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  • Halcyon D&D

    Halcyon D&D is a text based roleplaying server for Conan Exiles. Based on Dungeons and Dragons 5e systems. Season 6: The Storm that Planted Stars T he Storm's Crown Horde surged through the Marches like a flood of wrath, bringing with them the fury of Talos himself. The lands trembled… until a pact was struck in the shadows. Isun and Orvius, desperate to halt the devastation, made a fateful alliance with the enigmatic Knights in White—none other than Lady Ashpride’s Argent Legion. In one ruthless night, an elite strike team eliminated the Storm’s Crown leader and claimed the legendary Runeblades. With them, Orvius unlocked the Talos Vault… and found a storm of pure magic. From that chaos was born Arcanium—a raw, unstable force of unimaginable power refined into a crystallized form. But the Horde’s final revenge destroyed the Oasis. The Windseekers were broken—reborn only as the Seekers. In the ashes rose Varelmere, a new trade port built on dreams… and Arcanium. The Seekers and the Argent Legion vowed to share its power—but they weren’t the only ones who came seeking it. Now the Marches boil with ambition and deceit. The shadowy Keepers. The zealous Radiant Heart. The forsaken Tribe of Many. The cunning Bregan D’aerthe. All hunger for Arcanium. All will fight to claim it. But even as new powers rise… ancient evils stir. In the Far Forest. In the Underdark. Beyond the veil of realms. The frontier teeters on the edge of ruin—or rebirth. This is the dawn of a new chapter… Server Info

  • 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, and Oath of Vengeance. 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 Your presence emanates an aura of sunlight, dispelling any charmed statuses from yourself or allies within 2 tiles. Holy Nimbus Requires Level 12 Using your action, undergo a transformation. For the next three turns: Your aura of sunlight improves, 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.

  • Orc | Halcyon D&D

    Orc Racial Guidelines Basic Traits Racial Traits Orc Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground. Orcish culture is extremely tribal and warlike, the only exception to this being the recent formation of the Kingdom of Many Arrows in northern Faerûn. When not at war, they are usually planning for it. Most orcs approach life with the belief that to survive, one has to subjugate potential enemies and control as many resources as possible, which puts them naturally at odds with other races as well as each other. This belief is spurred in part by Gruumsh and his pantheon, which taught the orcs that all races are inferior to them. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Mountain Ranges Sword Mountains Waterdeep Deities Gruumsh (Creator) Tribe of He Who Watches (Orc Pantheon) Enmity Elves (Generational hatred) Humans Dwarves Affinity Goblins Notable Features Large and muscular, aggressive and proud, tribal society, greenish skin, prominent tusks, quick to anger, strong endurance, simple but effective tactics, carnivorous and scavengers, enjoy raw meat. Hated Race Expectations A war-obsessed race, the Orcs eat, sleep, and dream of fighting. They are strong warriors quick to anger and take from others, and they are most notably known for the pillaging and destruction of areas around Faerun. They have little mind to make true allies with many, and often utilize their brute strength and numbers to overcome any odds. Their hatred for the elves is exceptional, and they often view them as their mortal enemy that they wish to tear apart without reason. Both races' gods put them on this path when they were created and the hatred that runs within their veins cannot be ignored for long. Tribal by nature, they take what they want and leave destruction in their wake. Basic Traits Height Min: 170 c m (5'7") Max: 210 cm (6'11") Langua ges Common Orc Life S pa n A d ult hood: 18 years Longevity: 50 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. Adrenaline Rush Once per long rest, you may tap into your orcish blood and use the dash action as a bonus action. Menacing Orcs, intrinsically, are menacing creatures. You are proficient in Intimidation, as well as having a +2 to Strength saving throws. Relentless Endurance When you are reduced to 0 hit points, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

  • Astral Elf | Halcyon D&D

    Astral Elf Racial Guidelines Basic Traits Racial Traits Astral Elf Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests as a starry gleam in an astral elf's eyes. In deference to the gods of the Seldarine, astral elves wore armor that featured ornate headpieces and visored helms that obscured their personal identity. They preferred to be seen as entirely faceless when dealing with members of other species. Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual perspective on the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet contemplation or strike out to explore the reaches of the multiverse, astral elves tend to see things through the lens of time as having little or no meaning to them. Astral elves who don't dwell in the Astral Plane can live to be more than 750 years old. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Astral Plane Deities The Seldarine (Elven Pantheon) Enmity Githyanki Drow (Generational Hatred. Gods at war) Orcs (Generational Hatred. Gods at war) Goblins Affinity Generally amicable with many races Notable Features Originates from the Astral Plane, typically silvery or pale skin, star-like eyes, innate psionic abilities, calm and contemplative, arcane attuned, long-lived, serene demeanor, skilled in planar navigation, will not show face to non Astral Elves, omnivorous diet. Advanced Race Expectations Astral Elves customarily wear masks to obscure their identity when dealing with members of other species and will rarely be found without one covering their facial features. Astral Elves wish to be unseen in the eyes of many, especially non-elves, and their mask is more of an extension of themselves and their worship of the Seldarine. Their hatred for the Githyanki, another race of the Astral Sea, is abundant, and they will usually find themselves at a standstill of swords rather than speaking. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Langua ges Common Elvish Life S pa n A dult hood: 18 years Longevity: 750 years Mo vement 3 ti le s per turn Racial Traits Astral Fire You know the sacred flame cantrip. 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. Starlight Step As a bonus action, you can magically teleport up to 3 tiles to an unoccupied space you can see. You can use this trait once per long rest. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span.

  • Artificer | Halcyon D&D

    Artificer Class Features Spellcasting Alchemist Armorer Artillerist Artificer Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer. Throughout the multiverse, artificers create inventions and magic items of peace and war. Many lives have been brightened or saved because of the work of kind artificers, but countless lives have also been lost because of the mass destruction unleashed by certain artificers’ creations. The island of Lantan is home to many artificers, but the most esteemed of their trade reside in, or at least know of, the City of Sigil. It is there where discoveries from throughout the multiverse are shared, and from there, the gnome artificer Vi runs a cosmos-spanning business that hires adventurers to fix problems that others deem unfixable. In Vi’s home world, Eberron, magic is harnessed as a form of science and deployed throughout society, largely as a result of the wondrous ingenuity of artificers. Subclasses Class Features Basics Base Hit Po ints: 56 Hit Points per Advancement: 14 Actions: 1 Attack, 1 Bonus, 1 Reaction Casting Attribute: Intelligence Starting Kit: Crossbow (20 Bolts) Leather Armor Staff 1 set of tools (Apothecary, Blacksmith, or Craftsman) Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons Sav ing Throws: Constitution, Intelligence Skills: Arcana, History Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Infu se Item You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. Armor of Magical Strength Requires: Equipped Non-Magical Armor (10th Level) Magically infuse your armor, so long as they are not already a magical item. If you would be knocked prone, you may use your reaction to avoid being knocked prone. Boots of Winding Strength Requires: Equipped Non-Magical Boots Magically infuse your pair of boots, so long as they are not already a magical item. As a bonus action, you may use them to teleport 1 tile to an unoccupied space that you can see. Enhanced Arcane Focus Requires: Equipped Non-Magical Staf f As a Full Round Action enhance your staff, granting a +2 bonus to spell attack rolls for the remainder of combat. You may do this as a pre-buff when drawing a staff. Enhanced Defense Requires: Equipped Non-Magical Shield (10th Level) As a Full Ro und Action enhance your shield, granting a +1 bonus to armor class for the remainder of combat. You may do this as a pre-buff when drawing a shield. Enhanced Weapon Requires: Equipped Non-Magical Weapon As a Full Round Action enhance your weapon , granting a +2 bonus to melee and ranged attack rolls for the remainder of combat. You may do this as a pre-buff when drawing a weapon. Spell Storing Item Requires 12th Level Once per long rest, you may spend an action to use the sto red spell within' an object to regain one 1st level, or 2nd level spell slot. Artificer Specialist All artificers train to hone their specific craft. Mastering the art of alchemical creations, arcane modification or magical bombardment. These will be unlocked at Level 10 and reach their full potential at Level 12. Class Expectations Artificers must adhere to a minimal tech fantasy when representing their characters. This means no steam engines, gears, cogs or other mechanisms of this kind. Your equipment is entirely magical in nature. Meaning it is mundane objects infused with arcane magic, not working machines. As such each subclass is limited to representation of their given abilities. Alchemists are allowed their potions and elixirs. Armorers are allowed magical gauntlets (This should not look like mechanical fists.). Artillerists may deploy a single shoulder mounted floating turret of their desired design in combat after using the ability in RPR. Other things such as infused shields, staves, boots, and magical looking augments to armor (Such as adding glowing crystals in moderation) to represent the RPR abilities are acceptable. Failure to adhere to these guidelines will result in a single warning before your character is retired and you are restricted from playing the class on future characters. Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. Spell Slots Level 8 1st: +3 2nd: +2 Level 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. Cantrips 1st Level 2nd Level 3rd Level Cure Wounds Disguise Self Faerie Fire False Life Grease Jump 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. Grease Conjuration 1 Action V, S Slick grease covers the ground in a 2 tile square centered on a point within range. Each creature in its area must succeed on a Dexterity Saving Throw (8 + Spell Bonus) or fall prone. 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. False Life Necromancy 1 Action V, S Bolster yourself with a necromantic facsimile of life. You gain 1d4+4 hit points. 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. Acquired at 10th Level and may not disguise as an Advanced Race or a different gender than your own. Jump Transmutation 1 Action V, S You touch a creature. It may jump up to 6 tiles as their next move action. Fire Bolt Poison Spray Shocking Grasp Sword Burst Thorn Whip Acid Splash 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) Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Poison Spray Conjuration 1 Action V, S You extend your hand toward a creature and project a puff of noxious gas from your palm. 2d12 Poison Damage (8 + Spell Bonus vs CON Save ) Shocking Grasp Evocation 1 Action V, S Lightning springs from your hand to deliver a shock to a creature you try to touch. On a hit, the target cannot take reactions until the end of their next turn. 2d8 Lightning Damage (1d20 + Spell Bonus vs AC) Acquired at 10th Level. Thorn Whip Transmutation 1 Action V, S You create a long, vine-like whip covered in thorns that lashes out towards a creature within 3 tiles. On a hit, if the creature is large or smaller they are moved 1 tile closer to you. 3d 6 Piercing Damage Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) Dispel Magic Elemental Weapon Haste Flame Arrows Dispel Magic Abjuration 1 Action V , S Choose one creature within range. Any magical effects on the target end. 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. 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 additio nal 1d6 damage of the chosen type when it hits. Does not work on ranged weapons. Acquired at Level 10 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. Acquired at 12th Level. Aid Cure Wounds (2nd) Enlarge Heat Metal Knock Silence See Invisibility Web Enlarge Transmutation 1 Action V, S You cause a creature you can see within range to grow larger for the duration of combat. Being enlarged grants the ability to do an additional 1d4 damage per weapon strike. Aid Transmut ati on 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. Acquired at Level 10. Heat Metal Transmutation 1 Action V, S Choose a weapon made of metal that you can see within range. You cause the object to glow red-hot. A creature holding the weapon takes 2d8 fire damage and must succeed a Constitution Saving Throw or drop the weapon. (8 + Spell Bonus vs CON Save) See Invisibility Divination 1 Ac tion V, S For the duration, you see invisible creatures and objects as if they were visible. Acquired at 10th Level 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. 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 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. Knock Transmutation 1 Action V Choose a door, or set of manacles that you can see within range. The target that was held shut by mundane locks, or barred becomes unlocked or unbarred. Doors are unlocked, and opened at the same time. If the target was held shut by an Arcane Lock, the spell is suppressed for ten minutes, or the remainder of combat. Granted at 10th Level. Flavor Spells The following spells are included in the wizard'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 Tiny Servant Tiny Servant Transmutation 1 Action V, S You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control for a maximum of 8 hours. As a bonus action, you can mentally command the creature if it is within 12 tiles of you. You decide what action the creature will take and where it will move, or you can issue a simple, menial task command, such as to fetch a key, stack some books, or send an item to your merchant. If you issue no commands, the servant does nothing other than try defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. If the servant takes any damage, it reverts to its original form, and any remaining damage carries over to that form. Dancing Lights Light Mage Hand Mending Prestidigitation Levitate Dancing Lights Evocation 1 Action V, S 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. Y ou 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. 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. 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. 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. 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. Levitate Transmutation 1 Action V, S One creature or loose object of your choice that you can see within range rises vertically, up to 2 tiles, and remains suspend ed there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 2 tiles in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft. 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 Magic Divination 1 Action V, S , M Components Required: 1x Unstable Essence 5x Arcane Residue 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. Arcane Lock Water Breathing Water Breathing Transmutation 1 Action V, S , M Class Required: Artificer Bard Wizard Sorcerer Components Requir ed: 10x Feral Claws 6x H oly Water 20x Arcane Residue This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. The spell lasts for 2 hours from the time of successful casting, once the timer is up the ritual must be recast to retain the effects. Another roll is required. If PvP is initiated while the ritual is in effect the effect remains until PvP is concluded. Arcane Lock Abjuration 1 Action V, S, M Class Required: Artificer Wizard Components Required: 4x Unstable Essence 250x Gold Coin 10x Arcane Re sidue You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed by knock. While affected by this spell, the object may not be forcibly opened by mundane means. (You may not break in or picklock an arcane locked door.) Knock must be cast in order to by pass the arcane lock. You may only have one arcane lock per cl an. You must also open a ticket if you've already created an arcane lock and wish to dispel it. Subclass: Alchemist An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace. Bonus P roficiencies Skills: Medicine Class Resource Level 10: +3 Level 12: +3 (6) Experiment al Elixir (Healing ) Requires Apothecary Tools Creating an experimental elixir requires you to have Apothecary Tools equipped. As a bonus action and the cost of one class resource create and use your experimental elixir on yourself or a target within 1 tile. They regain 2d4 + Intelligence hit points. Experiment al Elixir (Resilience) Requires Level 12 and Apothecary Tools Creating an experimental elixir requires you to have Apothecary Tools equipped. As a bonus action and the cost of one class resource create and use your experimental elixir on yourself or a target within 1 tile. They gain a +1 bonus to AC for the remainder of combat. Experiment al Elixir (Swiftness ) Requires Apothecary Tools Creating an experimental elixir requires you to have Apothecary Tools equipped. As a bonus action and the cost of one class resource create and use your experimental elixir on yourself or a target within 1 tile. They gain a +1 movement speed for the remainder of combat. A lc hemical Savant (Healing) You've developed a masterful command of magical chemicals, en hancing the healing you create through them. Whenever you cast a leveled healing spell , or drink a potion (Not your Elixir) you may heal additional hit points equal to your Intelligence score to one target. A lc hemical Savant (Damage) You've developed a masterful command of magical chemicals, enhancing the damage you create through them. Whenever you cast a leveled spel l or cantrip you gain a bonus to the damage done by acid, fire, necrotic, or poison damage equal to your Intelligence score to one target. Restorative Reagents Requires Apothecary Tools You may cast Lesser Restoration without spending a spell slot twice per long rest. Whenever a creature drinks an experimental elixir you created, the creature gains 8 temporary hits points. Chemical Mastery Requires Level 12 You have been exposed to so many chemicals that they pose little risk to you. You gain resistance to acid and poison damage and you are now immune to the poisoned condition. Alchemist Spells 1st Level 2nd Level 3rd Level Healing Word Ray of Sickness Tasha's Caustic Brew 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. Ray of Sickness Necromancy 1 Action V, S A ray of sickening greenish energy lashes out towards a creature within range. Target must succeed a CON save or take 2d8 poison damage and the Poisoned Status. Tasha's Caustic Brew Evocation 1 Action V, S A stream of acid emanates from you in a line 3 tiles long in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid. A creature covered in the acid takes 2d4 acid damage, and the an additional 2d4 acid damage at the end of their next turn. Healing Word (2nd) Healing Word (2nd) Transmutation 1 Bonus Action V, S A creature of your choice that you can see within range regains hit points equal to 2d4 + Spell Bonus. This had no effect on undead of constructs. Mass Healing Word Cure Wounds (3rd) Mass 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 spell has 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. Subclass: Armorer An artificer who specializes as an Armorer modifies special armored gauntlets to function almost like a second skin. The gauntlets are enhanced to hone the artificers magic, and unleash potent attacks. They are configurable on the fly with the correct tools depending on their moment to moment needs. Bonus P roficiencies Skills: Athletics Heavy Armor Extra Attack You gain an additional Attack Action for a total of 2 per turn. Tools of the Trade You have heavy armor proficiency. Additionally, your gauntlets cannot be disarmed from you in combat. Armor Mo del: Guardian Use your Blacksmith Tools to configure your non-magical gauntlets to be in the front line of combat. This can be used as a pre-buff when drawing Blacksmith tools. Guardian grants you the following features until the end of combat or you re-configure your gauntlets: Thunder Gauntlets While at least one of your hands is empty, you may make a melee spell attack against a target within one tile, dealing 1d12 thunder damage on a hit. A creature hit has disadvantage (-2) proficiency modifier until the end of their next turn. Cannot benefit from any buff that turns an item into a magical item, shields, and off hand weapons. Perfected Armor: Guardian Requires: 12th Level When a creature you can see ends it's turn within 3 tiles of you you can use your reaction to magically force the creature to make a strength saving throw against your Spell DC, pulling the creature up to 3 tiles towards you to an unoccupied space and immediately making an attack of opportunity against them. Armor Model: Infiltrator Use your Blacksmith Tools to configure your gauntlets for more subtle undertakings. This can be used as a pre-buff when drawing Blacksmith tools. Grants you the following features until the end of combat or you re-configure your gauntlets: Lightning Launcher A gemlike node appears on one of your armored fists, capable of firing lightning. While at least one hand is free, you may make a ranged spell attack against a target within range, dealing 1d6 lightning damage on a hit. Cannot benefit from any buff that turns an item into a magical item, shields, and off hand weapons. Lightning Launcher (Expose) Requires: 12th Level Once per turn you may deal an additional 1d6 damage to a target hit by your lightning launcher and expose them until the end of their next turn. Armorer Spells 1st Level 2nd Level 3rd Level Magic Missile Thunderwave Magic Missile Evocation 1 Action V, S You create three glowing darts of magical force. Each dart hits a creature of your choice within range. The darts deal 1d4+1 force damage to its target. Thunderwave Evocation 1 Action V, S A wave of thunderous force sweeps out from you. Each creature in a 2 tile x 2 tile cube must make a Constitution Saving Throw. On a failed save, a creature takes 2d8 thunder damage and is knocked prone. Taking half as much damage on a success. (8 + Spell Bonus vs CON Save) Shatter Shatter Evocation 1 Action V, S A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 2 tile radius must make a Constitution Saving Throw (DC 8 + Spell Bonus), taking 3d8 thunder damage on a failed save or half as much on a success. Acquired at 10th Level. Lightning Bolt Lightning Bolt Evocation 1 Action V, S A stroke of lightning forming a line that is 10 tiles long and 1 tile wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity Saving Throw. A creature takes 6 d6 lightning damage on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Subclass: Artillerist An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: “It’s about time we fixed things instead of blowing them all to hell.” B onus P roficiencie s Skills: Perception Eldritch Cannon: Flamethrower Requires Craftsman's Tools Deploy your eldritch cannon at the cost of one Class Resource, so long as you have Craftsman Tools equipped in your offhand. As a bonus action on your turn you may order the cannon to exhale fire in a 2 tile cone that you designate. Each creature i n that area must make a Dexterity Saving Throw against your spell save DC, taking 3d6 fire damage on a failed save or half as much damage on a successful one. You may only have one cannon type deployed. Eldritch Cannon: Force Ballista Requires Level 12 and Craftsman's Tools Deploy your eldritch cannon at the cost of one Class Resource, so long as you have Craftsman Tools equipped in your offhand. As a bonus action on your turn make a ranged spell attack at one creature within 12 tiles. On a hit the targets takes 3d6 force damage and is pushed back 1 tile. You may only have one cannon type deployed. Eldritch Cannon Swap You may dismiss your current Eldritch Cannon and prepare to summon a new one. Spend one 1st Level Spell Slot to gain 1 Class Resource. Arcane Firearm By combining your tools with your staff,you turn your staff into an arcane firearm, a conduit for your destructive spells. You are able to equip Craftsman Tools in your offhand as if it were any other off-hand weapon alongside a mundane staff, despite the staff being a two-handed weapon. When you have both equipped and cast leveled damage spells through this staff, you deal an additional 1d8 damage to one target of the spell. This does not trigger off your Eldritch Cannon. Artillerist Spells 1st Level 2nd Level 3rd Level Shield Thunderwave Thunderwave Evocation 1 Action V, S A wave of thunderous force sweeps out from you. Each creature in a 2 tile x 2 tile cube must make a Constitution Saving Throw. On a failed save, a creature takes 2d8 thunder damage and is knocked prone. Taking half as much damage on a success. (8 + Spell Bonus vs CON Save) Shield Abjuration 1 Reaction V, S An invisible barrier of magical force appears and protects you. Until the start of your next turn you have a +2 bonus to AC. Can be cast at any time on your turn, or when struck. Scorching Ray Shatter 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. On a hit the target takes 2d6 fire damage. (1d20 + Spell Bonus vs AC) Shatter Evocation 1 Action V, S A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 2 tile radius must make a Constitution Saving Throw (DC 8 + Spell Bonus), taking 3d8 thunder damage on a failed save or half as much on a success. Acquired at 10th Level. Fireball 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.

  • Thievery | Halcyon D&D

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

  • The Storyline | Halcyon D&D

    Season 1 Season 2 Season 3 Season 4 Season 5 Season 6 The Story of Halcyon Our setting current setting takes place in the year 1492 DR. The storyline is comprised of the events that have taken place on the server across our main storylines up until this point! More information will be added as the seasons progress. This can be used a general reference for those who's characters have lived within the world and would be somewhat in the know of current events. Season 1 The Troubles of Lordfall Five years have passed since the end of the War of the Silver Marches, marking the year as 1490 DR. Everlund, once a prominent city within the region, has been reduced to a town, recovering from the toils of war. For unknown reasons, the town's ruling body, the Council of Elders, has made the decision to pull themselves from the Lords' Alliance, the defensive pact of the major city-states of northern Faerûn. Such a ruling leaves Everlund vulnerable... giving confidence to factions and monsters in the area who have long slumbered. These troubles, and the opportunities of Everlund's economic rebirth, entice adventurers and people of all kinds to its surrounding lands. As the town prepared for it's fifth annual festival of remembrance trouble began to brew. Caravans began to go missing. Outlying settlements began to to be raided. The Army of the Vale was sent to investigate, spreading themselves thin. Then a brazen attack against Everlund itself. The sky rained fire and orcish invaders rushed through the gates. With only a small garrison of forces left behind the defense of the town was largely left to those trapped within. While many brave heroes were able to hold the line, eventually the overwhelming brutality of the orcish band began to wear on them. In a final act one of the remaining Knights of the Vale, Eilynore Ashpride, rallied those still able to fight and joined the fray. Helping to repel the invaders. To this day their names are forever immortalized on a monument within the city. Nightingale, Zephyr Ixaar, Caladrius, Kargrax, Nynca, Cecil, Seraph, Vesper, Asbjorn Hardlsen, Zhal Another memorial was erected nearby this time with the names of those who were lost, the countless hundreds who died on Everlund's smoldering streets or blissfully unaware within their own homes as it came crashing down around them. Aizilei, Etsheyi, Zinyra, Frankies Little motive could be gained from the attackers. As each fought to a brutal and final death for the glory of their god and warchief alike. A single named echoed through the streets of Everlund as it was rebuilt... Bloodtusk. Through the months that followed the attacks by this clan of orcs picked up frequency. Settlement after settlement within the area around Everlund was subject to their brutality. Some faired better than others, others simple fell to their might. Leading the charge of these incursions were Bloodtusk Lieutenants, demanding the subjugation of all under their leader Kargresh. After numerous skirmishes and hard fought battles between the Army of the Vale and the citizens of the Silver Marches against the Bloodtusk clan their leader fled from Everlund to the east. Season 2 Fires of Revenge After the final skirmishes with the Bloodtusk clan, their leader Kargresh was still missing. A relative peace had fallen over the lands around Everlund once again. Though, all did not set well with the Army of the Vale. Countless soldiers had fallen in the raids. Numerous innocents, friends, and family never to be seen again. After weeks of petitioning the Council of Elders a reply finally came. By decree of High Lady Alustriel Silverhand a force was to be led by Eilynore Ashpride of the Army of the Vale east into Hellkeep Dell. They were tasked primarily with securing the region for the Silver Marches, though for many it was a personal mission. It has been several months since their departure. The confederation of forces now make up Ashpride's Legion who have established the fortification of Silvergarde within Hellgate Dell. Their presence has not gone unnoticed. The area has long been home to all manner of demon and evil being. As well as the Far Forest looming on the horizon. Will you aid in the hunt for Kargresh? Perhaps find yourself caught helping some unexpected allies in their eternal war for the lower planes? Or will you side with those who already called this land home before the Silverymoon's decree? Season 3 Unveiled Serenity The aftermath of Eilynore Ashpride's final confrontation with Kargresh left Hellgate Dell and its surroundings scarred, the victory achieved at a great cost. The lingering echoes of a pyrrhic triumph, however, were accompanied by the insidious rise of a dark force. Cults began to take root in the jungle ruins, casting a foreboding shadow over vital trade routes. As Silvergarde moved to it's new more fortified beginnings, Lady Ashpride hired local mercenaries to safeguard precious cargo shipments that were its lifeline - But, the mercenaries, once stalwart defenders, found themselves torn between duty and the growing allure of the enigmatic cults, threatening to fracture the stability Lady Ashpride fought so hard to establish. Simultaneously, the tranquility of the Far Forest was disrupted as druids, once the stewards of the delicate balance between nature and civilization, grew restless. The once-guardian peacekeepers of the forest now regarded outsiders with suspicion, and the druids themselves distanced from their duties, perturbed by an unseen force that exploited the vulnerability left by the recent battle. In the distant wastes, the departure of Isun, the eccentric merchant renowned for his magnificent wares, sounded an ominous note. His proclamation that the land had become too perilous hinted at dangers not fully understood by the inhabitants of Silvergarde. He designed to move to the oasis, gathering the Windseekers, to begin a movement of freedom and independance from both the lawful and lawless. As the fortification grappled with the aftermath, a new, clandestine adversary moved in the shadows, weaving a tapestry of uncertainty over Silvergarde's future. The true test of resilience lay ahead, hidden in the ominous shadows that now clung to the heart of the once-proud outpost, casting doubt upon its fate. What dark designs did they harbor, and how would their insidious influence manifest and would Silvergarde be able to rebuild in time to survive it? Amidst the evil machinations of the Brotherhood of the Labyrinthine Veil, New Ascalhorn and Silvergarde erupted into war. A conquest of who could take or defend the lands gripped all of those able to hold a sword or wield magic. And with much a toll, the victories would all end pyrrhic. For those beneath both banners soon would realize, the powers of New Ascalhorn had far worse in store for them. The Windstalker Lodge began the aid to Silvergarde with Stormguard and Mithral Enclaves joining soon after. To oppose the growing number of allies beneath the Silvergarde banner, the Shadow Hydra, Dragoncoin, and the Blackspire fought to further New Ascalhorn's agenda. Marching forth into battle, divisions of Silvergarde valiantly fought with the those who would see the lands defended against evil. All color and creed banding together in unity, as one, setting aside difference to see Silvergarde, the Far Forest, and all of the Silver Marches protected. Their efforts were not in vain as they kept the forces of New Ascalhorn at bay. Ultimately, their sacrifices lessened what would have been a much graver toll. But, New Ascalhorn's divisions proved capable, extending their reach through the lands. Soon, the truth was revealed. Portals began to open across the lands by the Fey'ri rulers, House Dlardrageth releasing trapped demons from portals beneath Hellgate Dell. They spared none who would not bend the knee. The lands devolved into chaos and ruin, despite the many of Silvergarde, the forces were too powerful. And in a final summoning, a horde of demons descended upon the Far Forest and unleashed a cataclysmic explosion of heinous magic destroying the land. Water rushed in, filling the voided space. Villages, towns, all sunken beneath the crashing wave, forever entombing the brave souls that stood stalwart in the face of evil. Season 4 From Ashes Word quickly spread across the Silver Marches of the new found demonic incursion, known as the Ruinous Convergence. Organizations swept in to help push back the assault, many different faces from the Tall Tree druids to the Lord's Alliance came to lend their aid. The battle waged for days, it was hard fought but as the dust settled, the demons had been pushed back to the Abyss enough that life was able to reshape. Starting with the new carved out Far Forest, the druids healed her, mending her back into a landscape of glorious trees and wildlife. The Windseekers, led by Isun, moved to establish a larger Oasis further southwest. Now a bustling small city, it's values remain the same. From the welcoming Coiling Serpent tavern to the market place, Isun designed to fill all of the Silver Marches needs. Ovius Alvarez helped defend the lands alongside the masses before returning to stay in the Oasis, his tower of knowledge open to all. Up in the mountains, dwarves in the Ruins of Delzoun opened their otherwise closed off keep. Ushering weapons and aid down the mountain, they helped the righteous defend. Silvergarde unable to withstand the repeated open assaults took its people to the mountain, becoming refugees of the impenetrable fortress, leaving the city to it's demise. Now, the Ruins of Delzoun serves as a rallying point for the good of the land, a standing beacon of hope for those continuing to stand against the terrors of this world. New Ascalhorn remained, the treacherous Fiends keeping the small hold they had and vowed to only reignite the flames. Those that had stood behind them so boldly splintered off into other nefarious organizations taking opportunistic root, finding themselves scorned by the blindsided demonic assault. Amidst the calamity, the cult only thrived. The masses of departing souls going missing, with none questioning how or why in such a hectic time. It was perfect, perfect for those ominous shadows to continue their bidding unabated for another day. What will become of the Silver Marches as these organizations take root and rebuild the lands from ashes? What plans do these shadows have for the future? Only time will tell. . . Season 5 THE RECLAMATION As the echoes of war fade further into memory, the Forest begins to heal, its scars slowly softening under the care of Nature. The Druids of the Tall Trees Grove return in force once more, striving to purify the land as they had in years past. Their rituals weave hope into the soil, but the question of whether their efforts will endure beyond a single generation, or will the cycle of ashes claim the land once more. In the shadow of recovery, two settlements rise to prominence. From the ashes of Silvergarde emerges a new stronghold, named in tribute to a war hero whose name still inspires hope in the land. To the north at the skirts of the Nether Mountains, a new bastion stands tall. Its walls are a testament to the resilience and ambition of the inhabitants of these lands. Yet with their growth comes the mounting need of resources. Even the renowned Windseekers, heralded for being the mercantile center of the region, struggle to meet rising demands. Market stalls sit barren, and coin becomes a rare commodity. But scarcity is simply another word for demand, and where there is demand there is also opportunity for those industrious enough. Meanwhile, the Labyrinthine Veil, a shadowy cabal of night hags and their cultists, have left a grim legacy of terror. Thousands were kidnapped, sacrificed, their very souls devoured to fuel the Veil’s dark ascendancy. The war ravaged land bore witness to their cruelty, as bastions of light flickered and faded into darkness, while trade houses flourished amidst the chaos. Yet, even in the face of such darkness, the Tall Trees grove called for Heroes. Hundreds heeded the call, rallying to to the Forest’s cause. Their sacred rituals filled the skies with earthly light as ancient powers awakened to push back the Veil’s corruption. Fierce battles erupted, and each fallen is immortalized in bardic song. Now, the Veil lies broken, with their sinister influence scattered like ash on the wind. The Reclamation has begun. The forest stirs with life once more, green tendrils creeping over once barren land. But with the Veil’s fall comes an uneasy peace. Trade, ambition, and shadowed forces vie for power over the fractured realm. What lies ahead in this time of Recovery, what new powers shall rise in the lands? Season 6 THE STORM THAT PLANTED STARS The Storm’s Crown Horde surged through the Marches like a flood of wrath, bringing with them the fury of Talos himself. The lands trembled… until a pact was struck in the shadows. Isun and Orvius, desperate to halt the devastation, made a fateful alliance with the enigmatic Knights in White—none other than Lady Ashpride’s Argent Legion. In one ruthless night, an elite strike team eliminated the Storm’s Crown leader and claimed the legendary Runeblades. With them, Orvius unlocked the Talos Vault… and found a storm of pure magic. From that chaos was born Arcanium—a raw, unstable force of unimaginable power refined into a crystallized form. But the Horde’s final revenge destroyed the Oasis. The Windseekers were broken—reborn only as the Seekers. In the ashes rose Varelmere, a new trade port built on dreams… and Arcanium. The Seekers and the Argent Legion vowed to share its power—but they weren’t the only ones who came seeking it. Now the Marches boil with ambition and deceit. The shadowy Keepers. The zealous Radiant Heart. The forsaken Tribe of Many. The cunning Bregan D’aerthe. All hunger for Arcanium. All will fight to claim it. But even as new powers rise… ancient evils stir. In the Far Forest. In the Underdark. Beyond the veil of realms. The frontier teeters on the edge of ruin—or rebirth. This is the dawn of a new chapter…

  • Blacksmith | Halcyon D&D

    Blacksmith Creations Blacksmith Bonded with forge and anvil, blacksmiths are metalworkers that fashion weapons and armor using a variety of tools and quenching techniques, making them a common stop for most adventurers and a necessary employment for local militias. The more advanced of the trade are able to utilize silver and magic in their crafting. Smelting You know how to smelt basic ores into usable ingots. As a novice blacksmith, you are able to create steel ingots. This requires 2 pieces of iron ore. Creations You are a metallurgist capable of forging an assortment of weapons and armor. To successfully make a creation, you must pass its corresponding DC based off a 1d20 + Blacksmith Level + STR roll. This is replaced by a 1d20 + Blacksmith Level + DEX roll for glass vials. Advanced Smelting Requires Blacksmithing: Adept You know how to smelt additional ore such as silver into usable ingots. This requires 2 p ieces of silver or e. Weapon Plating Requires Blacksmithing: Adept You may now plate metal weapons with silver. This requires the complete weapon and a single silver ingot. On a failed attempt, only the silver ingot is lost. Plating a weapon in silver increases the crafting DC by 1. Arcane Infusion Requires Blacksmithing: Expert You may now re-forge metal weapons with magical energies, granting them a +1 bonus to Attack Bonus and bypassing any physical damage resistances on the target. Harvesting weapons, such as pickaxes and sickles, also receive a +1 to their respective gathering. This requires the complete weapon, 20 Arcane Residue, and a number of steel ingots. On a failed attempt, only the Arcane Residue is lost. Enhancements of this nature increase the crafting DC by 2 and are subject to a 1d20 + Arcana roll in order to pass it. Novice Creations Adept Creations Expert Creations Half-Plate DC 15 - Medium Armor AC 15 + DEX (max 2) 12x Steel Ingot 1x Scale Mail* Splint Armor DC 15 - Heavy Armor AC 17 12x Steel Ingot 1x Chainmail* Glass Vial DC 10 Basic item required by Apothecaries. 2x Sand Dagger DC 11 - One Handed 1d4 Piercing damage. Finesse. +2 Skinning 2x Steel Ingot 1x Weapon Handle Shortsword DC 12 - One Handed 1d6 Piercing damage. Finesse. 4x Steel Ingot 1x Weapon Handle Battleaxe DC 13 - One Handed 1d8 Slashing damage +2 Logging 4x Steel Ingot 1x Weapon Handle Greataxe DC 13 - Two Handed 1d12 Slashing damage. 8x Steel Ingot 1x Weapon Handle Warhammer DC 14 - Two Handed 1d10 Bludgeoning damage. 6x Steel Ingot 1x Weapon Handle Katana DC 15 - Two Handed 1d10 Slashing damage. Finesse. 10x Steel Ingot 1x Weapon Handle Caltrops (8x) DC 11 - Ammo Used to slow targets down. 4x Steel Ingot Mace DC 12 - One Handed 1d6 Bludgeoning damage. 4x Steel Ingot 1x Weapon Handle Sickle DC 12 - One Handed 1d4 Slashing damage +2 Herbalism. 4x Steel Ingot 1x Weapon Handle Longsword DC 13 - One Handed 1d8 Slashing damage. 5x Steel Ingot 1x Weapon Handle Halberd DC 13 - Two Handed 1d10 Slashing damage. Reach. 8x Steel Ingot 1x Weapon Handle Chainmail DC 14 - Heavy Armor AC 16 10x Steel Ingot Greatsword DC 15 - Two Handed 2d6 Slashing damage. 10x Steel Ingot 1x Weapon Handle Throwing Knives (x10) DC 11 - Ammo Thrown Weapon. 6x Steel Ingot Pickaxe DC 12 - One Handed 1d4 Piercing damage. +2 Mining 4x Steel Ingot 1x Weapon Handle Spear DC 12 - One Handed 1d6 Piercing damage. 4x Steel Ingot 1x Weapon Handle Rapier DC 13 - One Handed 1d8 Piercing damage. Finesse. 5x Steel Ingot 1x Weapon Handle Chain Shirt DC 13 - Medium Armor AC 13 + DEX (max 2) 8x Steel Ingot Scale Mail DC 14 - Medium Armor AC 14 + DEX (max 2) 10x Steel Ingot 1x Chain Shirt* Scythe DC 13 - Two Handed 1d10 Slashing damage. Finesse. 8x Steel Ingot 1x Weapon Handle Plate Armor DC 16 - Heavy Armor AC 18 14x Steel Ingot 1x Splint Armor*

  • Dwarf | Halcyon D&D

    Dwarf Racial Guidelines Basic Traits Racial Traits Dwarf Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves. Dwarves are solid and enduring like the mountains they love, standing well under 5 feet tall and being so broad and compact that they can weigh as much as a human standing nearly two feet taller. They weather the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don’t abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Great Rift Cold Lands (Specifically Damara and Vaasa) The Vast Eastern Heartlands Underground cities above the Underdark Deities Moradin (Creator) Morndinsamman Pantheon (Dwarvish Pantheon) Enmity Goblins Orcs Drow Kobolds Duergar Affinity Gnomes Halflings Goliaths Elves (Volatile and often feuded, however) Notable Features Short and stout, omnivore, honorable, community focused, long memories and will hold grudges through generations, uncomfortable around open water. Basic Traits Height Going smaller than 140 cm results in Conan wonkin ess, so please keep in mind that proportions must remain believable. Min: 13 0 cm (4'3") Max: 150 cm (4'11") Languages Common Dwarvish Life Spa n Adulthoo d: 50 years Longevity: 350 years Movement 3 tiles per turn Racial Traits Dark vision 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. Dwarven Armor Training You are proficient with light and medium armor, regardless of class. Dwarven Toughness All dwarves are born with an innate hardiness. They have an additional 12 hit points. Grants: Tough Feature. Stonecun ning All dwarves, stubborn in nature, share the lore and grudges of their long-lived people. You are proficient in History. You also receive +2 crafting attempts and poison resistance.

  • Guilds | Halcyon D&D

    Argent Legion Radiant Heart The Keepers The Seekers Tribe of Many Bregan D'aerthe Guilds Guilds Across the region several notable groups have taken up prominence following the events of the Storm's Fury. New and old adventurers may rejoin the efforts to bring some form of order (or chaos) to this savage frontier. At 900 Reputation with a Guild, players may request DM events with the Guild Leader. At 2700 Reputation with a Guild, players will receive a Guild Specific Mount and a Title Insignia. Argent Legion Leader: Lady Eilynore Ashpride Representative: Llarel Sunbringer Following the Convergence, Ashpride and her knights returned to Silverymoon to debrief and discuss their next steps.They represent the forces of the Silver Marches and answer directly to Silverymoon. This ultimately led to her and her most trusted Lieutenants arriving in the Oasis last season as the "Knights in White". You brought them supplies, and they paid you for them. Who else could really fund such an operation anyway? They were instrumental in building up Varelmere with all your hard fought supplies. Which is where their embassy is located. Though the city is not directly under their control. Order of the Radiant Heart Leader: Commander Cassius 'Lightbringer' Grieves Representative: Ken 'Silver Arm' Cloudrunner A group of benevolent paladins, and clerics, operate throughout Faerûn. While primarily devoting themselves to Torm, Tyr, and Helm they are not exclusive in that regard. Many paladins and clerics fall underneath their banner and they have come to the Marches after hearing of a demon problem. More than ready to lend their holy hands to help solve the woes of the region, they work diligently to solve the mysteries that still remain with Hellgate Keep. Their eyes are still upon anything else demonic, undead, and otherwise. The Keepers Leader: Andrea 'Black Knife' Cane Representative: Zalia 'Quickhands' Bast The Windseekers have had a monopoly on the economic efforts for as long as anyone can remember. They survived the war, and lined their pockets. With their transition to a new home, the area was ripe for the picking. And the Keepers jumped in to mark their claims. Helping fund the new wharf that serves as the northmost trade point on the Delimbiyr River and the newly created Converging Sea left after the destruction wrought in the war with New Ascalhorn. They've set up within a quarter of Varelmere, and their docks are a bit more shady and dangerous than those across the way. The Seekers Leader: Isun Representative: Ardeth Fehr Led by Isun and Orvius, this group has been an integral part of the Marches. From a humble start as a travelling merchant caravan to a prospering city, and now to refugees. It is hard to speak of the history of the Marches without including the Windseekers. But throughout it all they have maintained that they are about freedom, liberty and prosperity. They may have moved their base of operation, but they still offer fair and equitable trade for all. As long as adventurers have the coin, they're always happy to do business. They strive to keep law and order within the city of Varelmere and are committed to rebuilding. Tribe of Many Leader: Krog Blackwolf Representative: Drok'tar the Mighty A large conglomerate of many races that represent the hated masses. Those who do not fit in elsewhere or just those that want to make their own destiny. Rules, laws, or anything of the like don't hold much weight to the Tribe. Strength, and honor above all else. This group makes up the remains of the Storm's Crown and various other destitute groups that have come together and, with a little funding and scavenging of resources, built themselves a fortification on the western edge of Hellgate Keep. Forming a loose alliance with the forces of the Underdark to guard the entrance to their depths from would be crusaders. Bregan D'aerthe Leader: D'Raizen 'Shadowblade' Dram Representative: Zar'on D'estura With so much focus on the surface as of late; a power vacuum is left in the Underdark. The Drow of this guild allied themselves with a band of Duergar and their Svirfneblin slaves. Together, they formed a proper settlement in the ruins of the Underdark. A proper place in the dark to do their dealings and create a much needed haven. With their alliance with the Tribe of Many above, these two groups form two parts of a new hub for any brave enough to venture into the dark. With all the amenities that many have come to expect in the Oasis, it has made up the darks for any and all who seek it. Argent Legion Radiant Heart The Keepers The Seekers Tribe of Many Bregan D'aerthe

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