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  • 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

  • Aasimar | Halcyon D&D

    Aasimar Racial Guidelines Basic Traits Racial Traits Aasimar Whether descended from a celestial being or infused with heavenly power, aasimar are humans who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens. They resemble their parents, but often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. Most aasimar feel an intense drive to purge evil or protect the weak and the innocent. This motivation is not all-consuming however, and while still emitting radiant light, an aasimar has the propensity, like any other, to fall into the dark. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Durpar Murghom Thesk Waterdeep Deities Helm Tymora Chauntea Lathander Mielikki Selune Sune Enmity Genasi (Wary) Tieflings (Wary) Dwarves (Neutral, no true opinion) Elves (Neutral, no true opinion) Affinity Half-Races (Half-Elves, Half-Orcs) Notable Features Diplomatic. Omnivore with leaning towards vegetarian foods. Cautious, misunderstood, empathetic, keeps a low profile. Basic Traits Height Min: 150 cm (4'11") Max: 190 cm (6'3") Languages Common Celestial Life Spa n Adulthood: 18 years Longevity: 160 years Movement 3 tiles per turn Racial Traits Celestial Revelation Once per day, as a bonus action, you may unleash divine energies around you. Causing everyone within 2 tiles to take 5 radiant damage. This allows you to dash, and gives you flying speeding until the end of your turn. 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. Healing Hands Once per day, as an action, you can touch a creature and heal them for 3d4 hit points. Light Bearer You know the Light cantrip. Celestial Resistance You have resistance to radiant damage.

  • Triton | Halcyon D&D

    Triton Racial Guidelines Basic Traits Racial Traits Triton Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, the noble tritons have gradually become increasingly active in the world above. Tritons were a humaniform race, notable in their many underwater adaptations that render them visually distinct from other humanoid races. Their skin was most commonly a deep-blue, but had also been known to appear as pearl, light green, or in rare cases, other mutant colors. Their hands and feet were webbed, and they had minor dorsal fins that run from their mid-calf and end at their ankles. They were notably shorter than humans, averaging around five feet tall. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Elemental Plane of Water Sea of Swords Trackless Sea Bay of Dancing Dolphins Zakhara Deities Persana (Creator) Eadro (Some believe they are the Creator) Asathalfinare Pantheon Enmity Generally xenophobic but not fully unkind or instantly hostile to non-Tritons Affinity Sea Elves General Sea life Notable Features Amphibious, cold-resistant, noble and proud, speak formally, natural underwater warriors, guardians of the deep sea, lawful and duty-bound, distant from surface customs, adept with tridents and magic, diet of fish and sea plants. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Langua ges Common Primordial Life S pa n A dult hood: 18 years Longevity: 200 years Mo vement 3 ti le s per turn Racial Traits Amphibious You can breathe air and water and you have innate swim speed. 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. Control Air and Water A child of the sea, you can call on the magic of elemental air and water. You can cast Gust of Wind with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Guardian of the Depths Adapted to even the most extreme ocean depths, you have resistance to cold damage.

  • Rogue | Halcyon D&D

    Rogue Class Features Arcane Trickster Assassin Phantom Soulknife Swashbuckler Thief Rogue Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities. Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators. Subclasses Class Features Basics Base Hit Points: 56 Hit Points per Advancement: 14 Actions: 1 Attack, 1 Bonu s, 1 Reaction Casting Attribute: Dexterity Arcane Trickster: Intelligence Starting Kit Dagger Dagger (Off Hand) Leather Armor Thieves' Tools Proficiencies Armor: Light armor Weapons: Simple weapons, Hand Crossbow, Longsword, Rapier, Shortsword Saving Throws: Dexterity, Intelligence Skills: Acrobatics, Investigation, Sleight of Hand, Stealth Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Cunning Action Your quick thinking and agility allow you to move and act quickly. You may take the dash or disengage action as a bonus action on your turn. Sneak Attack You know how to exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if that creature is currently knocked down, you have an ally that has targeted them in the last or current turn within 1 tile, or if the creature has not targeted you at all in the last or current turn. You may not trigger Sneak Attack with any weapon that includes the 2-handed property that does not also include the ranged property. Steady Aim As a bonus action, you give yourself +2 on your next attack roll. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action your speed is 0 until the end of the current turn. If the attack hits, you are able to use Sneak Attack. Thieves' Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge When an attacker that you can see hits you with an attack you may use your reaction to halve the attack’s damage against you. Roguish Archetypes Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques. Choose your roguish archetype (subclass) from the four listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Subclass: Arcane Trickster Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers. Bonus P roficiencies Skills: Arcana Spell Bonus: Level 10: +3 Level 12: +1 (4) Mage Hand Ledgerdomain You may pickpocket anyone within 3 tiles using your Mage Hand, with no penalty. All other pickpocket rules apply. Versatile Trickster As a bonus action, you can designate a creature within 1 tile and distract them with your Mage Hand. Granting you a +2 bonus to Attack Bonus until the end of your turn. This enables the use of Sneak Attack. Spell Thief Requires Level 12 Immediately after a creature casts a spell that targets or includes you in the area of effect, you may use your reaction to force the creature to make a saving throw with its spell casting ability modifier. On a failed save, you negate the spell’s effect against you and refunds you one 2nd and one 3rd level spell slot. Usable once per Long Rest. (8 + Spell Bonus vs INT/WIS/CHA Saving Throw) Spell Slot s Spells Level 10 1st: 4 2nd: 2 3rd: 0 Level 12 1st: 4 2nd: 3 3rd: 2 Cantrips 1st 2nd 3rd Lightning Lure Mind Sliver Ray of Frost Lightning Lure Evocation 1 Action V You create a lash of lightning energy that strikes at one creature of your choice that you can see within 2 tiles. The target must succeed on a Strength Saving Throw or be pulled 1 tile towards you and take 3 d8 lightning damage. (8 + Spell Bonus vs STR Saving Throw) Ray of Frost 1 Action V, S A frigid beam of blue-white light streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 cold damage, and its speed is reduced by 1 tile until the end of their next turn. (1d20 + Spell Bonus vs AC) Granted at 12th Level. Mind Sliver Enchantment 1 Action V, S You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 3d6 psychic damage and receive disadvantages on saving throwing until the end of their next turn. Charm Person Disguise Self Sleep Tasha's Hideous Laughter Charm Person Enchantment 1 Action V, S You attempt to charm a humanoid you can see within range. It must make a Wisdom Saving Throw. If it fails the saving throw it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns. (8 + Spell Bonus vs WIS Save) Tasha's Hideous Laughter Enchantment 1 Action V, S A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom Saving Throw or fall prone. (8 + Proficiency Bonus + Spell Bonus vs WIS Save) Disguise Self Illusion 1 Action V, S You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for three hours or until you use another action to dismiss it. You can seem 1 foot taller or shorter and can appear thin, fat, or in between. You can’t change your body type so you must adopt a form that has the same basic arrangement of limbs. Any changes created by this spell are purely visual. You cannot grow additional body parts with this spell, and if someone touches a part of your illusion that does not match with your physical being by shape or texture, they will immediately be aware that an illusion is at play. If someone for any reason whatsoever suspects you for being disguised, they may roll Investigation against your Spell Bonus + 8 as the DC to learn an illusion is in use. This spell will be automatically dispelled upon entering combat. Acquired at Level 10 and y ou may not disguise as an Advanced Race or a different gender than your own. Sleep Enchantment 1 Action V, S Attempt to put the target into a magical slumber. They must succeed a Constitution Saving Throw (DC 8 + Spell Bonus) or be put to sleep and fall prone until the end of their next turn. If the creature is attacked while asleep they will wake up early. Acquired at 10th Level Crown of Madness Invisibility Shadow Blade Invisibility Illusion 1 Action V, S A creature you touch becomes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends when the target takes any action. Acquired at Level 12. Crown of Madness Enchantment 1 Action V, S One humanoid of your choice that you can see within range must succeed on a Wisdom Saving Throw or become charmed by you for the remainder of combat. While charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On each of its turns it can make a Wisdom Saving Throw against your spell DC to end the effect. (8 + Spell Bonus vs WIS Save) Shadowblade Illusion 1 Bonus Action V, S You weave together threads of shadow to create a sword of solidified gloom in your main hand. This magic sword lasts for the duration of combat, dealing 2d8 psychic dam age a hit. Must be dispelled. Fear Fireball Fear Illusion 1 Action V, S You project a phantasmal image of a creature’s worst fear. Each creature in a 3 tile cone must succeed on a Wisdom or become frightened until the end of it's next turn. (8 + Spell Bonus vs WIS Save) Granted at 12th Level. Fireball Evocation 1 Action V, S A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.. Each creature in a 2 tile radius sphere centered on that point must make a Dexterity Saving Throw. A creature takes 6 d6 fire damage on a failed save, or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Flavor Spells The following spells are included in the arcane trickster's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created ch aracter (Level 8) and others are unlocked at Level 10. Level 8 Control Flames Dancing Lights Gust Mage Hand Minor Illusion Prestidigitation Illusory Script Dancing Lights Evocation 1 Action V , S, M You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. Mage Hand Conjuration 1 Action V, S A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. Control Flames Transmutation 1 Action S You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Gust Transmutation 1 Action V, S You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. Minor Illusion Illusion 1 Action S, M You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Prestidigitation Transmutation 1 Action V, S This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusory Script Conjuration 1 Minute S, M You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message. Subclass: Assassin You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. Bonus P roficiencies Skills: Deception Exterminate In addition to the normal qualifiers to trigger your sneak attack, your training allows you hone in on weakened targets. You may use your sneak attack against targets who are bleeding when you land your attack with a finesse or ranged weapon. You gain a +2 to Hit Bonus (Melee) when using a dagger. Assassinate You are a master at taking advantage of your foe's weakness. When a target is bleeding, you may use your bonus action to immediately cause their Bleed damage and leave them exposed until the end of their next turn. Additionally you gain a +5 bonus to your initiative rolls. And the cooldown on your dagger abilities is always decreased to 2 turns. Imposter You gain the ability to unerringly mimic other people's speech, writing, and behaviors. Your ruse is indiscernible to the casual observer as anything more than another person in the crowd. You gain the ability to use Disguise Self once per long rest. This functions the same as the spell, however it does not have a time limit, remains in combat, and is not magical in nature. If someone, for any reason whatsoever, suspects you for being disguised, they may roll Investigation against your Deception as the DC to learn an illusion is in use. The normal Disguise Self rules apply: You may not appear to have additional body parts including racial features like elven ears, tails, or horns. You may not take the identity of another player character. This extends to their ToT Presets, using another character's name via /act, or any means which would directly duplicate another PC. Death Strike Requires Level 12 You become a master of instant death. When you sneak attack and hit a creature, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, deal an additional 2d6 damage. Subclass: Phantom Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and spies. Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard’s confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave. Bonus Proficiencies Skills: Perception Class Resources Level 10: +4 (Tokens of the Departed) Wails from the Grave As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal Sneak Attack damage to a creature on your turn, you can spend 1 CR to target a second creature that you can see within 4 tiles of the first, then deal half of your sneak attack damage in necrotic damage to them aswell. Token of the Departed When a life waivers in your presence you’re able to snatch a token from the wounded soul, a sliver of its life essence that takes physical form. As a reaction you open your free hand and cause a tiny trinket to appear there, a soul trinket. You may only collect a soul trinket from a creature once per day. And you may only carry up to 4 of these at a time. For each soul trinket you currently possess, you gain +3 max HP. Destroy Token of the Departed Destroy one of your Tokens of the Departed to regain a class resource. Ghost Walk Requires Level 12 As a bonus action, you assume a spectral form. While in this form, your movement speed becomes fly speed and increases by 1 tile. Your AC is increased by 2, and you may pass through walls and solid objects on t he first turn this ability is activated. Usable once per long rest. Dispelled by Ghostslayer Sundering. Death Knell R equires Level 12 Your association with death has become so close, that you gain the ability to cause additional 5d6/2 necrotic damage to the original target of your sneak attack immediately after using it. Subclass: Soulknife Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy. Bonus P roficiencies Skills: Insight Class Resources: Level 10: +4 Level 12: +2 (6) Psychic Blades You can manifest your psionic power as shimmering blades of psychic energy. If your mainhand is free, you can manifest a psychic blade and make an attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a range of 4 tiles, and on a hit, it deals psychic damage equal to 1d6+dex. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target. After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your off hand is also free to create it, also being 1d6+dex. Homing Strikes As a bonus action and for 1 class resource, make an attack roll with your Psychic Blades against a target and add + INT to the number rolled to it. If the attack misses you are refunded that class resource. Allows Sneak Attack on hit. Psychic Teleportation As a bonus action for 1 class resource, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see within 3 tiles. You then teleport to that space. Psychic Veil Requires Level 12 As an action, you can magically become invisible, along with anything you are wearing or carrying, for the duration of combat or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature, or you force a creature to make a saving throw. Usable once per long rest. Rend Mind Requires Level 12 As a bonus action, you sweep your Psychic Blades directly through a creature’s mind. When you deal Sneak Attack damage to a creature you can force that target to make a Wisdom Saving throw for 3 class resource. If the save fails, the target is stunned until the end of their next turn. Can only be done once per target, per combat. (8 + Proficiency Bonus + INT vs WIS Save) Subclass: Swashbuckler You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Bonus P roficiencie s Skills: Athletics Master Duelist: Level 12: +4 Rakish Audacity When rolling initiative, your charisma bonus will be added to the total. You also gain an additional way to use your Sneak Attack; you may use it on any target you strike aslong as no other enemies are within' 1 tile of you. Fancy Footwork After landing a melee attack, you are able to move up to 1 tile and are granted Fleet of Foot. Moving this way does not proc Attack of Opportun ity. Master Due list Requires Level 12 Your mastery of the blade lets you turn failure into success in combat. If you miss with a melee roll, you may spend 1 Master Dualist point and gain 1 Attack Action. Subclass: Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ. Bonus P roficiencies Skills: Arcana Fast Hands As a bonus action on your turn you may attempt to lockpick doors in combat. You may also interact with doors to open them, or swap a piece of equipment as a bonus action. Additionally you gain an extra bonus action on each of your turns. Second-Story Work You gain the Athlete Feat. Supreme Sneak Requires Level 12 As an action on each of your turns, if no hostile creature has direct line of sight of you, you may go invisible until the start of your next turn or you take an action, bonus action, or reaction.

  • Aarakocra | Halcyon D&D

    Aarakocra Racial Guidelines Basic Traits Racial Traits Aarakocra A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air—and were imbued with a measure of their masters’ power over winds. Their descendants still command echoes of that power. From below, aarakocra look like large birds and thus are sometimes called birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands High Forest Cormyr Vilhorn Reach Chult Chessenta Deities Aerdrie Faenya Enmity Chessentans Dragons Kobolds Affinity Avariel Generally amicable with many races and people Notable Features Community driven, male plumage can have brighter colors, female plumage is darker browns and grays. Peaceful but vicious defenders. Hollow bones, carnivorous leaning but, due to mingling with other races, can digest and eat baked goods. They have strong stomach acid and can eat bones. Basic Traits Height Min: 140 cm (4'7") Max: 160 cm (5'3") Languages Common Primordial Life S pa n Adult hood: 18 years Longevity: 60 years Movement 3 tiles per turn Racial Traits Alternative Origins You can use this race as a base to play an Owlin. Flight Because of your wings, your movement counts as flying type all the time. You cannot take fall damage unless you are incapacitated when falling. Your wings can only be hidden while using the spell Disguise Self. Talons You are proficient with unarmed strikes due to your talons. Your unarmed strikes deal 1d4 + Attack Bonus of damage instead of the usual 1 + Attack Bonus of damage.

  • Avariel | Halcyon D&D

    Avariel Racial Guidelines Basic Traits Racial Traits Avariel Within Faerun exists a race of winged elves, they were one of the first elven races to migrate to Faerun. Conflict with dragons almost wiped them out, making them a rare sight to behold. Most consider them myths or legends, as they could barely be found until recently. Scattered throughout Toril, most are found in the Aerie of the Snow Eagles atop Mount Sundabar. Avariel have two sides to their culture: War and Peace. One being honor-bound warriors sworn to fight for their protection. While the other side is devout priests and scholars who are sworn to diplomacy and healing. Avariel are lithe and light, their smaller thinner builds help them take flight and soar in the skies, fighting foes like dragons. Most Avariel honor Aerdrie Faenya and are free spirits. Their complexion is pale, ivory, and light tan, and their hair ranges from whiteish blonde to darkest black. They do not have any unusual colors such as purples, greens, etc. Their eyes are green, blue, golden, brown, or silver. Their wings are typically black, brown, or white. Applications: Closed Limited Slots To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Mount Sundabar Aerie of the Snow Eagles Temperate and Subtropical Mountains or Forests Deities Aerdrie Faenya The Seldarine (Other gods of the Elven Pantheon. Given slight regard) Enmity Dragons Kobolds Drow (Generational Hatred. Gods at war) Goblins Affinity Aarakocra Elves Notable Features Flight-capable elves, feathered wings, graceful and agile, keen eyesight, strong connection to the skies, skilled archers and scouts. Light and nimble, often reclusive, natural affinity for wind magic, slender build. Fear of fire, caves and the Underdark, which drive them mad- refusal to travel them. Omnivorous with preference for fruits, nuts, and light meats like bird or fish. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Langua ges Common Elvish Primordial Life S pa n A dult hood: 40 years Longevity: 500 years Mo vement 3 ti le s per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fey Ancestry You are immune to magical sleep effects. Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. T rance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span. Wings Because of your wings, your movement counts as flying type all the time. You cannot take fall damage unless you are incapacitated when falling. Broad and feathered, they can span up to 10 feet when fully extended. They are usually white, but could be black, or brown. Your wings can only be hidden by using the spell Disguise Self.

  • Encounters | Halcyon D&D

    DMNPC Encounters Storylines and DMNPC Encounters Halcyon is dedicated to providing our player base with unique experiences. One of the ways you can engage is through DMNPC encounters. In these DMNPC encounters our players will get a “tabletop” feel in the setting we’ve built. You’ll experience puzzles to solve, monsters to slay, and plots to uncover and engage in! Before your adventure begins... When opening up a DMNPC encounter there are a few things you should know. First, they are created and run by our DM team. Once a request is placed giving us a general outline of the type of encounter you’re looking for and potential hooks we take the reins and build a customized experience for you and a group of up to 5 players. These experiences are a single encounter session. Encounters are meant to create a narrative that you can enjoy during the session but also take out into the world and expand your roleplay with them. All DMNPC Encounters are required to tie into the overarching server story in some form or fashion. All DMNPC Encounters will be reviewed and may be denied based on criteria not being met, so make sure to thoroughly communicate with your DM. DMNPC Encounters are one time events that are in the same vein as our 'random encounters'. This option is given to those who are unable to participate, or would like to request a DMNPC for an event they are hosting, etc. You may also find scattered sites around the world with POIs that instruct you to open a DMNPC Encounter ticket. Make sure to screenshot the POI to provide it to staff. Staff story locations will ALWAYS instruct you to open a ticket. Criteria Guidelines Frequently Asked Questions Guidelines for Requesting DMNPC Encounters Please come up with a general idea of what kind of con tent you wish to have. This should be a general idea. Our Dungeon Master team will take your idea and they will create an experience for you, just like tabletop! Please discuss with your party ahead of time! This is important. Organization helps the ship sail smoothly - so what we need are: Character names, time zones, levels, and whatever information you think would be important for us in regard to scheduling your event. Bear in mind that when you request your event odds are you will have to wait. So, if you have a specific timeline you would like to follow, request sooner rather than later. Do NOT request DMNPC encounters for a single individual. These are meant to be group experiences. While we understand some players choose the solo life, DMing storylines can take hours and that is resources we need to see used for multiple players. Courtesy is the staple to our events and we expect it from players and staff alike. Conduct that is unkind or rude will be met with a barring from participation and rewards. Constructive criticisms may be submitted after the fact in the ticket. Fill out the questionnaire and post it into your tick et 1. You understand this will be a single encounter ? 2. What is the premise of this event and what are you trying to achieve for your group narratively? 3. Beyond the typical rewards are you seeking to gain or find anything else from this story? (Please note: we do not create, manufacture, or otherwise grant items not already in our house mod - requests such as these would be flavo r only). 4. In order to coordinate schedules, you will need to provide times and dates of availability for the group and are responsible for obtaining those. You may use Discord Timestamp or a similar discord date generator to better communicate dates and times. 5. Do you and your group prefer narrative encounters, combat encounters, or puzzle encounters? Please specify order of importance. 6. Are you alright with the possibility of 'invisible' NPCs? These will be represented via assets that we have on the server and will be DM'd by the narrator if no other staff are available to take on your request. If you wish to have staff DMNPCs for your event you may have to wait longer in order to accommodate your request due to scheduling reasons. 7. At any point if you are unable to attend the encounter you understand you must let the DM know as soon as possible? 8. You acknowledge that the event being created for your group is subject to changes, deviations, alterations, and potential cancellations depending on variables that may arise? 9. Please provide any more relevant information you think needs supplied to your DM. FAQ What is a DMNPC encounter? A DMNPC encounter is a requested 'random drop'. Typically our DM team will do random encounters for the population. We understand players are not always around during these and this is a means to request one as we would like to make sure everyone has thee chance to get involved! How many people can attend a DMNPC encounter? We allow parties up to 5 Who can request DMNPC encounters? Anyone! We simply require your group to be 3-5 players in size. What level is required to request a storyline? We require players to be at least level 10 to request a storyline. This is due to the nature of scaling and difficulty. We also want our players to familiarize themselves with RpR before reque sting and so the leveling process from 8 to 10 allows for that. Can I request a DMNPC for an event I am hosting? Yes! You may request a DMNPC encounter for events you are hosting. Just open a DM Encounter request and detail the needs you have for the event. Is there a cooldown on requests? Yes! There is a 72 hour or three day cooldown between completed requests and the ability to request a new encounter or storyline . Are there rewards? Yes! Each session there will be rewards. These come in Reward Box and experience form and are given out based on criteria met during the event. There is also potential for loot table rolls! DMNPC Encounter Criteria Present a concept that ties in to the server story All storylines are stories, but not all stories are storylines. What this means is: we expect presented material to effect the world around you and not just be simply off screen adventures. So for your DMNPC Encounter make sure you have something to present that will further narrative! Have a narrative reason When submitting a storyline you should have strong narrative reason for the storyline to take place. Make sure you present that to your DM. Participants must be at least level 10 We believe you should have unlocked your subclass and had a bit of experience with our RpR systems before engaging in storylines. This ensures for a smoother and more enjoyable process. You must have a group of 3+ to request In order to request a DMNPC encounter you must have 3+ members in you group. Player Hosted Event Rewards You must take a screenshot of all members online In order to receive credit you must take a screenshot before and after the event of the players in your clan who actively participated showing their online status in the clan tab as well as periodic roleplay happening during the event. You must post the event in the events channel 3 days prior to the event date Please make sure to post the event at least 3 days prior to the date of hosting to give players time to see the event, this also helps with schedule spacing. You may only receive rewards once per week Once per week your clan will receive a reward for hosting the event. Each active player will receive 1 mark of service for their participation. To receive the reward a clan leader may submit a DM ticket To be rewarded, compile the screen shots listed and open a general DM ticket, provide all of the information - link to event post, screenshots, names of participating clanmates etc.

  • Yuan-Ti | Halcyon D&D

    Yuan-Ti Racial Guidelines Basic Traits Racial Traits Yuan-Ti Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes. Blessed with resistance to magical and poisonous effects by the rituals that created them, each of these yuan-ti manifests their serpentine heritage in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian characteristic. The worst of the yuan-ti are people-eating, demon worshipers, Sseth being the most revered. They honor him through bloody sacrifices, their victims often the many civilized folk of the world. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Lushpool Vihon Reach Black Jungles Chult Calimshan Deities Sseth Zehir Enmity Generally disdained all non-lizard races Affinity Lizardfolk Kobolds Notable Features Serpentine traits, cold-blooded, secretive and cunning, hierarchical society, skilled manipulators, long-lived, partial or full snake-like appearance, carnivorous with some preference for exotic meats and herbs. Hated Race Expectations Skilled in magic and deception, the Yuan-ti are a masterclass of assassins. They abhor the smell of humans and often force those subservient to them to cover up with perfume, they are a race that pride reptilian features over all. They follow demons and practice blood rituals and sacrifices in their honor, and they often manipulated the weak-willed to participate at their own peril. They crave and eat the flesh of any warm-blooded creature, including humans. Cruel and dismissive, the Yuan-ti are truly intelligent yet destructive in their scourge across Faerun. Basic Traits Height Min: 140 c m (4'7") Max: 190 cm (6'3") Langua ges Common Abyssal Life S p a n A d ult h ood: 18 years Longevity: 120 years Mo vement 3 ti le s per turn Racial Traits Alternative Origins You may choose to be a pureblood, halfblood, or abomination yuan-ti. Let us know in your application so we can help accommodate in game upon approval. Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Natural Magic (Water) Attuned to water and poison, the yuan-ti know the basics of such magic. You know the Poison Spray cantrip. Yuan-Ti Resistance Yuan Ti are hardened to the poison and magic that created them. You have a +2 to your Constitution, Wisdom, and Charisma saving throws, aswell as Poison Resistance.

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