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- Deities & Patrons (53)
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- Halcyon D&D
Halcyon D&D is a text based roleplaying server for Conan Exiles. Based on Dungeons and Dragons 5e systems. Season 5: The Reclamation I n the wake of The War, the Forest begins its recovery under the care of the Tall Trees Druids, whose sacred rituals aim to restore life and hope to the scarred land. Yet doubts linger if their efforts will endure the test of time. Amid The Reclamation, two settlements rise as symbols of resilience. Asheford, a stronghold built on the ruins of Silvergarde and the northern bastion of Kaitburg at the skirts of the Nether Mountains. The Shaow of the Labyrinthine Veil still looms. Their reign of terror claimed countless lives, feeding on souls ot fuel their ambitions. Though the Veil has been shattered by the heroism of those who rallied to the Forest's call, their legacy of devastation lingers. With their defeat, the Reclamation begins. As green tendrils reclaim the barren earth, new powers rise and with them the future of the land hangs in the balance. What challenges and opportunities shall emerge in this time of recovery? Server Info
- Orc | Halcyon D&D
Orc Basic Traits Racial Traits Orc Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground. Orcish culture is extremely tribal and warlike, the only exception to this being the recent formation of the Kingdom of Many Arrows in northern Faerûn. When not at war, they are usually planning for it. Most orcs approach life with the belief that to survive, one has to subjugate potential enemies and control as many resources as possible, which puts them naturally at odds with other races as well as each other. This belief is spurred in part by Gruumsh and his pantheon, which taught the orcs that all races are inferior to them. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 170 c m (5'7") Max: 210 cm (6'11") Langua ges Common Orc Life S pa n A d ult hood: 18 years Longevity: 50 years Mo vement 3 ti le s per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Adrenaline Rush Once per long rest, you may tap into your orcish blood and use the dash action as a bonus action. Menacing Orcs, intrinsically, are menacing creatures. You are proficient in Intimidation, as well as having a +2 to Strength saving throws. Relentless Endurance When you are reduced to 0 hit points, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
- Dwarf | Halcyon D&D
Dwarf 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. 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 10 hit points. Stonecun ning All dwarves, stubborn in nature, share the lore and grudges of their long-lived people. You are proficient in History.
- Genasi (Earth) | Halcyon D&D
Earth Genasi Basic Traits Racial Traits Earth Genasi Tracing their ancestry to dao, the genies of the Elemental Plane of Earth, earth genasi inherit dao’s steadfast strength and control over earth. An earth genasi’s skin can be the colors of stone and earth or a human skin tone with glittering sparkles like gem dust. Some earth genasi have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim, yellowish glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal. Earth genasi tend to be strong and tough, but are often stubborn and oblivious. They tend to be indifferent to others of their kind and thus in many cases isolate themselves. To play, press and hold the enter key. To stop, release the enter key. 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 les 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. Damage Resistance Covered in hardy, stone-like scales or gems, earth genasi shrug off more physical damage than most. You gain physical resistance (-2 to all physical damage sources). This does not stack with other sources of physical resistance. Earth Walk You are immune to knockdown effects caused by surface spells, such as grease or sleet storm.
- Svirfneblin | Halcyon D&D
Svirfneblin 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. 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.
- Backgrounds | Halcyon D&D
Acolyte Cloistered Scholar Criminal / Spy Failed Merchant Fisher Folk Hero Entertainer Investigator Noble Outlander Sage Soldier Urchin Acolyte You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. Skill Bonus +2 Insight, +2 Religion Cloistered Scholar As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of the great institutes of learning , where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home—not to abandon it, but to quest for new lore to add to its storehouse of knowledge. The most well known of Faerûn’s fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep’s own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world. Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald’s Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn. Skill Bonus +2 History, +2 Nature Criminal / Spy You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society. Skill Bonus +2 Deception, +2 Stealth Failed Merchant Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended poorly. Whether it was because of outside influences, bad luck, or simply because your business acumen was weak, you lost everything. With failure, however, comes experience. You’re free of that old life, having made some connections and learned your lessons. Prepared to pursue the life of an adventurer, your insight into the world of commerce brought you into the sphere of Acquisitions Incorporated — and a franchise just might be in your future. Skill Bonus +2 I nvestigation, +2 Persuasion Fisher You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means to an end — a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon. Skill Bonus +2 History, +2 Survival Folk Hero You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. Skill Bonus +2 Animal Handling, +2 Survival Entertainer You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life. Skill Bonus +2 Acrobatics, +2 Performance Investigator You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows. Skill Bonus +2 I nvestigation, +2 Perception Noble You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. Your family could be old and established, or only recently established. How much influence they wield, what kind of reputation your family has, and how the common people regards them is up to you within reason. Skill Bonus +2 History, +2 Persuasion Outlander You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild. Skill Bonus +2 Athletics, +2 Survival Sage You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study. Skill Bonus +2 H istory, +2 Arcana Soldier War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. Skill Bonus +2 A thletics, +2 Intimidation Urchin You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each. You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life? Skill Bonus +2 Sleight of Hand, +2 Stealth
- Eladrin | Halcyon D&D
Eladrin 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. 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. To play, press and hold the enter key. To stop, release the enter key. 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. 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.
- Thievery | Halcyon D&D
Thievery Storylines and DMNPC Encounters There are three situations in which items can be taken from other players. It is only allowed to steal items that are exclusive to the Halcyon House Mod from other players. This means base Conan games items, or items from other mods, are not to be taken. Including but not limited to: shapeshifts, RPR keys, and base game armor pieces. Pickpocketing Y ou may attempt to pickpocket another so long as you have at least a +1 in Sleight of Hand. You must emote out the attempt prior to rolling your Sleight of Hand, after which anyone within sight of the attempt may roll Perception against the attempt to decide if they were able to see the action. If anyone rolls a Perception that is the same or higher than the Sleight of Hand, they may react to the thief's attempt. If the victim's Perception roll is equal to or greater than the thief's Sleight of Hand, they may take action and prevent the theft. Otherwise, all Perception rolls resolve after the action has taken place. You may only take 25 gold pieces from the victim, and you may only pickpocket a character once per day. If your class features a Mage Hand, you may use it to pickpocket from 3 tiles away at a -4 Sleight of Hand modifier. This penalty does not apply to Arcane Tricksters. Theft as a Con sequence Following a PvP, the victor may impose theft as a consequence during the Consequence Phase. When a player is searched, they must reveal any and all belongings they carry on them: currency, magical items, weapons, armor, potions, crafting materials, etc. Then, the thief may pick one of these things to take. Once the thief selects their options from the list below, they cannot take anything else and the consequences phase for the PvP is considered to be over. The items and amount that can be taken are as follows: Skirmish PvP: Up to 300 gold 1x Tier 1 Potion 1x Tier 1 Armor 1x Non-magical weapon/tools & 1 full stack of ammo 1x Unattuned magic item (Excluding Spellbooks) 1x Minor Spellbook 30 of any crafting material (including letters) Standard PvP: Up to 600 gold 2x Potions, or 1x Tier 2 potion 1x Tier 2 or lower Armor 1x Non-magical weapon/tools & 2 full stacks of ammo 1x Magical weapon/tool 1x Unattuned magic item (Excluding Spellbooks) 1x Minor or Basic Spellbook 60 of any crafting material (including letters) Subsequent PvP: Up to 600 gold 2x Potions, or 1x Tier 3/2 potion 1x Tier 3 or lower Armor 1x Non-magical weapon/tools & 2 full stack of ammo(40) 1x Magical weapon/tool 1x Unattuned magic item (Excluding Spellbooks) 1x Magical Spellbook 60 of any crafting material (including letters)
- Astral Elf | Halcyon D&D
Astral Elf Basic Traits Racial Traits Astral Elf Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests as a starry gleam in an astral elf's eyes. Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual perspective on the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet contemplation or strike out to explore the reaches of the multiverse, astral elves tend to see things through the lens of time as having little or no meaning to them. Astral elves who don't dwell in the Astral Plane can live to be more than 750 years old. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Langua ges Common Elvish Life S pa n A dult hood: 18 years Longevity: 750 years Mo vement 3 ti le s per turn Racial Traits Astral Fire You know the sacred flame cantrip. Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fey Ancestry You are immune to magical sleep effects. Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. Starlight Step As a bonus action, you can magically teleport up to 3 tiles to an unoccupied space you can see. You can use this trait once per long rest. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span.
- Kenku | Halcyon D&D
Kenku Basic Traits Racial Traits Kenku Feathered folk who resemble ravens, kenku are blessed with keen observation and supernaturally accurate memories. None of them can remember the origin of the first kenku, however, and they often joke that there are as many kenku origin stories as there are kenku. Some of them paint their genesis as a curse, being a flightless bird people doomed to mimic other people’s creations. Other kenku recite cryptic but beautiful poems about their advent being a blessed event in which they were sent into the multiverse to observe and catalog its many wonders. Whatever their true origin, kenku are most often found in the Shadowfell and the Material Plane, and they tend to have the coloration typical of ravens. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 14 0 cm (4'7") Max: 160 cm (5'3") Languages Common Mimicry* Life S pa n Adult hood: 18 years Longevity: 60 years Movement 3 ti le s per turn Racial Traits Expert Duplication All kenku have a keen attention to detail. You are proficient in Perception and can copy another's writing perfectly, to the exact shape of each letter, regardless of whether or not you know the language in which it is written. Mimicry You can accurately mimic sounds you have heard, including voices (this means you may mimic a language you do not know, but you will still not understand it). A creature that hears the sounds you make can tell they are imitations only with a successful Insight check (DC 8 + your proficiency bonus + CHA). You are also proficient in Deception and Persuasion. Kenku Recall Thanks to your supernaturally good memory, you also have proficiency in History and Religion.
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