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  • Goliath | Halcyon D&D

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

  • Half-Elf | Halcyon D&D

    Half-Elf Racial Guidelines Basic Traits Racial Traits Half-Elf Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Aglarond Gulthandor The Daelands Luruar Deities The Seldarine (Elven Pantheon) Sune Silvanus Hanali Celanil Chauntea Selune Valkur Eilistraee (Aglarond born Half-Elves) Enmity Drow (Elven Generational Hatred. Gods at war) Orcs Goblins Affinity Elves Humans Dwarves Gnomes Halflings Half-races such as half-orcs Notable Features Independent, creative and expressive, dislike towards strict rules and restrictions, pointed but more rounded ears than elven race, omnivore with a heavier lean towards vegetables and grains inherited from their elven race. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Languages Common Elvish 1 Choice Life Spa n Adulthoo d: 20 years Longevity: 180 years Movement 3 tiles per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fey Ancestry You are immune to magical sleep effects. Of Two Worlds Half-elves are very familiar with the similarities and differences between human and elven society. Their multicultural nature makes them skilled at reading, and dealing with, a variety of people. You are proficient in Insight and Persuasion. Half-Elf Versatility Depending on your heritage, you gain various abilities. Drow half-elves receive Faerie Fire, High Elves may pick Firebolt, Frostbite, or Shocking grasp, and Wood Elv es may attain Fleet of Foot.

  • Svirfneblin | Halcyon D&D

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

  • Eladrin | Halcyon D&D

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

  • Genasi (Fire) | Halcyon D&D

    Fire Genasi Racial Guidelines Basic Traits Racial Traits Fire Genasi Descended from efreet, the genies of the Elemental Plane of Fire, or severe exposure to fire elemental energy, the fire genasi channel the chaotic and often destructive nature of flame. They show their heritage in their skin tones, which can range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke. Fire genasi are generally energetic, quick to act, and impatient. They often care a great deal about their appearance, dressing flamboyantly. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Calimshan Chult Lake of Steam Unther Deities Gond Talos Kossuth Enmity Generally amicable with many races and people Humans (Distrusted, especially those from Calimshan) Air Genasi (Were at war in Calimshan) Affinity Generally amicable with many races and people Notable Features Hot to the touch, quick to anger, decisive, self-reliant, confidant, proud, omnivore. Prideful, saw themselves as superior over all races including other Genasi. Basic Traits Height Min: 150 cm (4'11") Max: 190 cm (6'3) Languages Common Primordial Life Spa n Adulthood: 18 years Longevity: 120 years Movement 3 ti le s per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Natural Magic (Fire) Reaching to the blaze of the Elemental Plane of Fire, all fire genasi know the basics of fire magic. You know the Produce Flame cantrip, and can cast Burning Hands for free once per long rest. Fire Resistance You are resistant to fire damage.

  • Gnome | Halcyon D&D

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

  • Drow | Halcyon D&D

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

  • Donations | Halcyon D&D

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

  • Tabaxi | Halcyon D&D

    Tabaxi Racial Guidelines Basic Traits Racial Traits Tabaxi Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended. Tabaxi’s appearance is as varied as their attitudes. Some tabaxi have feature s or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences—or might even be hairless! To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Maztica Chult Deities Cat Lord (Creator) Tezca Nula Azul (Tabaxi Pantheon) Enmity Generally amicable with all races Affinity Generally amicable with all races Notable Features Feline humanoids resembling predatory cats, naturally agile, deeply curious, nomadic and self reliant, omnivorous, physically expressive (tail, ears, posture), fond of trinkets, prefer knowledge and story to material wealth, omnivorous with strong preference for fish and small game. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Languages Common 1 Choice Life S pa n Adult hood: 18 years Longevity: 100 years Movement 3 tiles per turn Race Expectations Tabaxi are required to have an animalistic face and not just a regular face with tattoos to mimic one. Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the worl d. Cat's Talent You gain proficiency in Stealth and Perception. Cat's Claws You may attack with your claws for 1d4+STR damage, and additionally may climb at n o speed penalty in combat.

  • Bard | Halcyon D&D

    Bard Class Features Spellcasting Glamour Lore Swords Valor Whispers Bard Words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers. The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge. Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Subclasses Class Features Basics Base Hit Po ints: 56 Hit Points per Advancement: 14 Actions: 1 Attack, 1 Bonus, 1 Reaction Bardic Inspiration: Level 10: +4 Level 12: +1 (+5) Casting Attribute: Charisma Starting Kit: Short Sword Shortbow Musical Instrument Leather Armor Proficiencies Armor: Light Armor Weapons: Simple weapons, Hand Crossbow, Longsword, Rapier, Shortswords Sav ing Throws: Dexterity, Charisma Skills: Performance, Persuasion Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Bardic Inspiration As a bonus action, stir your words and music to inspire a target of your choosing within a 6 tile range, granting them +2 to Melee and Ranged hit bonus for the remainder of the combat. These are returned after a short or long rest. Bard College You delve into the advanced techniques of a bard college of your choice: the College of Glamour, the College of Lore, the College of Valor, or the College of Whispers. These will be unlocked at Level 10 and reach their full potential at Level 12. Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. Spell Slots Level 8 1st: +4 2nd: +2 Level 10 2nd: +1 3rd: +3 4th: +2 Level 12 2nd: +1 4th: +1 5th: +2 Combat Spells The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters. Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level Charm Person Disguise Self Dissonant Whispers Thunderwave Tasha's Hideous Laughter 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 (DC 8 + Spell Bonus). On a failed save, a creature takes 2d8 thunder damage and is knocked back 1 tile. If succeeded, the creature only takes half damage. 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 you may not disguise as an Advanced Race or a different gender than your own. 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 (DC 8 + Spell Bonus). If it fails the saving thr ow, 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. Dissonant Whispers Enchantment 1 Action V You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom Saving throw (DC 8 + Spell Bonus). On a failed save it takes 3d6 psychic damage and must use its reaction to move up to 2 tiles from you. On a successful save it takes half as much damage and doesn’t have to move away. 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) Vicious Mockery Vicious Mockery Enchantment 1 Action V You unleash a string of insults laced within subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or take 2d4 psychic damage in addition to a -2 disadvantage to their next attack roll that turn. Bestow Curse Dispel Magic Tidal Wave Dispel Magic Abjuration 1 Action V , S Choose one creature within range. Any magical effects on the target end. Tidal Wave Conjuration 1 Ac tion V, S You conjure up a wave of water that crashes down on an area within range. The weave is 3 tiles wide, 1 tile high, and moves forward from you for 12 tiles. Each creature in the area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. Acquired at Level 12 Bestow Curse Necromancy 1 Action V , S You touch a creature and they become cursed. Granting them a -2 to Spell Saving Throws and Proficiency Bonus until removed. Additional you may choose a lingering effects from the Minor Curse list. May only be applied as a PvP Consequence. Requires 12th Level. Mass Cure Wounds Synaptic Static Mass Cure Wounds Evocation 1 Action V, S A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 3 tile radius sphere. Each target regains hit points equal to 3d8 + Spell Bonus. Removes regular Wounded status. This spell has no effect on Undead or Constructs. Acquired at Level 12 Synaptic Static Enchantment 1 Action V, S You choose a point within range and cause psychic energy to explode there. Each creature in a 2 tile radius sphere centered on that point must make an Intelligence Saving Throw (DC 8 + Spell Bonus). A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. Acquired at Level 12 Blindness Heat Metal Invisibility Knock Lesser Restoration See Invisibility Shatter Silence 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 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. Silence Illusion 1 Action V, S Create a 2x2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of their next turn. Acquired at 10th Level Lesser Restoration Abjuration 1 Action V, S You touch a creature and can end either one disease, poisoned, or blinded effect. Acquired at 10th Level Blindness Necromancy 1 Action V You attempt to blind a fo e. Choose one creature that you can see within range to make a Constitution Saving Throw (DC 8 + Spell Bonus). If it fails the target is blinded until the end of combat. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. 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 (DC 8 + Spell Bonus) or drop the weapon. Invisibility Illusion 1 Action V, S A creature you touch beco mes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends when the target attacks or casts a spell. Acquired at 10th Level 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. Polymorph Polymorph Transmutation 1 Action V, S This spell transforms a creature that you can see within range into a helpless critter. The target must succeed a Wisdom Saving Throw or be transformed for two turns. Any damage reverts the target back to its original shape. Acquired at Level 10 Flavor Spells The following spells are included in the bard's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a rol eplay sc enario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 8 Level 10 Leomund's Tiny Hut Major Image Major Image Illusion 1 Action V, S You create the image of an object, a creature, or some other visible phenomenon that is no larger than 2 0-foot cube in a 12 tile range. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can dete rmine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. Leomund's Tiny Hut Evocation 1 Minute V, S, M A 1 tile immobile dome of force springs into existence around and above you and remains stationary for 8 hours. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area ever includes a larger creature or more than nine creatures. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Dancing Lights Light Mage Hand Mending Minor Illusion Prestidigitation Illusory Script Silent Image Unseen Servant 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. Minor Illusion Illusion 1 Action S 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 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 Illusion 1 Minute S You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for 10 days . 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 under the effect of Truesight can read the hidden message. Silent Image Illusion 1 Action V, S You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. Unseen Servant Conjuration 1 Action V, S This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the sp ell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 2 tiles and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 6 tiles away from you, the spell ends. Ritual Spells Spel ls that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does . If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand. Level 8 Level 10 Level 12 Detect Magic Locate Animals or Plants This is an RPR Spell, and does not require a DM Ticket! Detect Magic Divination 1 Action V, S , M Class Required: Artificer Cleric Bard Druid Paladin Ranger Sorcerer Wizard Components Required: 1x Unstable Essence 5x Arcane Res idue For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dir t. Locate Animals or Plants Divination 1 Action V, S, M Class Required: Druid Bard Components Required: 3x Feral Claw 10x Arcane R es idue Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. Scrying Teleportation Circle Teleportation Circle Conjuration 1 Minute V, M Class Required: Bard Sorcerer Wizard Components Required: 20x Uns table E ssence 50x Arcane Residue 400 Gold As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle connected to the network of other teleportation circles in the region. You may only have one of these per clan. This grants the clan a clan warp that can be used to access other clan warps as well as the main warp netw ork. Additionally you may use this to create "wormhole" warps for your clan. Allowing transport within your base. These require approval and must make sense and encourage roleplay. Scrying Divination 1 0 Minutes V, S, M Class Required: Bard Warlock Wizard Components Required: 1x Crystal Ball 30x Arcane Residue Item from Target of Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a DC 15 Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Secondhand (you have heard of the target): +5 Save Modifier Firsthand (you have met the target): +0 Save Modifier Familiar (you know the target well): -5 Save Modifier Connection Likeness or drawing/painting: -2 Save Modifier Possession or garment: -4 Save Modifier Body part, lock of hair, bit of nail, or the like: -10 Modifier On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. Water Breathing Water Breathing Transmutation 1 Action V, S , M Class Required: Artificer Bard Ranger Wizard Sorcerer Components Requir ed: 10x Feral Claws 6x Holy Water 30x Arcane Residue This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. The spell ends when PvP Intent is dropped. Subclass: College of Glamour The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors. Bonus P roficiencies Skills: Deception Mantle of Inspiration As a bonus action, you may spend a single bardic inspiration to grant yourself a wondrous appearance. Up to 4 targets within a 6 tile range may be affected by your magnificence, giving them 11 temporary hit points and granting them the ability to move up to 2 tiles. Enthralling Performance You inspire wonder in your audience by performing. At the end of the performance, up to 4 targets in a 6 tile trance fight on your side up until any hostile action is taken against the now-enthralled targets or they succeed in a Wisdom Saving Throw in their turn. (8 + Spell Bonus vs WIS Save). This may only be performed once per day. Mantle of Majesty Requires Level 12 As a bonus action, you cloak yourself in fey magic that invokes a target within a 6 tile range with the desire to serve you. By asking them to move, or halt - they must succeed a Strength Saving Throw (DC 8 + Spell Bonus) or are compelled to consume their entire turn obeying your unfaltering command - and falling prone after it. This may only be performed once per day. Magical Secrets You have plundered magical secrets from a wide spectrum of disciplines. Adding the following spells to your subclass spell list: Shillelagh, Tasha's Mind Whip. When in possession of an Instrument of the Bards you gain access to an additional magical secret: Banishment Subclass Spells Rituals Cantrips 1st Level 2nd Level 3rd Level 4th Level Faerie Fire 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. Calm Emotions Tasha's Mind Whip Calm Emotions Enchantment 1 Action V, S You attempt to suppress the strong emotions in a group of people. Each humanoid in a 2 tile radius created at a spot you choose within range must make a Charisma Saving Throw. A creature may choose to fail this save if they wish. On a failure all charmed and frightened effects are ended. The target is also indifferent about any current hostilities that you choose. Tasha's Mind Whip Enchantment 1 Action V You psychically lash out at one creature you can see within range. The target must make an Intelligence Saving Throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a bonus action until the end of its next turn. On a successful save, the target takes half as much damage and suffers none of the spell’s effects. (8 + Spell Bonus vs INT Save) Lightning Arrow Lightning Arrow Transmutation 1 Bonus Action V, S Use a bonus action to allow for the next attack to transform the weapon’s ammunition into a bolt of lightning. The target and another creature within 1 tile of it must make a Dexterity Saving throw or take 4d8 lightning damage on a fail or half as much on a success. Acquired at 12th Level Shillelagh Shillelagh Transmutation 1 Bonus Action V, S Imbue your club or st aff with nature's power. For the duration of combat you can use CHA for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. Freedom of Movement Banishment Freedom of Movement Abjuration 1 Action V, S Choose a willing creature that you can see within range, granting the target Freedom of Movement which will give the target a on use status to clear any restrained, or slowed effects. While the effect persists on the target they receive +2 to Dex Saving Throws until used. Acquired at 12th Level Banishment Abjuration 1 Action V, S You attempt to send one creature that you can see to another plane of existance. The target must succeed on a Charisma Saving Throw or be banished. *Instrument of the Bards only Level 12 Dream Dream Illusion 1 Minute V, S, M Class Required: Cleric: Twilight Dom ain Druid: Circle of Dreams Bard: College of Glamour Warlock Component Required: Ground up Valor Bell (Flavor) Ground up Brisk Leaf (Flavor) Ground up Mother's Leaf (Flavor ) This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. Subclass: College of Lore Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. Bonus P roficiencies Skills: History Cutting Words With a Bardic Inspiration point and at the cost of your potential reaction, you can use your wit to distract, confuse, and otherwise sap the confidence and competence of others. Choose a target within a 6 tile range. They must succeed a Wisdom Saving Throw (DC 8 + Spell Bonus) or receive a -2 to Attack Bonus and Spell Bonus until the end of their next turn. Note: This is to be done on your own turn! Expertise Requires Level 12 Skills: Arcana, History, Nature Magical Secrets You have plundered magical secrets from a wide spectrum of disciplines. Adding the following spells to your subclass spell list: Frostbite, Magic Missile. When in possession of an Instrument of the Bards you gain access to an additional magical secret: Ice Storm Additional Magical Secrets You have learned even more magical secrets. Adding the following spells to your subclass spell list: Acid Splash, Sacred Flame, Tasha's Caustic Brew, Misty Step, Lightning Bolt. Subclass Spells Cantrips 1st Level 2nd Level 3rd Level 4th Level Cure Wounds Faerie Fire Healing Word Magic Missile Tasha's Caustic Brew 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. 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. Acquired at 12th Level Magic Missile Evocation 1 Action V, S You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. The darts deal 1d4+1 force damage to its target. 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 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. Acquired at 12th Level Cure Wounds (2nd) Healing Word (2nd) Misty Step Misty Step Conjuration 1 Bonus Action V Briefly surrounded by a silvery mist, you teleport up to 3 tiles to an unoccupied space that you can see. Acquired at 12th Level Healing Word Evocation 1 Bonus Action V A creature of your choice that you can see within range (not yourself) regains hit points equal 2d4 + Spell Bonus. This has no effect on undead or constructs. Acquired at 12th 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. Lightning Arrow Lightning Bolt Lightning Arrow Transmutation 1 Bonus Action V, S Use a bonus action to allow for the next attack to transform the weapon’s ammunition into a bolt of lightning. The target and another creature within 1 tile of it must make a Dexterity Saving throw or take 4d8 lightning damage on a fail or half as much on a success. Acquired at 12th Level 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) Acquired at 12th Level Acid Splash Frostbite Sacred Flame 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) Frostbite Evocation 1 Action V, S You cause numbing frost to form on one creature that you can see within range. 3d6 Cold Damage ( 8 + Proficiency Bonus + Spell Bonus vs CON Save) Sacred Flame Evocation 1 Action V, S Flame-like radiance descends on a creature that you can see within range. 3d8 Radiant Damage (8 + Proficiency Bonus + Spell Bonus vs DEX Save) Acquired at 12th Level Ice Storm Ice Storm Evocation 1 Action V, S A hail of rock-hard ice pounds to the ground in a 2 tile radius centered on a point within range. Each creature must make a Dexterity Saving Throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs DEX Sav e) *Instrument of the Bards only Rituals Level 12 Legend Lore Legend Lore Divination 10 Minutes V, S, M Class Required: Bard: College of Lore Cleric Wizard Warlock: Pact of the Undying Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 25x Arcane Residue Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on han d, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips." Subclass: College of Swords Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks. Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers. B onus P roficiencie s Skills: Athletics Armor: Medium Armor You can use simple weapons as a spellcasting focus for your bard spells. You may not cast your bard spells while wielding a ranged weapon. Extra Attack You gain an additional Attack Action for a total of 2 per turn. B lade Flourish When you make an attack on your turn, your movement speed increases by 1 tile until the end of your turn. Slashing Flourish You expend 1 Bardic Inspiration point and cause your weapon to deal 1d6 extra damage to the target on hit. You also may deal this extra damage to any other target you can see within 1 tile. Defensive Flourish Requires Level 12 You expend 1 Bardic Inspiration point and cause your weapon to deal 1d6 extra damage to the target on hit. You also gain +2 AC until the start of your next turn. Mobile Flourish Requires Level 12 You expend 1 Bardic Inspiration point and cause your weapon to deal 1d6 extra damage to the target on hit. You may then push the target up to 1 tile away from you. Magical Secrets You have plundered magical secrets from a wide spectrum of disciplines. Adding the following spells to your subclass spell list: Lightning Lure, Magic Weapon When in possession of an Instrument of the Bards you gain access to an additional magical secret: Elemental Weapon Subclass Spells Cantrips 1st Level 2nd Level 3rd Level Faerie Fire Cure Wounds Heroism Sleep Faerie Fire Evocation 1 Action V Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. 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. 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. Acquired at 12th Level Sleep Enchantment 1 Action V, S Attempt to put the target into a magical slumber. They must succeed a Constitution Saving Throw (DC 8 + Spell Bonus) or be put to sleep and fall prone until the end of their next turn. If the creature is attacked while asleep they will wake up early. Acquired at 12th Level Cure Wounds (2nd) Magic Weapon 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. 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. Elemental Weapon Elemental Weapon Transmutation 1 Action V, S A nonmagical weapon you touch becomes a magic weapon. Choose one of the following types: acid, cold, fire, lightning, or thunder. For the duration of combat the weapon has a +1 to Attack Bonus and deals an additional 1d6 damage of the chosen type when it hits. Does not work on ranged weapons. *Instrument of the Bards only Lightning Lure Lightning Lure Evocation 1 Action V You create a lash of lightning energy that strikes at one creature of your choice that you can see within 2 tile of you. The target must succeed on a Strength saving throw (8 + Spell bonus VS STR) or be pulled up 1 tile in a straight line toward you and then take 3d8 lightning damage. Subclass: College of Valor Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old. B onus P roficiencie s Skills: Acrobatics Armor: Medium Armor Shields Weapons: Martial weapons Extra Attack You gain an additional Attack Action for a total of 2 per turn. Battle Magic You have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action. Magical Secrets You have plundered magical secrets from a wide spectrum of disciplines. Adding the following spells to your subclass spell list: Sword Burst, Shield When in possession of an Instrument of the Bards you gain access to an additional magical secret: Mass Healing Word Subclass Spells Cantrips 1st Level 2nd Level 3rd Level Faerie Fire Cure Wounds Heroism Shield 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. 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. Acquired at 12th Level 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. 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. You take no damage from magic missile 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. Acquired at 12th Level Lightning Arrow Mass Healing Word Lightning Arrow Transmutation 1 Bonus Action V, S Use a bonus action to allow for the next attack to transform the weapon’s ammunition into a bolt of lightning. The target and another creature within 1 tile of it must make a Dexterity Saving throw or take 4d8 lightning damage on a fail or half as much on a success. Acquired at 12th Level 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. *Instrument of the Bards only Sword Burst 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. Subclass: College of Whispers Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats. B onus P rofici encie s Skills: Stealth Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power. Psychic Blades Whenever you take an attack action, you can use a Bardic Inspiration point to manifest your psionic power as shimmering blades of psychic energy that deal 4d6 damage to a target of your choice within a 1 tile range. After it hits or misses its target, the blade vanishes immediately, leaving no mark on its target. Words of Terror Requires Level 12 You can attempt to seed paranoia in a creature’s mind, as long as they are within range. The target must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or be frightened of you or another creature of your choice. The target is frightened until the end of their next tur n.' Shadow Lore Requires Level 12 As an action, you magically whisper a phrase that only one creature of your choice within 3 tiles can hear. The target must make a Wisdom Saving Throw. On a failed save the target is stunned in utter fear for one turn. Believing you will reveal their deepest and most mortifying secret. When this effect ends it has no understanding of why it held such fear. You may only succeed on using this ability once per long rest. Magical Secrets You have plundered magical secrets from a wide spectrum of disciplines. Adding the following spells to your subclass spell list: Mind Sliver, Mind Spike When in possession of an Instrument of the Bards you gain access to an additional magical secret: Phantasmal Killer Subclass Spells Cantrips 1st Level 2nd Level 3rd Level 4th Level Bane Sleep 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. Acquired at 12th Level 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. Mind Spike Mind Spike Divination 1 Action S You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save or half as much damage on a successful one. On failed save, the caster knows the targets location for the duration of combat and gains +2 on tracking attempts on the target for 2 hours after combat ends. Fear Mind Spike (3rd) Slow 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) Slow Transmutation 1 Action V, S You alter time around up to three creatures of your choice in a 4 tile cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell until the end of their next turn. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. Acquired at 12th Level Mind Spike (3rd) Divination 1 Action S You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 4d8 psychic damage on a failed save or half as much damage on a successful one. On failed save, the caster knows the targets location for the duration of combat and gains +2 on tracking attempts on the target for 2 hours after combat ends. Mind Sliver 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. Phantasmal Killer Phantasmal Killer Illusion 1 Action V, S You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom Saving Throw. On a failed save, the target takes 4d10 psychic dama ge and cannot take a reaction until their next turn. This spell takes priority before all reactions. (8 + Spell Bonus vs WIS Save) *Instrument of the Bards only

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