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense. Subclasses Class Features Basics Base Hit Po ints: 64 Hit Points per Advancement: 14 Actions: 2 Attack, 1 Bonus, 1 Reaction Casting Attribute: Wisdom Starting Kit: Shortsword Shortbow Leather Armor Arrows (20x) Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, m artial weapons Sav ing Throws: Strength, Dexterity Skills: Nature, Survival Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Land's Stride Your attunement to nature allows you to brush off natural and magical restrains as a reaction. Doing so leaves you Slowed. Ranger Archetype Each ranger has a combat style and technique th at they strive to emulate. Choose your ranger archetype (subclass) from Fey Wanderer, Gloomstalker, Horizon Walker, Hunter, Monster Slayer, and Swarmkeeper. 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. Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. Spell Slots Level 8 1st: + 3 2nd: +2 Lev el 10 1st: +1 2nd: +1 3rd: +1 Level 12 3rd : +1 Combat Spells The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters. 1st Level 2nd Level Entangle Jump Hunter's Mark Entangle Conjuration 1 Action V, S Grasping weeds and vines sprout from the gro und in a 2 tile x 2 tile square starting from a point within range. A creature within the square must succeed a Strength Saving Throw or be restrained until the end of their next turn. (8 + Spell Bonus vs STR Save) Hunter's Mark Divination 1 Bonus Action V You choose a creature you can see within range and mystically mark it as your quarry. Granting you the ability to deal an additional 1d6 damage whenever you hit the target with a weapon attack. The caster gains +2 on tracking attempts on the target for 2 hours after combat ends. You may not use other player's hunter's marks for additional damage. You must still cast the spell yourself to gain the damage on the individual. Jump Transmutation 1 Action V, S You touch a creature. It may jump up to 6 tiles as their next move action. Lesser Restoration Protection From Poison Spike Growth Silence Protection of Poison Abjuration 1 Action V, S You touch a creature. If it is poison ed, you neutralize the poison and grants them resistance to poison damage for the duration. Silence Illusion 1 Action V, S Create a 2x2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of th eir next turn. Acquired at Level 12. Spike Growth Transmutation 1 Action V, S The ground in a 2 tile radius twists and sprouts hard spikes and thorns. Dealing 2d4 piercing damage to any creature within. Lesser Restoration Abjuration 1 Action V, S You touch a creature and can end either one disease, poisoned, or blinded effect. Acquired at Level 12. Flavor Spells The following spells are included in the ranger's repertoire, however; these spells cannot be used in combat and do 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. They are fully consent based and cannot be used to force an outcome in a rol eplay sc enario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 10 Plant Growth Plant Growth Transmutation 1 Action V, S This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. Ritual Spells Spel ls that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does . If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand. Level 8 Level 10 Detect Magic Detect Poison and Disease Detect Magic Divination 1 Action V, S , M Class Required: Artificer Cleric Bard Druid Paladin Ranger Sorcerer Wizard Components Required: 1x Unstable Essence 5x Arcane Res idue For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dir t. This is an RPR Spell, and does not require a DM Ticket! Detect Poison and Disease Divination 1 Action V, S, M Class Required: Cleric Bard Druid Paladin Ranger Sorcerer Components Required: 10x Mother's Leaf 5x Arcane Res idue For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. This is an RPR Spell, and does not require a DM Ticket! Water Breathing Water Breathing Transmutation 1 Action V, S , M Class Required: Artificer Bard Ranger Wizard Sorcerer Components Requir ed: 10x Feral Claws 6x Holy Water 30x Arcane Residue This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. The spell ends when PvP Intent is dropped. Subclass: Fey Wanderer A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. Bonus P roficiencies Skills: Persuasion Class Resources: Level 10: 0 Level 12: +2 Dreadful Strikes Your weapons are augmented with mind-scarring magic drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d6 psychic damage once per turn. Beguiling Twist The magic of the Feywild guards your mind. You gain a +2 bonus to Wisdom Saving Throws. In addition, whenever you or a creature you can see within 12 tiles of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 12 tiles of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is frightened of you for 2 turns. Misty Wanderer Requires Level 12 You can slip in and out of the Feywild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (maximum of thrice), and you regain all expended uses when you finish a long rest. In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 1 tile of you. That creature teleports to an unoccupied space of your choice within 1 tile of your destination space. Fey Wanderer Spells 1st Level 2nd Level 3rd Level Charm Person Cure Wounds Charm Person Enchantment 1 Action V, S You attempt to charm a humanoid you can see within range. It must make a Wisdom Saving Throw. If it fails the saving throw it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns. (8 + Spell Bonus vs WIS Save) Cure Wounds Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 1d8 + Spell Bonus. This has no effect on Undead or Constructs. When you cast this spell using a spell slot of 2nd or higher, the healing increases by 1d8 for each spell slot above 1st. Cure Wounds (2nd) Gust of Wind Healing Spirit Cure Wounds (2nd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 2d8 + Spell Bonus. This has no effect on Undead or Constructs. Gust of Wind Evocation 1 Action V, S A line of strong wind 6 tiles long and 1 tile wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength Saving Throw or be pushed 2 tiles away. (8 + Spell Bonus vs STR Save) Acquired at Level 10. Healing Spirit 2nd Level Spell, Conjuration 1 Bonus Action V, S You call forth a nature spirit to soothe the wounded. As a bonus action on your turn, you can move the Spirit up to 6 tiles to a space you can see. The spirit restores 1d6 to a target within its tile. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears. Dispel Magic Summon Fey Dispel Magic Abjuration 1 Action V, S Choose one creature within range. Any magical effects on the target end. Acquired at Level 12. Summon Fey 3rd Level Spell, Conjuration Full Round Action V, S You call forth a fey spirit. It manifests in the tile with you. The creature is an ally to you and your companions. In combat the spirit has 30 Hit Points and follows minion rules. As a bonus action on your turn you may order the spirit to act. Performing a longsword attack against the target. Or imposing disadvantage against it until the end of their next turn. Subclass: Gloomstalker Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. Bonus P roficiencies Skills: Stealth Umbral Sight 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. Iron Mind You have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. Dread Ambusher When you roll initiative you may add your Wisdom Score to the roll. Additionally, at the start of your first round of combat you can move an additional 1 tile. You may also make an additional attack on your first turn, if you take the attack action. All attacks on the first round of combat may benefit from an additional 1d8 damage to your target. Stalker's Flurry You have learned to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack at the cost of a bonus action. Shadowy Dodge Requires Level 12 You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you, you can use your reaction to gain +2 AC until the start of your next turn. This does not stack with Shield of Faith or other AC increasing Abilities. Gloomstalker Spell s 1st Level 2nd Level 3rd Level Conjure Barrage Fear Flame Arrows Fear Illusion 1 Action V, S You project a phantasmal image of a creature’s worst fear. It must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or become frightened until the end of its next turn. Acquired at Level 12 Conjure Barrage 3rd Level Spell, Conjuration Full Round Action V, S You fire a piece of nonmagical ammunition into the air to create a cone of identical arrows that shoot forward and then disappear. Each creature in a 6 tile cone must succeed on a Dexterity saving throw. A creature takes 3d8 physical damage on a failed save, or half as much damage on a successful one. Flame Arrows Transmutation 1 Action V, S You touch a quiver containing arrows or bolts. For the duration of combat when a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. Disguise Self Hail of Thorns Disguise Self Illusion 1 Action V, S You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for three hours or until you use another action to dismiss it. You can seem 1 foot taller or shorter and can appear thin, fat, or in between. You can’t change your body type so you must adopt a form that has the same basic arrangement of limbs. Any changes created by this spell are purely visual. You cannot grow additional body parts with this spell, and if someone touches a part of your illusion that does not match with your physical being by shape or texture, they will immediately be aware that an illusion is at play. 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. If someone for any reason whatsoever suspects you for being disguised, they may roll Investigation against your Spell Bonus + 8 as the DC to learn an illusion is in use. Acquired at Level 10 and y ou may not disguise as an Advanced Race or a different gender than your own. Hail of Thorns 1st Level Spell, Conjuration 1 Bonus Action V The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your attack. In addition to the attack, the target and each creature within 1 tile of it must make a Dexterity saving throw. Taking 1d10 piercing damage on a failed save, or half as much damage on a success. Invisibility Magic Weapon Invisibility Illusion 1 Action V, S A creature you touch becomes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends when the target attacks or casts a spell. Magic Weapon 2nd Level Spell, Transmutation 1 Bonus Action V, S You touch a non magical weapon. Until the end of combat that weapon becomes a magic weapon with a +2 to Attack Bonus. Subclass: Horizon Walker Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes. Bonus Proficiencies Skills: History Class Resources: Level 10: 0 Level 12: +2 Planar Warrior As a bonus action, deal an additional 1d8 force damage to the target of your last attack. Distant Strike You gain the ability to pass between planes in the blink of an eye. Once per turn after making an attack, you may teleport 1 tile in any direction immediately after the attack lands. Spectral Defense Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to reduce the damage done by 6. Horizon Walker Spells 1st Level 2nd Level 3rd Level Gust of Wind Magic Weapon Misty Step Misty Step Conjuration 1 Bonus Action V Briefly surrounded by a silvery mist, you teleport up to 3 tiles to an unoccupied space that you can see. Acquired at 12th Level Gust of Wind Evocation 1 Action V, S A line of strong wind 6 tiles long and 1 tile wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength Saving Throw or be pushed 2 tiles away. (8 + Spell Bonus vs STR Save) Acquired at Level 10. Magic Weapon 2nd Level Spell, Transmutation 1 Bonus Action V, S You touch a non magical weapon. Until the end of combat that weapon becomes a magic weapon with a +2 to Attack Bonus. Haste Lightning Arrow Haste Transmutation 1 Action V, S Immediately grants Dash to target for their next turn, unless target cannot dash. Also grants +2 AC, and +2 Dex Save for 1 turn. Lightning Arrow Transmutation 1 Bonus Action V, S Use a bonus action to allow for the next attack to transform the weapon’s ammunition into a bolt of lightning. The target and another creature within 1 tile of it must make a Dexterity Saving throw or take 4d8 lightning damage on a fail or half as much on a success. Acquired at Level 12. Absorb Elements 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. Subclass: Hunter Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. Bonus Proficiencies Skills: Athletics Steel Will You are immune to being frightened. Whirlwind Attack You can use your action to attack everyone around you within' 1 tile radius for 1d10+Finesse (STR/DEX). Rolls against AC as normal. Stand Against the Tide When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. Colossus Slayer Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it is within 2.5 tiles. You can deal this extra damage only once per turn. Hunter Spell 1st Level 2nd Level 3rd Level Conjure Barrage Elemental Weapon Elemental Weapon Transmutation 1 Action V, S A nonmagical weapon you touch becomes a magic weapon. Choose one of the following types: acid, cold, fire, lightning, or thunder. For the duration of combat the weapon has a +1 to Attack Bonus and deals an additional 1d6 damage of the chosen type when it hits. Does not work on ranged weapons. Acquired at Level 12 Conjure Barrage Conjuration Full Round Action V, S You fire a piece of nonmagical ammunition into the air to create a cone of identical arrows that shoot forward and then disappear. Each creature in a 6 tile cone must succeed on a Dexterity saving throw. A creature takes 3d8 physical damage on a failed save, or half as much damage on a successful one. Ensnaring Strike Longstrider Ensnaring Strike Conjuration 1 Bonus Action V After hitting a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the end of their next turn. Taking 1d6 damage at the start of their next turn. Longstrider Transmutation Full Round Action V, S You touch a creature. It gains Fleet of Foot for up to four turns. Gust of Wind Magic Weapon Gust of Wind Evocation 1 Action V, S A line of strong wind 6 tiles long and 1 tile wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength Saving Throw or be pushed 2 tiles away. (8 + Spell Bonus vs STR Save) Acquired at Level 10. Magic Weapon Transmutation 1 Bonus Action V, S You touch a non magical weapon. Until the end of combat that weapon becomes a magic weapon with a +2 to Attack Bonus. Subclass: Monster Slayer You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. Bonus Proficiencies Skills: Arcana Hunter's Sense As a consequence of a non-skirmish PvP, choose one creature you can see within 6 tiles of you. You immediately learn the creatures class, subclass, and what race they are. If the character is hidden from divination, the ability does not work. Slayer's Prey As a bonus action, you designate one creature you can see within 6 tiles of you as the target. The first time each turn you hit that target with a weapon attack, you may use this to deal an additional 1d6 damage. As a free action, the mark may be removed and reapplied to another target as a bonus action. Slayer's Counter When the target of your Slayer’s Prey makes an attack against you, you may use a reaction to make an attack against them. Magic-User's Nemesis Requires Level 12 When you see a creature casting a spell or teleporting within 6 tiles of you, you can use your reaction to magically foil it. Usable once per Long Rest. Monster Slayer Spells 1st Level 2nd Level 3rd Level Flame Arrows Elemental Weapon Lightning Arrow Elemental Weapon Transmutation 1 Action V, S A nonmagical weapon you touch becomes a magic weapon. Choose one of the following types: acid, cold, fire, lightning, or thunder. For the duration of combat the weapon has a +1 to Attack Bonus and deals an additional 1d6 damage of the chosen type when it hits. Does not work on ranged weapons. Acquired at Level 12 Flame Arrow Transmutation 1 Action V, S You touch a quiver containing arrows or bolts. For the duration of combat when a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. Lightning Arrow Transmutation 1 Bonus Action V, S Use a bonus action to allow for the next attack to transform the weapon’s ammunition into a bolt of lightning. The target and another creature within 1 tile of it must make a Dexterity Saving throw or take 4d8 lightning damage on a fail or half as much on a success. Acquired at Level 12. Ensnaring Strike Hail of Thorns Ensnaring Strike Conjuration 1 Bonus Action V After hitting a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the end of their next turn. Taking 1d6 damage at the start of their next turn. Hail of Thorns Conjuration 1 Bonus Action V The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your attack. In addition to the attack, the target and each creature within 1 tile of it must make a Dexterity saving throw. Taking 1d10 piercing damage on a failed save, or half as much damage on a success. Magic Weapon Magic Weapon Transmutation 1 Bonus Action V, S You touch a non magical weapon. Until the end of combat that weapon becomes a magic weapon with a +1 to Attack Bonus. Subclass: Swarmkeeper Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. The flavoring of the swarm must be entities that have the ability to fly and be similar to swarming insects, miniature twig blights, fluttering birds, or playful pixies. Bonus Proficiencies Skills: Animal Handling Class Resources: Level 10: 0 Level 12: +2 Gathered Swarm (Damage) Once on each of your turns, you can cause your swarm to assist you, dealing an additional 1d8 piercing damage to the target of your attack. Gathered Swarm (Displacement) Once on each of your turns, you can cause your swarm to assist you. The target of your attack must succeed on a Strength Saving Throw against your spell DC or be moved by the swarm up to 2 tiles in a direction you choose and are knocked prone. (8 + Spell Bonus vs STR Save) Writhing Tide Once on each of your turns, you can cause your swarm to assist you. As a bonus action, you condense part of your swarm into a focused mass that lifts you up, converting your movement to flying. Swarming Dispersal Requires Level 12 As a reaction to taking damage from an attack, you can discorporate into your swarm. Half the damage of the attack that hit you and teleport 2 tiles to a direction of your choosing. You gain +2 AC until the end of your next turn at the cost of one class resource. Swarmkeeper Spells 1st Level 2nd Level 3rd Level Faerie Fire Hail of Thorns Faerie Fire Evocation 1 Action V Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. Hail of Thorns 1st Level Spell, Conjuration 1 Bonus Action V The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your attack. In addition to the attack, the target and each creature within 1 tile of it must make a Dexterity saving throw. Taking 1d10 piercing damage on a failed save, or half as much damage on a success. Gust of Wind Web Gust of Wind Evocation 1 Action V, S A line of strong wind 6 tiles long and 1 tile wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength Saving Throw or be pushed 2 tiles away. (8 + Spell Bonus vs STR Save) Acquired at Level 10. Web Conjuration 1 Action V, S You conjure a mass of thick, sticky webbing at a point of your choice within range. The fills a 4 tile cube from that point. Each creature within that area must make a Dexterity Saving Throw (8 + Spell Bonus). On failed save the creature is restrained until the end of their next turn. Flame Arrow Lightning Arrow Flame Arrow Transmutation 1 Action V, S You touch a quiver containing arrows or bolts. For the duration of combat when a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. Lightning Arrow Transmutation 1 Bonus Action V, S Use a bonus action to allow for the next attack to transform the weapon’s ammunition into a bolt of lightning. The target and another creature within 1 tile of it must make a Dexterity Saving throw or take 4d8 lightning damage on a fail or half as much on a success. Acquired at Level 12.
