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- Rules | Halcyon D&D
Community Rules Character Rules Roleplaying Rules Building & Conan Rules PvP Rules Hub Rules Market Rules Breaking and Entering Conquest Rules of Halcyon These are the rules of Halcyon, which encompass how one should act and what expectations are placed upon them in Discord, during roleplay, during the character creation process, upon the Conan Exiles server itself, and in other areas. We want to do our best to cultivate our culture and make all of our players aware of our mindset as a team. For some of our guidelines and values, feel free to check out our Server Culture on our Discord. Additional rules may be added as time goes on. If you have suggestions, questions, or believe we missed something, please make a suggestion in our Discord via the appropriate channel, or by submitting a Moderation ticket. We are always willing to listen and are here to help. Community Rules 01 ― Be Respectful All members of the com munity are expected to conduct themselves in a respectful manner. There will be a zero tolerance policy for toxicity and cruelty towards others. At the end of the day, this is everyone’s hobby. You may not always agree with someone else’s viewpoints but you are expected to disagree in a manner that is constructive or remain silent. There will be no bashing of other individuals, regardless of if they are from our community or another. The talk of political, religious, and discriminative topics should have no place here. We are all adults; act as such. We will not police private Discord servers or direct messages. We urge everyone to leave servers they do not agree with, or block people who they do not wish to contact as a first resort. If it is clear that harassment proves to be a problem and continues to take place over the course of multiple instances and reports then Halcyon Staff will review the issue on a case by case basis. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Adult Only Server This is an adult only server and Discord. You agree that you are at least 18+ years old to join and participate. The mention of children on the server will be heavily scrutinized and due to most themes should not be brought up in situations. You may not portray or even “pretend” that your character is anything but an adult. Anything that is reported concerning the relations of one of these characters with that of another race that encroaches upon pedophilia / age play will be punished severely. We wi ll place trust in our playerbase and not allow a few bad apples to ruin the experience for everyone. You will be given the benefit of the doubt until suspicions arise. Do not abuse our trust. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 0 3 ― NSFW Content There is a n NSFW section accessible through the NSFW role, which is accessible through Channels & Roles at the top of the Discord. Do not post such material anywhere else. We want people to be able to use the Discord wherever they may be. On the topic of NSFW, keep the posts within reason. The staff will delete anything that is questionable or extreme, such as people looking like they could be underage, anything that causes harm to another person, or discrimination. If it doesn't follow Discord official rules, it will be deleted. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― No Spamming/Mass Pinging Do not spam channels in the Discord or posting content that is unrelated to the channel’s purpose. Furthermore, do not ping people en masse or ping others over and over even if it is your friend. Pinging Staff is only allowed within tickets, and when a response has not been received for a reasonable amount of time (usually several hours). ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― No Rules Lawyering As a player, it is not your duty to enforce or impose rules against other players. If you believe that someone is doing something incorrectly you may direct them towards the written rule a single time for the sake of education but you should not repeatedly do so over the course of a scene. At this point, the matter should be directed to staff via the ticket system. Additionally, to avoid covering every single instance of possible use that could come up, many of the rules will be enforced with their spirit in mind and not solely their letter. Staff have the final say in this matter. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 06 ― No Advertising While you are not limited in the discussion of other communities or experiences, we do ask that you do not actively use any of our platforms as a means to solicit or entice others to join another server or community. Character Rules 01 ― You Must Whitelist Your Character You must fill out a whitelist and a consent form to play on the server. A whitelist ticket can be created when you're ready to create your character. Please see our Whitelist Guide for more information. Your consent sheet must be filled out in-game and can be found in the Roleplay Redux menu (Shift+R). Other players' consent sheets can be viewed by holding E on them and selecting the blue RPR Logo. Please make a habit of this. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Properly Portray Your Character Your character's height and general thematic must fall in line with the racial standards presented on your chosen race's page. While we do allow some creative liberties you must stay in line with what is considered the norm for a given race. For example, you may not choose traits that exist within your race but are deemed as rare, such as Szarkai, winged kobolds, and winged tieflings. Your character must have acceptable proportions that fit them. Just because the sliders can go that high does not mean you are allowed to utilize them. Many of these settings are open for smaller characters to be able to adjust their proportions. Hooves and Paws count towards your height total - make sure to go to spawn and measure yourself beneath the height bar to check if you are within height restrictions. You must have a valid character name. It must be at least 3 characters or longer and should not include any special characters, symbols, or foreign languages. Character names cannot reference pop culture or real world celebrities and should not mirror any fictional characters from any existing content. You may not roleplay your character as anything other than your chosen race. For example you may not select Orc and roleplay you are an Orog. Some races will have listed alterative origins, only these are accepted for use. All characters must be adults within their culture, as well as the minimum age of 18. Halcyon house mod RpR runes must be represented properly with ToT items. For example, a two handed greatsword must be displayed and flavored as a two handed greatsword. Armor must look like armor: Dwarven Plate is heavy armor across the torso and Serpent's Scale is lightweight leather mixed with scales, ect. If you have a bag of holding you must display a bag on your person to represent such. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― Rerolling/Shelving Characters You may reroll once every two weeks. During the reroll process you may choose to shelf your character or retire them. To reroll, you open a reroll ticket and fill out the necessary information. Our whitelist staff will guide you from there. Before rerolling, you must ensure that you are not active in any on going conflicts with other characters. A departure will be posted publicly , which will give other parties the chance to contest your reroll. If you are found to have ong oing conflict and choose to reroll anyway you will be placed back on your previous character and may receive further punishment. If you have an af fliction or an approved advanced race, and choose to shelf that character, you will not be able to un- sh elf them without going through the approval process again. If you received your affliction through roleplay, the character that turned yours will need to have an available "turn" and be willing to grant it to you again or the character cannot be un-shelved. Additionally, "turns" are refunded to the affliction who turned your character once you shelf. You are allowed 2 shelf slots. Patrons receive an additional 2 slots. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― Reroll Contests If a character you have ongoing conflict with chooses to reroll, you may contest that reroll for up to 48 hours after their departure has been posted. This is only to be done in situations where a reroll is being done directly after stirring issues with another party or being used to circumvent an incoming Character Kill (CK). If neither of these are true, please respect the other party's wishes to move on from the narrative. People in the Forgotten Realms slip away and often leave things unresolved. Your character can hold onto those resentments and develop themselves through other storylines while the other party departs. You must provide screenshots of the situation and have a clear plan to re solve the narrative in a meaningful manner upon opening the Reroll Contest ticket. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― One Character per Player You may only whitelist and play one character at a time. That character may only be your currently approved and whitelisted character. If you are waiting for a whitelist or reroll ticket to get approved, you may not leave the spawn area. You may not use alternative accounts to circumvent this process. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 06 ― Character Visuals Y our ToT should fit the servers setting and remain within reasonable limits at all times. This includes, but is not limited to: having extremely modern styles, being a clear 1:1 cosplay of another character from media, or having over exaggerated and excessive accessories. This includes having any floating or detached objects from the main body of your character. These should be reserved for private spaces and away from the hub. Additionally, you may not have any visible particle effects such as flames, smoke, very bright lights or otherwise on your character when in public settings outside of active PvP scenes. This is to respect the hardware available to other players when attending public spaces, or the hub. Making use of any combination of available items to make your character entirely invisible for any reason will result in a removal from the server. Roleplaying Rules 01 ― You Are Always In-Character If you are logged into Halcyon you are in character. You may not claim to be OOCly somewhere, avoid roleplay by going OOC, or attempt to dodge roleplay. If there are other players present and you wish to leave a scene, you must first provide an emote declaring that your character intends to leave and give reasonable time for a response to be given before running off. Additionally you may only play your whitelisted character at any given time. Players may not take the role of an NPC. Alternatively players may request DMNPC Encounters for their adventuring needs. Spawn is the only area that is considered OOC. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Keep Scenes Rolling Scenes are expected to continue even in the event there are disputed actions or issues. Make a ticket and post the necessary screenshots of logs - staff will review when able and issue a ruling. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― No Metagaming Metagaming is utilizing knowledge gained OOCly through any avenue (I.e.discord, voice chats, whisper channels etc.) in character. Additionally, your current and future or past characters may not interact with one another by any means. This includes using another party as a go between. Information, knowledge, and storylines should not be continued after a re-roll unless the new character is properly introduced to the narrative through acceptable means via the server. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― No Powergaming/Godmodding Godmodding and powergaming are strictly forbidden. Godmodding is doing an action for another player. Powergaming is forcing them to do an action. Things like ignoring PvP intents or forcing a character unconscious are examples. Additionall y, you may not roleplay having an item you do not have, or one that has an effect on another player that is not actively supported via our systems. For example, saying you contact someone with a sending stone, or stating you possess a Bag of Holding when you do not actually have the item. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― Respect Consent Sheets Adult themed content is consent based on Halcyon. As such, we expect our players to thoroughly communicate consent in regards to explicit materials. Failure to respect players' consents will result in administrative action. Consent is required for sexually explicit roleplay, overly graphic violence, as well as capture and imprisonment. You cannot use consent to avoid consequences in game that are delivered through our PvP system (wounding, maiming, etc.). You may request a fade-to-black for the details of the scene though, and such a request must be honored, but the results will still be in effect. Consent is mirrored. If you enact graphic violence on other player s, you may not claim it is against your consent if it is attempted on you. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 06 ― No Child-like Characters or Behavior Our server does not support or promote this sort of roleplay. Acting childlike or having a childlike appearing character will result in character retirement. All characters are expect to be mature and act as adults. Referring to other characters in a way that implies a parental dependency will not be allowed. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 07 ― No Mention of Children or Pregnancy Children and pregnancies will not be allowed to be actively roleplayed on the server. Roleplaying being pregnant, giving birth, or having/roleplaying as a child is unacceptable and will not be tolerated. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 08 ― Keep Adult Themes Private We are an adult RP server. There will be sex and other adult themes, however, it should be done in private places. Sexual roleplay of any kind (this can include the presentation of genitals in a manner that implies sexual activity) should not be done in public places, where someone who has not consented to the roleplay may stumble across it unwittingly without the opportuni ty to opt out. Example areas would be immediately around warps, or areas that are considered open to the public. This does not include areas that are reasonably isolated and private builds. This kind of roleplay should be done in mumble or whisper chat to avoid instances of accidental exposure. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 09 ― /Act Policy You may use /act to alter your display name while on the server following these rules: 1. It must include a descriptor that ties to you (i.e. red scarf, green shoes, lion insignia) while having your character's face hidden from view. 2. It must not include basic vague descriptions (I.e. shroud, shadow, unknown, entity etc) 3. You may only have ONE alias (an alias is an alternate name you go by.) 4. You may shorten your full name to a shorter nickname. (I.e. Charles Darwin to Charlie) 5. While under the effects of the Disguise Self spell, you may have a temporary alias that is not the same as your registered one. This must still follow proper alias rules (ex: Bob, Terry, Jason, not 'Stygian Doomlord'.) Examples of /acts: Crimson Sil ken Wanderer, White Cowled Cleric, Brass Lion Knight ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 10 ― LFRP Policy If you are utilizing the LFRP feature, you must only list yourself accurately. You may not list as Solo when you have a group regardless of if they are waiting in ambush or otherwise. Other people approaching your LFRP marker do not have to respect what you have listed as what you are looking for, but you must be truthful to what you are listing yourself as. Once you find RP, you must turn off your LFRP marker unless you are utilizing it as the host of an active tavern/similar non-hostile venue to draw players. In this case, a single LFRP marker is allowed to stay active to promote RP unless hostilities arise, in which case it must also be turned off regardless of if they are directed at the host or not. If you are broadcasting yourself as a Duo, Trio, Group (4), or Group (5) and a group arrives to confront you. Regardless of who is present when they arrive, if your LFRP was still displaying you are limited to entering the PvP with only 2, 3, 4, or 5 combatants respectively. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 11 ― English Only in IC Chat All chat typed by a player in dialogue or emotes must be done in English. Characters speaking different languages must make use of the scripted languages available to their characters. You ma y not use any online translators to supplement a language. The only exception are flavor words for spell incantations which should be brief words of power. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 12 ― Capture/Imprisonment Policy If another player is taken prisoner as a consequence, they are only subject to remain imprisoned for the duration of the roleplay. Scenes involving the capture of another player should be di scussed with both parties OOC and either an agreement for long-term capture needs to be accepted by both sides or the captured player is free to /home and exit the scene after a half hour of not receiving roleplay. If you agree to long-term imprisonment, you must honor that agreement for 24 hours. Once that amount of time has passed, you may choose to /home after 30 minutes of failing to receive any direct roleplay from your captor. It will be assumed a way to escape was found even if it does not entirely make sense. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 13 ― Teleportation Circle Guidelines Teleportation Circles are defined as any RPR waypoint created, and marked on the map with a blue icon. Teleportation Circles are created In-Character, either by NPCs in the case of the base network or by players to join the network. All Teleportation Circles require the use of a custom runic sequence to activate. This is a visible phenomenon that other players within range may see. Due to the limitations of RPR the print text for using a waypoint defaults to a large range. As such you may not use the print text as In-Character information unless your character visibly had sight of the character using the waypoint. In which case you may take the input of the location as knowledge your character has and follow if you so desire. When adding your Teleportation Circle to the main network it is assumed that your runic sequence is made public knowledge within the hub's library for any to access. You may not make a Teleportation Circle connected to the main network without doing this. The only exception are base wormholes. Players may not linger at Teleportation Circles with the intention of interacting with anyone who comes through them. However, if you are present at a Teleportation Circle through roleplay and another party appears, you may engage with them as they are not safe zones. For example, you are traveling to use the Far Forest Teleportation Circle and someone comes through as you arrive. That person is not exempt from being roleplayed with and should proceed IC. If conflict, specifically PvP, is to take place due to a bumping into at Teleportation Circles, parties should, as an OOC courtesy to others, move at least 25 tiles from the Teleportation Circle to engage in their combat as to not immediately drop others into the scene when using the waypoint. You may follow a player through a waypoint and engage with them as normal. Waypoints are not Safe Zones. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 14 ― Do Not Abuse Climbing You may climb walls by rolling a successful Athletics check and take a full-screen screenshot as evidence in case of entry. A one tile climb has a set DC of 10 and will go up by 2 for every additional tile thereafter. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 15 ― Only Use Warps as an OOC Convenience You are not allowed to use any teleport, warp, or /home during combat or to avoid conflict. Such as leaving the scene of a PvP or other roleplay. This is to give others a fair chance to interact with you. This includes using /home or /warp Oasis to make it to a scene in progress. If any of these are used you will be removed from the scene out of fairness to the other party. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 16 ― Muling/Grandfathering Items When a character is shelved or retired, any items in their possession must be shelved with them or deleted. The only exception is that items you do not wish to shelf, or delete may be given out to characters that yours has significant enough roleplay with prior to justify the cost of said items. For example, you may not find a random player in the hub and give them all of your magical items because you are deleting your character. Items left to other players must be done through roleplay, and if requested evidence must be provided of this roleplay to staff. Additionally any items given away by one of your characters cannot ever find a roleplay reason to be given back to your new character. If anyone is found to be transferring items between their characters, or unloading them to OOC friends before a re-roll the inventory of all involved parties will be wiped clean. As well as any clan storages if they were used to facilitate the transfer. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 17 ― No Streaming Roleplay outside of PvP Streaming of your play on the server is prohibited. This includes to discords with friends. The sole exception to this, being if you are in active scene locked PvP. In which case you may stream for entertainment. If you are caught streaming non-locked scenes or situations where the information can be used to metgame your character's location. Anyone who arrives at your location (including if you have an LFRP up at the time) will be struck for metagame. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 18 ― Hiding Limbs/Racial Features You are not allowed to hide tails, horns or paws without using disguise self. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 19 ― RpR Abilities Outside of Combat You are not allowed to use RpR abilities such as combat spells, combat item abilities, and teleportations outside of combat. Flavor spells are allowed as long as they do not add any mechanical benefit within the scene, and as long as everyone within the scene consents. Healing spells and Rituals are excluded from this rule. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 20 ― Distribution of Wealth Due to the nature of our system players often find themselves with excess items that cannot be shelved and otherwise must be discarded upon re-rolling, or with funds and items they otherwise have no use for over the course of a season. Characters may not off-load large sums of their wealth to characters they have little to no roleplay and narrative with. This is to maintain a healthy and logical sense of the world as well as preserve the sense of new characters to work their way into earnings instead of being gifted everything. If reported, the value of items gifted to characters will be weighted against the roleplay between the parties to see if it makes sense to receive such a thing. If the amount is seen as too illogical the items/gold will be deleted and both parties will be subject to further punishment. For reference a character can live a modest lifestyle for the cost of 1gp a day, or an extremely high class aristocratic lifestyle for 10gp a day minus additional expenses. A 5,000gp magic item is the same as a year of living a lavish lifestyle and shouldn't be taken lightly. Building & Conan Rules 01 ― You Must Be in a Clan You must be in a Conan clan once you leave the starting area. Even if you are a solo player. If you are not in a cla n, any builds you make will be deleted without warning when they are found and items will not be refunded. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Building Restrictions The maximum clan size is 15. Building restrictions are as follows: 1-2 Players ― 600 Building Pieces | 200 Decorations 3-5 Players ― 1500 Building Pieces | 500 Decorations 6-9 Players ― 2700 Building Pieces | 900 Decorations 10-12 Players ― 3000 Building Pieces | 1200 Decorations 13-15 Players ― 3800 Building Pieces | 1500 Decorations ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― Fit the Setting Your build should follow realistic design and fit the setting. Your build should not resemble a typical Conan survival base. Builds will be reviewed and audited on a case by case basis. Do not stack foundations excessively - you may stack them to solve landscaping issues or stability in moderation. If you are concerned you are in excess , simply open a ticket and ask for a review. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― Distance Yourself Your build should be a reasonable distance away from others; stay out of render distance of other builds, especially if you have a large clan build. This helps with player and server performance in these areas. Staff will review on a case by case basis. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― One Build per Clan You may only have one build per clan. A build may not extend through telepor ts. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 06 ― No Land Claiming You may not place down foundations or other building pieces to claim land for yourself or your clan to use later. You may place down outlines and markers while you are actively building, but they may not remain after you have logged out or more than 12 hours have passed. These will be deleted when found. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 07 ― Build Away from Important Locations You may not build in a way that blocks access to any location used by our scripted professions or systems. Areas such as resource locations, boss summons, or quest locations. When building in the Underdark you may not build in a way that will block access to the warps that interconnect it. Moreover, do not build in the following zones, as they are used for our main hubs: ━━━━━━━━━━━━ ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 08 ― Your Build Must Be Accessible Your build must be accessible. In the cases of a base having an arcane lock, the majority of your base and public spaces must be accessible. It may be used to secure strictly private sections of the base, but cannot be the only entrance to the entire base. If it is found to be inac cessible or purposefully hinders access , it is ticketable and will require alteration. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 09 ― No Honeycombing or Airlocking No air-locking or honeycombing (putting an obnoxious amount of doors to make break-ins harder). ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 10 ― Mounts/Pets Must Be Label ed Any pets or mounts found obstructing spawn, hubs, or bases without names will be subject to the void. Make sure you have them properly named so you can be reached to collect them. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 11 ― Do Not Leave Bedrolls Outside of Y our Build Do not use bedrolls. If they are found, the y will be deleted. ━━━━━━━━━━━━━━━━━━━━━━━━━ ━━━━━━━━━━━━━━━━━━━━━━━ 12 ― Clan Names Must B e Serious Clan names must be serious in nature and fit the setting. Fitting puns or realistic wordplay is acceptable. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 13 ― Limit Vegetation Use Due to taxing server performance, trees are limited. You are limited to 5 fantasy trees/Exiles Extreme per 5 members of your clan. A clan of 1-9 may have 5 trees. A clan of 10-14 may have 10 trees and a clan of 15 may have 15 trees. If we have to count to audit your trees we will delete all of them in the process. Highmane’s trees and other default Conan trees may be used in moderation. Excessive trees will be removed by staff when necessary. Regardless of amount , if your build is causing lag for players, you will be asked to remove excessively placed objects like mushrooms, shrugs, flowers, etc. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 14 ― Stay Within Bounds Our server mod removes the green barrier on the edges of the map. Do n ot build outside of bounds. If your build is found outside of the bounds it will be removed. Additionally, do not build within the far southern desert portion of the map. This directly impacts server performance and should be avoided. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 15 ― Building Audits After two weeks of inactivi ty, your base will be subject to removal. Regular build audits will be conducted and if your base is not in compliance with activity or limits you will be ticketed to make the proper adjustments. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 16 ― Limit Chests Limit the usage of items and decorations with inventories. When possible, always use the (Decoration) version of placables. There should be no use for base Conan crafting stations on our server. Refined materials can be gained via a kit when building. Additionally you should only have one storage container per person in your clan, as well as one general storage container for communal use. PvP Rules 01 ― PvP Intent Must Be Declared Any actions that require you to target another player means you must use the PvP Intent RPR ability and type in Spar, Skirmish, Normal, Character Kill Attempt in conjunction with their first hostile action. The defender then has the choice to Join, Surrender, or escalate from a Skirmish to a normal PvP should they desire and the situation allows. You may only join when seeing the PvP intent text. Any actions that require you to target another player with a spell or ability are considered hostile without prior, express permission or consent. A simple unarmed strike is also a hostile action. When hostile action is taken against you, you may (PvP Accept) and are automatically the defender. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― You May Declare Skirmish or Normal PvP Two types of PvP can be selected upon declaring combat Intent: skirmish and normal. Skirmish is for PvP with light consequences, such as sparring, robbing someone f or common items, or a simple bar fight. Any PvP done within a hub is automatically considered to be a skirmish. Light consequences are those that are not long-lasting. You may not mutilate, amputate, curse, disease, or capture without explicit consent from the opposing player(s) during the consequences phase of a skirmish. Normal PvP, simply referred to as PvP, concludes with normal consequences. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― Reasonable Odds The subject of a P vP intent may call for reasonable odds. This reduces the aggressors to +1 (2v1, 3v2, 4v3). Defenders must put up a fight if they join the intent. Additional aggressors unable to participate may observe and rejoin the scene once consequences have concluded. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― Even Odds When PvP intent is declared within a clan's base, a member of the clan may call for Even Odds. This requires the number of combatants on both sides to be equal. Additional members from either side are unable to participate and may observe the scene. Rejoining only once the consequences have concluded. When inside a clan's base and Even Odds are called by the opposing side, the defending clan may instead choose to invoke Reasonable Odds in their favor. Adding up to two additional defenders to their side. This still caps at 5 combatants on either side. If everyone involved in the PvP agrees, the defenders may request members of their clan who are able return to or log in to aid with the defense to allow more invaders to take part instead of setting out entirely. In all scenarios you must have least three people PvPing on your side to call Even Odds. Otherwise Reasonable Odds may be call when applicable. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― PvP is Instanced Once PvP has been declared, the area and those involved are instanced. Only those within the instance may interact with those inside. If you did not see the initial PvP intent and join/observe , you must leave the area. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 06 ― You May Attempt to Flee Combat In combat, any parties may choose to attempt to leave combat by using the Flee button in RPR. At the end of fleeing party's turn they receive 1 turn of fleeing if they did not take damage in the previous turn cycle. This includes the turn they started fleeing. For example, if Rogue 1 starts to flee and begins to run, but had taken damage from Paladin 2 prior to that, they do not get credit for fleeing that turn. When a player chooses to flee, they must be moving from the start of their turn and must use their maximum movement speed. Objects cannot be interacted with, otherwise it will require the player to end Flee. Actions taken by the fleeing party are limited to self target buffs that would aid in their escape. Such as, but not limited to: Misty Step, Jump, Invisibility, etc. If damage is done by the fleeing party they must immediately use stop fleeing and stun themselves. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 07 ― Consequence Phase Ends PvP When ending combat, a list of options are given in the PvP Consequences tag (you may have to refresh your RPR). A victor may choose to inflict any in the RPR list, magical curses if the character has access to any, or a theft. Severe consequences such as maiming may not be done on the first encounter. Victors may move the losing party to a separate space within the same grid square to enact consequences - this is considered a temporary capture and not consequence stacking. The victors must be given a reasonable amount of time to leave the scene before being engaged again. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 08 ― You May Not Have Active Buffs Outside of PvP No spells that put a status over the character’s head are allowed outside of combat. This includes potions as well. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 09 ― Pre-Buffs When initiative is rolled, there is a choice between drawing weapons (and shield) or casting a singular buff that is self-targeted and not a potion or a weapon buff. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 10 ― Doors in PvP Doors in an active PvP require an action to be opened. If they are to be opened, they must be unlocked. It takes an action to lock a door. A door may have its lock picked with thieves’ tools, or be breached, as an action. If a door was not locked with an emote during the scene leading up to PvP, it is considered unlocked. Doors may not be locked/barred from the inside. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 11 ― Fall Damage Fall damage is 1d6 per tile of descent. If the user is capable of flight and not restrained, they do not take fall damage. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 12 ― Flying If the character is capable of flight, they will float back to the ground safely at the end of their movement. You may not take actions (such as making an attack, using an ability or casting a spell) while suspended in mid air. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 13 ― Line of Sight To hit a character with an attack or spell that requires sight, they must be able to see ½ of the character. Spells that list the target is a point you may see do not require you to target another player with it and can be used to AoE the ground. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 14 ― Lack of Regard for Well-B eing If a character clearly shows that they do not value their life, they will have their rights to skirmish consequences removed. Reactions to threats should be taken seriously and roleplayed properly. If a player continues to fail to do so a dispute may be opened to request higher consequences. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 15 ― Character Kills (CKs) A Character Kill (CK) ticket must be submitted to end another character’s life. It requires strong narrative reasoning and screenshots to be approved. Applications are highly scrutinized in review by staff. CKs may only be made at the end of a combat, in the Consequences Phase, for PvPs that were started with /pvp CK and also have an approved CK application. When a character is killed , they may no longer be played and are forced to perform a reroll that is exempt from the 2 week timer. If the one that initiated combat is defeated, they may be CK’d in response. Anyone involved in the PvP may be given severe consequences even if it is a first down. Involvement in a CK fight serves as strong evidence for a CK against your own character. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 16 ― Long/Short Rest Long and short rests in RPR when you are emoting are exactly that. You should not be using them to quickly regain things. You must be out of combat for at least 30 minutes to use short rest. A long rest may only be taken at the start or end of a roleplay session and should not be done in public. If you have forgotten to do this, you may request permission to do so from those around you and if they do not mind, you may long rest. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 17 ― Max Encounter Size Due to the time commitment that is required to go through large involvement PvPs. Organic world conflict, such as what you find at LFRPs or a group you happen to come across without prior OOC communication and arrangement, are limited to 5v5. Larger PvPs need to be discussed with participants ahead of time to allow appropriate OOC arrangements to be made and time set aside. If participants agree extras over the 5 cap on either side can split into secondary instances and move away to have their own encounter. Hub Rules 01 ― No PvP within the Hubs Any PvP intents dropped in NPC hubs will have them move outside via suspension of disbelief due to the authorities therein. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Call for Aid Hated Races (red borders) and afflictions are exempt from the skirmish cons of PvP Rule #2 when PvP is initiated inside of the Windseekers Oasis. If they are blatantly showing their r ace/affliction and are the aggressor , a call for aid may be made by the defender. A shout with (Call for Aid) at the end of it may be given and emotes of (PvP Join) may be offered in return by any that see the call for aid. You may only join the defender’s side in a call for aid. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― No Wildshapes Within Hubs Wild animals would not be allowed to freely roam around the hubs and would be moderated by the guards. Druids should refrain from using these while visiting any of the hubs, the exception being m undane animals such as the Horse , Chicken, Tavern Cat, or Raven. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 04 ― Hub Notice Board Policy When posting notices on notice boards, you must adhere to some rules to avoid being ticketed and/or having your notice removed. You may not post anonymous notices within the primary hub(s). Anonymous notices may be posted on all other boards. You may only remove notices from boards you own. Anything you post upon a notice board within the hub(s) must be sensible in nature. Trollish OOC notices will be removed, as well as notices that go against the authorities of the Windseekers Oasis. Within the hub, you may not post a Call-to-Arms, as they would be immediately re viewed and removed by authorities who want nothing to do with such matters and potential rumormongering. This is defined as a rallying of people to attack and defeat a foe, or a "witch hunt" against a specific person or group of people. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 05 ― Hub Notice Board Policy The Windseekers Oasis is a true neutral place for those to come and conduct affairs in peace. The hub is used for all players as a space to access amenities. Attempting to use rallying or call to arms to dissuade their access to said amenities is frowned upon. Rallying or call to arms to disturb the peace will be met with guards removing you. Multiple reported instances will see you barred from the use of amenities. All narrative quarrels should be moved outside as if the guards asked you to leave to settle your business. If players have valid cause and justification for PvPing a player, such as a CK attempt, they may still drop the intent and be moved outside of the Oasis to conduct the PvP. Market Rules 01 ― Adhere to Market Trader Standards If you do not adhere to the following stipulations, your trader may be deleted without warning. Each clan is allowed one single trader within The Oasis market. Each trader must have an RP appropriate name for their race and include [CLAN NAME] at the end. Each trader must have an appearance that is as basic as possible. No accessories outside of simple race-identifying ones such as ears. Sell prices may not be higher than the sell price offered by the Windseeker Representative. This includes magical items. You must keep your trader stocked with items. Keep reasonable space between traders for interaction purposes. You may make an item's sell price 9,999 gold in order to hold items you are purchasing via your trader. Please make sure to clear the stacks out in a timely manner. Your trader's race must be common or uncommon. No other races. Banking items and gold is prohibited - please keep your trader tidy! Your trader may not have an animation or emote. ━━━━━━━━━━━━ ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Do Not Steal Market Wares from Fellow Clan Members You may not utilize your position in a clan to steal items from a clan market. This means that, unless you have permission and the go-ahead from whoever placed an item inside of your merchant, you may not withdraw it for your own ends. Make sure to talk to the relevant individuals first and foremost. ━━━━━━━━━━━━ ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― You may not Buy/Receive Letters at your Market Trader Traders within the Market may not be set to purchase letters, parchment, or sealed letters. Any found doing so are subject to deletion and loss of all items inside without refund. Breaking and Entering 01 ― Breaching and Lockpicking doors Doors may be breached in-game via using breaching and lockpicking mechanics. POI's must be left when a door is breached successful or failure ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Do not steal items from Inventories No items are allowed to be stolen from inventories when a breaking and entering has been performed. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― Breaching is a hostile action Breaching is a hostile action when performed and you may (PvP Accept) and are automatically the defender. Conquest 01 ― Strategic Points Defenders may only place up to 5 defenders on, or near, a strategic point when they plan to begin production. No other members of the Organization or lingering allies may be in the area. Defenders much remain within ten tiles of the flag while production is taking place. They are expected to be roleplaying attending to the duties of the point. (The mine mines ore, the arcane tower performs rituals to generate residue, etc...) Attackers may only bring up to 5 attackers to the strategic point to engage defenders. No other members of the Organization or their allies may come with them. PvP intent must be dropped before the point completes it's production or defenders may claim the reward and then resolve PvP after. (Minimum of 5 minutes after contact is made) You may not approach a point while it is in production if you have no intention of attacking the defenders for the resource. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 02 ― Consequences During Conquest Events, including Strategic Point battles, no additional consequences may be applied after the PvP concludes. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 03 ― Conquest Points If you start production on a Conquest Point you are locked to the group size that was present when the point was activated. If your allies arrive after the point was started they may not join you in defense. If you arrive at a Conquest Point and realize you do not wish to engage with the current defenders. You must leave the area immediately to make it clear no fight is going on or the point is not already occupied from a glance. The first group to arrive to a defended point has rights to declare themselves the attackers. Attackers may declare PvP on the Defenders (which is the group that was present when the point was activated). No other new arrivals may join them. If you arrive at a Conquest Point and choose to defend the point, you must remain within 10 tiles of the flag there for 1 full hour. There is an in game prompt to confirm your choice. If there has not been a PvP within the hour of activation, the defenders will receive the rewards. You may only start Conquest Points if you have a minimum amount of the required players to defend the location. For Flex and 3v3 points you need at least two players to begin the point. For 2v2 points you need at least 1 player to start the defense. Any player found activate points without the required minimum will have their rewards removed.
- Magical Items | Halcyon D&D
Attunements Magic Items Exotic Oddities Cryptic Anomalies Magical Peculiarities Esoteric Curios Magical Items Whether a warrior seeks to tap into magic they otherwise would never grasp, or a spellcaster seeks to channel their magic into something more reliable and permanent, the arduous creation of magical items and the power therein has long been a studied practice that all have the means to pursue, but not necessarily the skills and persistence to see through to completion. The creation of these items is not for the faint of heart. It takes but the greatest of wizards or most mighty of archdruids to easily imbue an object with such magical powers. For most, it is simply easier to purchase these items from another. But for those that wish to seek Tymora's favor, it is not difficult to find a place to practice such arcane arts. Be warned, the process is costly. Both in it's physical requirements and it's mental ones. Attunement You can use the Attunement Obelisk to connect with magical items. However, there are some restrictions: You can only attune to a maximum of 3 magical items at a time. You may only be attuned to one item of a particular wearable slot (neck, back, ring, etc.). You may only attune to one "Protection" magic item at a time. These items are the Cloak of Protection, Ring of Protection, Staff of Defense and the Watchful Helm. The Bag of Holding magic item will allow you to attune to a maximum of 5 magic items, including the bag itself. You must have at least one magical item already attuned to attune to a Bag of Holding. Creating Magical Items Creating Magical Items Magical Items can be created within the mage's tower of the hub. Players will need to collect the listed materials and bring them to either location to begin. Every five days a magical item can be created, once created the same magic item cannot be crafted by the player again for two weeks. There is no chance of failure, so once the items are collected the item will be created! Magical Items are broken into tiers based on their rarity starting. Uncommon Magical Items are the first step and are used to create Rare Magical Items. These are then used to make Very Rare Magical Items. Wonderous Items cannot be crafted and must be bought from specific NPCs or other players. Amulet of Constitution Neck This necklace grants the wearer a +1 bonus to their Constitution score. Rare, Craftable | 6,000g 1x Necklace 1x Amulet of Health 20x Silver Ingot 40x Daisy 12x Resilient Heart 40x Arcane Residue Amulet of Health Neck This amulet grants the wearer a +10 bonus to their hit points. Grants: Tough Feature Uncommon, Craftable | 3,500g 1x Necklace 10x Silver Ingot 30x Daisy 9x Resilient Heart 30x Arcane Residue Amulet of Proof Against Location and Detection Neck While wearing this amulet, you are hidden from divination magic. Rare, Craftable | 6,000g 1x Necklace 1x Ring of Mind Shielding 20x Silver Ingot 40x Valorbell 12x Unstable Essence 40x Arcane Residue Belt of Strength Waist This belt grants the wearer a +1 bonus to their Strength score. Rare, Craftable | 6,000g 1x Belt 1x Rope of Entanglement 20x Silver Ingot 30x Giant's Root 12x Resilient Heart 40x Arcane Residue Boots of Dexterity Feet These boots grants the wearer a +1 bo nus to their Dexterity score. Rare, Craftable | 6,000g 1x Boots 1x Bracers of Flying Daggers 20x Silver Ingot 40x Brisk Leaf 12x Elegant Feather 40x Arcane Residue Boots of Speed Feet These boots grant the wearer an additional 1 tile of movement speed. Very Rare, Craftable | 9,000g 1x Boots 1x Boots of Dexterity 30x Silver Ingot 50x Briskleaf 15x Unstable Essence 50x Arcane Residue Bracers of Flying Daggers Hands In place of one of your attacks on your turn, you make a ranged attack within 6.5 tiles, dealing 1d6+1 damage on a hit. This attack is considered magical. Uncommon, Craftable| 3,500g 1x Gloves 10x Silver Ingot 30x Briskleaf 9x Feral Claw 30x Arcane Residue Cape of Charisma Back This cloak grants the wearer a +1 bonus to their Charisma score. Rare, Craftable | 6,000g 1x Cloak 1x Rod of Rulership 20x Silver Ingot 40x Valorbell 12x Captured Melody 40x Arcane Residue Cloak of Invisibility Back Once per day, the wearer may cast Invisibility (V) as an action without expending spell slots or materials. Very Rare, Craftable| 9,000g 1x Cloak 1x Cape of Charisma 30x Silver Ingot 50x Valorbell 15x Unstable Essence 50x Arcane Residue Cloak of Protection Back You gain a +1 bonus to AC while you wear this cloak. Rare, Craftable | 6,000g 1x Cloak 1x Ring of Protection 20x Silver Ingot 40x Mother's Leaf 12x Draconic Scale 40x Arcane Residue Dispelling Stone Accessory You may toss the stone at a target and dispel it of all magical effects. Two charges per combat. Rare, Craftable | 6,000g 4x Stone Brick 1x Stone of Good Luck 20x Silver Ingot 40x Mysterious Mushroom 12x Captured Melody 40x Arcane Residue Elven Chain Body (Any Non-Druid) This chain shirt grants the wearer 14 AC + DEX (Max 2). Does not require medium armor proficiency or attunement. Uncommon, Craftable | 3,500g 1x Chain Shirt 10x Silver Ingot 30x Mother'sleaf 9x Resilient Heart 30x Arcane Residue Gem of Seeing Head Once per day, you can cast See Invisibility (V) on yourself. Uncommon, Craftable | 3,500g 1x Hat 10x Silver Ingot 30x Valorbell 9x Precious Gemstone 30x Arcane Residue Gloves of Wisdom Hands These gloves grants the wearer a +1 bonus to their Wisdom score. Rare, Craftable | 6,000g 1x Gloves 1x Gem of Seeing 20x Silver Ingot 40x Valorbell 12x Feral Claw 40x Arcane Residue Hat of Disguise Head You may cast the Disguise Self spell (V) at will. The spell ends if the hat is removed. Uncommon, Craftable | 3,500g 1x Hat 10x Silver Ingot 30x Valorbell 9x Unstable Essence 30x Arcane Residue Ring of Feather Falling Ring You are immune to fall damage while wearing this ring. Uncommon, Craftable | 3,500g 1x Ring 10x Silver Ingot 30x Brisk Leaf 9x Elegant Feather 30x Arcane Residue Ring of Jumping Ring While wearing this ring, you may cast the Jump spell (V) on yourself as a bonus action on your turn. Has two charges. Rare, Craftable| 6,000g 1x Ring 1x Ring of Feather Falling 20x Silver Ingot 40x Mysterious Mushroom 12x Elegant Feather 40x Arcane Residue Ring of Mind Shielding Ring While wearing this ring, you are immune to magic that reads your thoughts or identifies if you are lying. Also grants a +2 bonus to Wisdom saving throws. Creatures can telepathically communicate with you only if you allow it. Uncommon, Craftable | 3,500g 1x Ring 10x Silver Ingot 30x Strange Shard 9x Unstable Essence 30x Arcane Residue Ring of Protection Ring You gain a +1 bonus to AC while you wear this ring. Uncommon, Craftable | 3,500g 1x Ring 10x Silver Ingot 30x Mother'sleaf 9x Draconic Scale 30x Arcane Residue Ring of Shooting Stars Ring 3 Item Charges, 1 Charge to cast Faerie Fire (V). 1 Charge to cast Shooting Stars (V): the target takes 5d4 damage on a failed save (DC 15 DEX Save) and half as much on a success. Very Rare, Craftable| 9,000g 1x Ring 1x Ring of Jumping 30x Silver Ingot 50x Valorbell 15x Precious Gemstone 50x Arcane Residue Rod of Rulership Accessory Once per day, DC 15 vs WIS Save Charm. Uncommon, Craftable | 3,500g 1x Wood Club 10x Silver Ingot 30x Mysterious Mushroom 9x Capture Melody 30x Arcane Residue Rope of Entanglement Ammunition 1 Attack Action, 8 Tile Range. (8 + Prof bonus + STR/DEX) vs STR Save Restrain. Uncommon, Craftable | 3,500g 30x Bolts of Cloth 10x Silver Ingot 30x Brisk Leaf 9x Captured Melody 30x Arcane Residue Staff of Defense Main Hand, Two-Handed (Wizard/Sorcerer) This staff grants you a +1 bonus to AC and has 5 charges per long rest. You may cast Mage Armor (1 charge, V) and Shield (2 charges, V). Very Rare, Craftable | 9,000g 1x Staff 1x Cloak of Protection 30x Silver Ingot 50x Mother'sleaf 15x Precious G emstone 50x Arcane Residue Staff of Fire Main Hand, Two-Handed This staff has 5 charges per long rest. You may cast Burning Hands (1 charge, V) and Fireball (3 charges, V). Very Rare, Craftable| 9,000g 1x Staff 1x Tome of Intelligence 30x Silver Ingot 50x Valor Bell 15x Draconic Scale 50x Arcane Residue Staff of Healing Main Hand, Two-Handed (Bard, Cleric, Druid) This staff has 5 charges per long rest. You may cast Cure Wounds 2nd (1 charge, V), Lesser Restoration (2 charges, V), and Mass Cure Wounds (5 charges, V). Very Rare, Craftable| 9,000g 1x Staff 1x Gloves of Wisdom 30x Silver Ingot 50x Daisy 15x Captured Melody 50x Arcane Residue Stone of Good Luck Accessory This stone grants the holder a +1 bonus to all saving throws. Uncommon, Craftable | 3,500g 1x Stone Brick 10x Silver Ingot 30x Mother'sleaf 9x Precious Gemstone 30x Arcane Residue Tome of Intelligence Accessory This tome grants the wearer a +1 bonus to their Intelligence score. Rare, Craftable | 6,000g 1x Tome 1x Hat of Disguise 20x Silver Ingot 40x Mother'sleaf 12x Precious Gemstone 40x Arcane Residue Exotic Oddities Travelers come from far and wide to trade within the Silver Marches. It just so happens that those coming from the south and far east often make their way directly through Hellgate Dell on their way to Luruar. Expect to see traveling caravans stopping for respite in the area every so often. Isun has set up a trading outpost at the Oasis! Wonderous Magical Items are always in stock, but due to their rarity will be sold at 25% mark up on their appraised prices. Alternatively all of these items may be purchased for Marks of Service from a quartermaster within one of the hubs. Arcane Grimoire Focus (Wizard, Arcane Trickster, Eldritch Knight only) Grants +2 Spell Bonus (INT) As a bonus action, stay yourself and focus on the arcane powers within your Grimoire. Granting you +2 Spell Bonus (INT) until the end of your turn at the cost of your movement. Wonderous, Exotic |13,500g Dragonhide Belt Belt (Monk only) Grants +2 Spell Bonus (Wis) As a full round action, once per short rest you may pause and meditate inwards. Restoring 1d4 ki points. Wonderous, Exotic |13,500g Amulet of the Devout Neck (Cleric/Paladin) While you wear this holy symbol, you gain +2 Spell Bonus and +1 Class Resource. Wonderous, Exotic | 13,500g Bracers of Archery Hands +2 Attack Bonus when using a Shortbow or Longbow. Wonderous, Exotic | 13,500g Flame Tongue (Greatsword) Main Hand, Two-Handed A greatsword that deals an additional 1d6 fire damage on successful attacks. Also grants +1 Melee Hit Bonus and damage. Wonderous, Exotic | 13,500g Instrument of the Bards Focus (Bard only) While this is in your focus slot you gain a +2 Spell Bonus Wonderous, Exotic |13,500g Serpent Scale Armor Body 16 AC + DEX (2 max). Ability to swap weapons/equip ammo as a free action once per turn. Requires Medium Armor Proficiency. Wonderous, Exotic |13,500g Bag of Holding Misc This bag has an interior space considerably larger than its outside dimensions. You may equip 1 additional magic item. Wonderous, Exotic | 13,500g Dwarven Plate Body 20 AC. Reaction ability to decrease di stance you are pushed by 1 tile. Requires Heavy Armor Proficiency. Wonderous, Exotic | 13,500g Frost Brand (Katana) Main Hand, Two-Handed A katana that deals an additional 1d6 cold damage on successful attacks. Also grants +1 Melee Hit Bonus and damage. Wonderous, Exotic | 13,500g Glamoured Hunter's Coat Body 13 AC + DEX. 3 Charges per rest. Use one charge to deal 1d10 necrotic damage after you deal damage to a target within range. Additionally, you can make this armor appear as a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. Requires Light Armor Proficiency. Wonderous, Exotic | 13,500g Robes of the Archmagi Body (Sorcerer/Warlock/Wizard) While wearing this robe, your AC becomes 13 + DEX. You also gain a +2 Spell Bonus. Wonderous, Exotic | 13,500g Staff of the Woodlands Mainhand, Two-Handed (Druid only) While wielding this staff you gain +2 Spell Bonus, Ensnaring Strike (1 charge, V) and Erupting earth (3 charges, V) Wonderous, Exotic |13,500g Watchful Helm Head +1 AC. Once per day, you can cast See Invisibility (V) on yourself. Wonderous, Exotic | 13,500g Moon Sickle Focus (Druid, Ranger only) Grants +2 Spell Bonus (Wis) Grants +3 Herbalism Bonus When you restore hit points to a target you may restore an additional 1d4 hit points. Wonderous, Exotic | 13,500g Wraps of Unarmed Prowess Hands Grants +2 Hit Bonus (Unarmed) and damage to unarmed attacks. Wonderous, Exotic | 13,500g Cryptic Anomalies Exceedingly rare magical items may find the adventurer in their time of need! When the seasons change, and there's magic in the air, adventurers may get lucky and find some of these enchanted items. They are rarely readily available to be purchased. Frost Brand (Greataxe) Main Hand, Two-Handed A Greataxe that deals an additional 1d6 cold damage on successful attacks. Also grants +1 Melee Hit Bonus and damage. Stormcaller (Greataxe) Main Hand, Two-Handed A Greataxe that deals an additional 1d6 lightning damage on successful attacks. Also grants +1 Melee Hit Bonus and damage. Stormcaller (Greatsword) Main Hand, Two-Handed A Greatsword that deals an additional 1d6 lightning damage on successful attacks. Also grants +1 Melee Hit Bonus and damage. Stormcaller (Katana) Main Hand, Two-Handed A katana that deals an additional 1d6 lightning damage on successful attacks. Also grants +1 Melee Hit Bonus and damage. Thundering (Warhammer) Main Hand, Two-Handed A Warhammer that deals an additional 1d6 thundering damage on successful attacks. Also grants +1 Melee Hit Bonus and damage. Magical Peculiarities Sometimes adventurers need a little extra magic! These items may be purchased in the Oasis and each have their own effect. This shop has flavor magical items and reagents for ritual spells. Anti-Magic Restraints Pocket Consumable magical item that can be applied during consequences with permission from the other party. Single use, may be removed by anyone using the "Help" action against the target. Prevents the wearer from using any magic, spells or class abilities while restrained in this way. Normal imprisonment rules apply. Has a button in RPR, and a status when applied to a target. Purchased | 500g Goggles of Night Head Grants Darkvision on equip. Purchased | 3000g Gloves of Control Flames Hands Non-attunable flavor magic item. Allows the user to cast Control Flames as a free action. Purchased | 1000g Gloves of Mending Hands Non-attunable flavor magic item. Allows the user to cast Mending as a free action. Purchased | 2000g Ring of Mage Hand N/A Non-attunable flavor magic item. Allows the user to cast Mage Hand as a free action. Purchased | 2000g Wand of Prestidigitation Main Hand Non-attunable flavor magic item. Allows the user to cast Prestidigitation as a free action Purchased | 1000g Crystal Ball Reagent Ritual Reagent. Purchased | 1000g Diamond Reagent Ritual Reagent. Purchased | 500g Incense Reagent Ritual Reagent. Purchased | 10g Lesser Levitating Broomstick Usable Item Please refrain from using these in the hub or highly populated areas. Zooming around and avoiding, or not giving people a chance to roleplay with you while on one will result in a strike and the item being removed from you without a refund. Be courteous. Purchased | 5000g Esoteric Curios The world if filled with magical this and thats. You never know when you might stumble across an enchanted item with some manner of special effect. These can be found from various sources across the region. Though they are rarely directly available for purchase except from other lucky adventurers. All Purpose Tool Focus This tool can shift to fit your needs. Becoming any set of Apothecary, Blacksmith, or Craftsman tools at a whim. As well as granting a +1 bonus to crafting attempts. Belt of Brilliance Belt Grants the wearer Fire Resistance. (-6 Fire damage) Boots of Elvenkind Feet Grants the wearer a +2 bonus to their Stealth. As well the sounds of the wearer's footsteps make no noise. Boots of the Winterlands Feet Grants the wearer Cold Resistance. (-6 Cold damage) Cloak of Storms Back Grants the wearer Lightning and Thunder Resistance. (-6 Lightning/Thunder damage) Cracked Driftglobe Ammunition For one equipment use fill the area around yourself in 6 tiles will bright light. Dread Helm Head Grants the wearer +2 to Intimidation (CHA). The eyes of this helmet glow with a color of your choosing. Decanter of Endless Water Ammunition As a Bonus Action and for one Equipment use, speak the command word, "Geyser", sending out a torrent of water from the decanter. Choose a target within 3 tiles, they must succeed a DC 15 Strength Saving Throw or take 1d4 damage and be knocked prone. Gloves of Thievery Hands Grants the wearer a +2 bonus to Lockpicking while worn. Horn of Blasting Ammunition As a full round action and one equipment use, you can speak the horn's command word and then blow the horn, which emits a thunderous blast in a 3 tile cone. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d6 thunder damage. On a successful save, a creature takes half as much damage. Cloak of the Manta Ray Back While wearing this cloak you can breathe underwater, and swimming costs you no extra movement. Eversmoking Bottle Ammunition As a full round action and one equipment use, you cause, a cloud of thick smoke to pour out in a 3 tile radius from the bottle. The cloud's area is heavily obscured, dim light, and any targets within cannot be targeted with any attack or ability that requires sight of them until the start of their next turn. Additionally they are blinded until the start of their next turn. Immovable Rod Ammunition For one equipment use and a bonus action become immovable until the end of your next turn. Lantern of Revealing Ammunition As a Bonus Action and one equipment use, lift the hood of this lantern. Shedding bright light in 3 tiles around. Every creature must succeed a DC 15 Dexterity Saving Throw or be Illuminated until the end of their next turn. Midwinter's Ire Spellbook Unlocks: Frostbite (Cantrip) Frost Fingers (1st) Rime's Binding Ice (2nd) Sleet Storm (3rd) Ice Storm (4th) Cone of Cold (5th) Night Caller Pocket During night and while on unholy ground, blow this whistle to cast Animate Dead (V, If able) to create Undead Thrall without spending the Arcane Residue Cost. (Death Domain, School of Necromancy) Periapt of Proof Against Poison Necklace Grants the wearer Poison Resistance (-6 Poison Damage) Pipes of Haunting Ammunition As a full round action and one equipment use, blow these pipes to fill the air around with you and eerie tune. Targets that you choose within range must succeed a DC 15 Wisdom Saving Throw or be frightened for two turns. Once frightened in this way a target cannot be frightened by this effect again until they complete a long rest. (Requires Musical Instrument Proficency) Sentinel Shield Off Hand Grants the wielder a +2 to Initiative Rolls. Tankard of Plenty Ammunition As a bonus action and one equipment use, drink from this tankard to roll to cure your frightened status. Reducing the remaining cooldown by 1 and clearing it if the DC is passed. Additionally you must succeed on a DC 15 Constitution Saving Throw or be Off Balance until the end of your turn. Skeleton Key Pocket Serves as Thieves Tools. Not consumed on use. Storm's Fury Spellbook Unlocks: Lightning Lure (Cantrip) Thunderwave (1st) Shatter (2nd) Witch Bolt (2nd) Chaos Bolt (3rd) Chromatic Orb Lightning (4th) Cloud Kill (5th) Chain Lightning (5th) Wand of Magic Missiles Ammunition As a full round action and one equipment use, cast the Magic Missile spell (V).
- 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
- Rogue | Halcyon D&D
Rogue Class Features Arcane Trickster Assassin Phantom Soulknife Swashbuckler Rogue Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities. Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators. Subclasses Class Features Basics Base Hit Points: 56 Hit Points per Advancement: 14 Actions: 1 Attack, 1 Bonu s, 1 Reaction Casting Attribute: Dexterity Arcane Trickster: Intelligence Starting Kit Dagger Dagger (Off Hand) Leather Armor Thieves' Tools Proficiencies Armor: Light armor Weapons: Simple weapons, Hand Crossbow, Longsword, Rapier, Shortsword Saving Throws: Dexterity, Intelligence Skills: Acrobatics, Investigation, Sleight of Hand, Stealth Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Cunning Action Your quick thinking and agility allow you to move and act quickly. You may take the dash or disengage action as a bonus action on your turn. Sneak Attack You know how to exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if that creature is currently knocked down, you have an ally that has targeted them in the last or current turn within 1 tile, or if the creature has not targeted you at all in the last or current turn. Steady Aim As a bonus action, you give yourself +2 on your next attack roll. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action your speed is 0 until the end of the current turn. If the attack hits, you are able to use Sneak Attack. Thieves' Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge When an attacker that you can see hits you with an attack you may use your reaction to halve the attack’s damage against you. Roguish Archetypes Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques. Choose your roguish archetype (subclass) from the four listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Subclass: Arcane Trickster Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers. Bonus P roficiencies Skills: Arcana Spell Bonus: Level 10: +3 Level 12: +1 (4) Mage Hand Ledgerdomain You may pickpocket anyone within 3 tiles using your Mage Hand, with no penalty. All other pickpocket rules apply. Versatile Trickster As a bonus action, you can designate a creature within 1 tile and distract them with your Mage Hand. Granting you a +2 bonus to Attack Bonus until the end of your turn. This enables the use of Sneak Attack. Spell Thief Requires Level 12 Immediately after a creature casts a spell that targets or includes you in the area of effect, you may use your reaction to force the creature to make a saving throw with its spell casting ability modifier. On a failed save, you negate the spell’s effect against you and refunds you one 2nd and one 3rd level spell slot. Usable once per Long Rest. (8 + Spell Bonus vs INT/WIS/CHA Saving Throw) Spell Slot s Spells Level 10 1st: 4 2nd: 2 3rd: 0 Level 12 1st: 4 2nd: 3 3rd: 2 Cantrips 1st 2nd 3rd Lightning Lure Mind Sliver Ray of Frost Lightning Lure Evocation 1 Action V You create a lash of lightning energy that strikes at one creature of your choice that you can see within 2 tiles. The target must succeed on a Strength Saving Throw or be pulled 1 tile towards you and take 3 d8 lightning damage. (8 + Spell Bonus vs STR Saving Throw) Ray of Frost 1 Action V, S A frigid beam of blue-white light streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 cold damage, and its speed is reduced by 1 tile until the end of their next turn. (1d20 + Spell Bonus vs AC) Granted at 12th Level. Mind Sliver Enchantment 1 Action V, S You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 3d6 psychic damage and receive disadvantages on saving throwing until the end of their next turn. Charm Person Disguise Self Sleep Tasha's Hideous Laughter Charm Person Enchantment 1 Action V, S You attempt to charm a humanoid you can see within range. It must make a Wisdom Saving Throw. If it fails the saving throw it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns. (8 + Spell Bonus vs WIS Save) Tasha's Hideous Laughter Enchantment 1 Action V, S A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom Saving Throw or fall prone. (8 + Proficiency Bonus + Spell Bonus vs WIS Save) Disguise Self Illusion 1 Action V, S You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for two hours or until you use another action to dismiss it. You can seem 1 foot taller or shorter and can appear thin, fat, or in between. You can’t change your body type so you must adopt a form that has the same basic arrangement of limbs. Any changes created by this spell are purely visual. You cannot grow additional body parts with this spell, and if someone touches a part of your illusion that does not match with your physical being by shape or texture, they will immediately be aware that an illusion is at play. If someone for any reason whatsoever suspects you for being disguised, they may roll Investigation against your Spell Bonus + 8 as the DC to learn an illusion is in use. This spell will be automatically dispelled upon entering combat. Acquired at Level 10 and y ou may not disguise as an Advanced Race or a different gender than your own. Sleep Enchantment 1 Action V, S Attempt to put the target into a magical slumber. They must succeed a Constitution Saving Throw (DC 8 + Spell Bonus) or be put to sleep and fall prone until the end of their next turn. If the creature is attacked while asleep they will wake up early. Acquired at 10th Level Crown of Madness Invisibility Shadow Blade Invisibility Illusion 1 Action V, S A creature you touch becomes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends when the target takes any action. Acquired at Level 12. Crown of Madness Enchantment 1 Action V, S One humanoid of your choice that you can see within range must succeed on a Wisdom Saving Throw or become charmed by you for the remainder of combat. While charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On each of its turns it can make a Wisdom Saving Throw against your spell DC to end the effect. (8 + Spell Bonus vs WIS Save) Shadowblade Illusion 1 Bonus Action V, S You weave together threads of shadow to create a sword of solidified gloom in your main hand. This magic sword lasts for the duration of combat, dealing 2d8 psychic dam age a hit. Fear Fireball Fear Illusion 1 Action V, S You project a phantasmal image of a creature’s worst fear. Each creature in a 3 tile cone must succeed on a Wisdom or become frightened until the end of it's next turn. (8 + Spell Bonus vs WIS Save) Granted at 12th Level. Fireball Evocation 1 Action V, S A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.. Each creature in a 2 tile radius sphere centered on that point must make a Dexterity Saving Throw. A creature takes 6 d6 fire damage on a failed save, or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Flavor Spells The following spells are included in the arcane trickster's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created ch aracter (Level 8) and others are unlocked at Level 10. Level 8 Control Flames Dancing Lights Gust Mage Hand Minor Illusion Prestidigitation Illusory Script Dancing Lights Evocation 1 Action V , S, M You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. Mage Hand Conjuration 1 Action V, S A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. Control Flames Transmutation 1 Action S You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Gust Transmutation 1 Action V, S You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. Minor Illusion Illusion 1 Action S, M You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Prestidigitation Transmutation 1 Action V, S This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusory Script Conjuration 1 Minute S, M You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message. Subclass: Assassin You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. Bonus P roficiencies Skills: Deception Exterminate In addition to the normal qualifiers to trigger your sneak attack, your training allows you hone in on weakened targets. You may use your sneak attack against targets who are bleeding when you land your attack with a finesse or ranged weapon. Assassinate You are a master at taking advantage of your foe's weakness. When a target is bleeding, you may use your bonus action to immediately cause their Bleed damage and leave them exposed until the end of their next turn. Additionally you gain a +5 bonus to your initiative rolls. And the cooldown on your dagger abilities is always decreased to 2 turns. Imposter You gain the ability to unerringly mimic other people's speech, writing, and behaviors. Your ruse is indiscernible to the casual observer as anything more than another person in the crowd. You gain the ability to use Disguise Self once per long rest. This functions the same as the spell, however it does not have a time limit, remains in combat, and is not magical in nature. If someone, for any reason whatsoever, suspects you for being disguised, they may roll Investigation against your Deception as the DC to learn an illusion is in use. Death Strike Requires Level 12 You become a master of instant death. When you sneak attack and hit a creature, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, deal an additional 2d6 damage. Subclass: Phantom Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and spies. Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard’s confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave. Bonus Proficiencies Skills: Perception Class Resources Level 10: +4 (Tokens of the Departed) Wails from the Grave As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal Sneak Attack damage to a creature on your turn, you can spend 1 CR to target a second creature that you can see within 4 tiles of the first, then deal half of your sneak attack damage in necrotic damage to them aswell. Token of the Departed When a life waivers in your presence you’re able to snatch a token from the wounded soul, a sliver of its life essence that takes physical form. As a reaction you open your free hand and cause a tiny trinket to appear there, a soul trinket. You may only collect a soul trinket from a creature once per day. And you may only carry up to 4 of these at a time. For each soul trinket you currently possess, you gain +3 max HP. Destroy Token of the Departed Destroy one of your Tokens of the Departed to regain a class resource. Ghost Walk Requires Level 12 As a bonus action, you assume a spectral form. While in this form, your movement speed becomes fly speed and increases by 1 tile. Your AC is increased by 2, and you may pass through walls and solid objects on t he first turn this ability is activated. Usable once per long rest. Dispelled by Ghostslayer Sundering. Death Knell R equires Level 12 Your association with death has become so close, that you gain the ability to cause additional 5d6/2 necrotic damage to the original target of your sneak attack immediately after using it. Subclass: Soulknife Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy. Bonus P roficiencies Skills: Insight Class Resources: Level 10: +6 Level 12: +2 (8) Psychic Blades You can manifest your psionic power as shimmering blades of psychic energy. If your mainhand is free, you can manifest a psychic blade and make an attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a range of 4 tiles, and on a hit, it deals psychic damage equal to 1d6+dex. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target. After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your off hand is also free to create it, also being 1d6+dex. Homing Strikes For 1 class resource, make an attack roll with your Psychic Blades against a target and add 1d10 to the number rolled to hit. If the attack misses you are refunded that class resource. Allows Sneak Attack on hit. Psychic Teleportation As a bonus action for 1 class resource, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see within 3 tiles. You then teleport to that space. Psychic Veil Requires Level 12 As an action, you can magically become invisible, along with anything you are wearing or carrying, for the duration of combat or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature, or you force a creature to make a saving throw. Usable once per long rest. Rend Mind Requires Level 12 You sweep your Psychic Blades directly through a creature’s mind. When you deal Sneak Attack damage to a creature you can force that target to make a Wisdom Saving throw for 2 class resource. If the save fails ,the target is stunned until the end of their next turn. Can only be done once per target, per combat. (8 + Attack Bonus vs WIS Save) Subclass: Swashbuckler You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Bonus P roficiencie s Skills: Athletics Master Dualist: Level 12: +4 Rakish Audacity When rolling initiative, your charisma bonus will be added to the total. You also gain an additional way to use your Sneak Attack; you may use it on any target you strike aslong as no other enemies are within' 1 tile of you. Fancy Footwork After landing a melee attack, you are able to move up to 2 tiles. Moving this way does not proc Attack of Opportun ity. Master Due list Requires Level 12 Your mastery of the blade lets you turn failure into success in combat. If you miss with a melee roll, you may spend 1 Master Dualist point and gain 1 Attack Action.
- The Storyline | Halcyon D&D
Season 1 Season 2 Season 3 Season 4 Season 5 The Story of Halcyon Our setting current setting takes place in the year 1492 DR. The storyline is comprised of the events that have taken place on the server across our main storylines up until this point! More information will be added as the seasons progress. This can be used a general reference for those who's characters have lived within the world and would be somewhat in the know of current events. Season 1 The Troubles of Lordfall Five years have passed since the end of the War of the Silver Marches, marking the year as 1490 DR. Everlund, once a prominent city within the region, has been reduced to a town, recovering from the toils of war. For unknown reasons, the town's ruling body, the Council of Elders, has made the decision to pull themselves from the Lords' Alliance, the defensive pact of the major city-states of northern Faerûn. Such a ruling leaves Everlund vulnerable... giving confidence to factions and monsters in the area who have long slumbered. These troubles, and the opportunities of Everlund's economic rebirth, entice adventurers and people of all kinds to its surrounding lands. As the town prepared for it's fifth annual festival of remembrance trouble began to brew. Caravans began to go missing. Outlying settlements began to to be raided. The Army of the Vale was sent to investigate, spreading themselves thin. Then a brazen attack against Everlund itself. The sky rained fire and orcish invaders rushed through the gates. With only a small garrison of forces left behind the defense of the town was largely left to those trapped within. While many brave heroes were able to hold the line, eventually the overwhelming brutality of the orcish band began to wear on them. In a final act one of the remaining Knights of the Vale, Eilynore Ashpride, rallied those still able to fight and joined the fray. Helping to repel the invaders. To this day their names are forever immortalized on a monument within the city. Nightingale, Zephyr Ixaar, Caladrius, Kargrax, Nynca, Cecil, Seraph, Vesper, Asbjorn Hardlsen, Zhal Another memorial was erected nearby this time with the names of those who were lost, the countless hundreds who died on Everlund's smoldering streets or blissfully unaware within their own homes as it came crashing down around them. Aizilei, Etsheyi, Zinyra, Frankies Little motive could be gained from the attackers. As each fought to a brutal and final death for the glory of their god and warchief alike. A single named echoed through the streets of Everlund as it was rebuilt... Bloodtusk. Through the months that followed the attacks by this clan of orcs picked up frequency. Settlement after settlement within the area around Everlund was subject to their brutality. Some faired better than others, others simple fell to their might. Leading the charge of these incursions were Bloodtusk Lieutenants, demanding the subjugation of all under their leader Kargresh. After numerous skirmishes and hard fought battles between the Army of the Vale and the citizens of the Silver Marches against the Bloodtusk clan their leader fled from Everlund to the east. Season 2 Fires of Revenge After the final skirmishes with the Bloodtusk clan, their leader Kargresh was still missing. A relative peace had fallen over the lands around Everlund once again. Though, all did not set well with the Army of the Vale. Countless soldiers had fallen in the raids. Numerous innocents, friends, and family never to be seen again. After weeks of petitioning the Council of Elders a reply finally came. By decree of High Lady Alustriel Silverhand a force was to be led by Eilynore Ashpride of the Army of the Vale east into Hellkeep Dell. They were tasked primarily with securing the region for the Silver Marches, though for many it was a personal mission. It has been several months since their departure. The confederation of forces now make up Ashpride's Legion who have established the fortification of Silvergarde within Hellgate Dell. Their presence has not gone unnoticed. The area has long been home to all manner of demon and evil being. As well as the Far Forest looming on the horizon. Will you aid in the hunt for Kargresh? Perhaps find yourself caught helping some unexpected allies in their eternal war for the lower planes? Or will you side with those who already called this land home before the Silverymoon's decree? Season 3 Unveiled Serenity The aftermath of Eilynore Ashpride's final confrontation with Kargresh left Hellgate Dell and its surroundings scarred, the victory achieved at a great cost. The lingering echoes of a pyrrhic triumph, however, were accompanied by the insidious rise of a dark force. Cults began to take root in the jungle ruins, casting a foreboding shadow over vital trade routes. As Silvergarde moved to it's new more fortified beginnings, Lady Ashpride hired local mercenaries to safeguard precious cargo shipments that were its lifeline - But, the mercenaries, once stalwart defenders, found themselves torn between duty and the growing allure of the enigmatic cults, threatening to fracture the stability Lady Ashpride fought so hard to establish. Simultaneously, the tranquility of the Far Forest was disrupted as druids, once the stewards of the delicate balance between nature and civilization, grew restless. The once-guardian peacekeepers of the forest now regarded outsiders with suspicion, and the druids themselves distanced from their duties, perturbed by an unseen force that exploited the vulnerability left by the recent battle. In the distant wastes, the departure of Isun, the eccentric merchant renowned for his magnificent wares, sounded an ominous note. His proclamation that the land had become too perilous hinted at dangers not fully understood by the inhabitants of Silvergarde. He designed to move to the oasis, gathering the Windseekers, to begin a movement of freedom and independance from both the lawful and lawless. As the fortification grappled with the aftermath, a new, clandestine adversary moved in the shadows, weaving a tapestry of uncertainty over Silvergarde's future. The true test of resilience lay ahead, hidden in the ominous shadows that now clung to the heart of the once-proud outpost, casting doubt upon its fate. What dark designs did they harbor, and how would their insidious influence manifest and would Silvergarde be able to rebuild in time to survive it? Amidst the evil machinations of the Brotherhood of the Labyrinthine Veil, New Ascalhorn and Silvergarde erupted into war. A conquest of who could take or defend the lands gripped all of those able to hold a sword or wield magic. And with much a toll, the victories would all end pyrrhic. For those beneath both banners soon would realize, the powers of New Ascalhorn had far worse in store for them. The Windstalker Lodge began the aid to Silvergarde with Stormguard and Mithral Enclaves joining soon after. To oppose the growing number of allies beneath the Silvergarde banner, the Shadow Hydra, Dragoncoin, and the Blackspire fought to further New Ascalhorn's agenda. Marching forth into battle, divisions of Silvergarde valiantly fought with the those who would see the lands defended against evil. All color and creed banding together in unity, as one, setting aside difference to see Silvergarde, the Far Forest, and all of the Silver Marches protected. Their efforts were not in vain as they kept the forces of New Ascalhorn at bay. Ultimately, their sacrifices lessened what would have been a much graver toll. But, New Ascalhorn's divisions proved capable, extending their reach through the lands. Soon, the truth was revealed. Portals began to open across the lands by the Fey'ri rulers, House Dlardrageth releasing trapped demons from portals beneath Hellgate Dell. They spared none who would not bend the knee. The lands devolved into chaos and ruin, despite the many of Silvergarde, the forces were too powerful. And in a final summoning, a horde of demons descended upon the Far Forest and unleashed a cataclysmic explosion of heinous magic destroying the land. Water rushed in, filling the voided space. Villages, towns, all sunken beneath the crashing wave, forever entombing the brave souls that stood stalwart in the face of evil. Season 4 From Ashes Word quickly spread across the Silver Marches of the new found demonic incursion, known as the Ruinous Convergence. Organizations swept in to help push back the assault, many different faces from the Tall Tree druids to the Lord's Alliance came to lend their aid. The battle waged for days, it was hard fought but as the dust settled, the demons had been pushed back to the Abyss enough that life was able to reshape. Starting with the new carved out Far Forest, the druids healed her, mending her back into a landscape of glorious trees and wildlife. The Windseekers, led by Isun, moved to establish a larger Oasis further southwest. Now a bustling small city, it's values remain the same. From the welcoming Coiling Serpent tavern to the market place, Isun designed to fill all of the Silver Marches needs. Ovius Alvarez helped defend the lands alongside the masses before returning to stay in the Oasis, his tower of knowledge open to all. Up in the mountains, dwarves in the Ruins of Delzoun opened their otherwise closed off keep. Ushering weapons and aid down the mountain, they helped the righteous defend. Silvergarde unable to withstand the repeated open assaults took its people to the mountain, becoming refugees of the impenetrable fortress, leaving the city to it's demise. Now, the Ruins of Delzoun serves as a rallying point for the good of the land, a standing beacon of hope for those continuing to stand against the terrors of this world. New Ascalhorn remained, the treacherous Fiends keeping the small hold they had and vowed to only reignite the flames. Those that had stood behind them so boldly splintered off into other nefarious organizations taking opportunistic root, finding themselves scorned by the blindsided demonic assault. Amidst the calamity, the cult only thrived. The masses of departing souls going missing, with none questioning how or why in such a hectic time. It was perfect, perfect for those ominous shadows to continue their bidding unabated for another day. What will become of the Silver Marches as these organizations take root and rebuild the lands from ashes? What plans do these shadows have for the future? Only time will tell. . . Season 5 THE RECLAMATION As the echoes of war fade further into memory, the Forest begins to heal, its scars slowly softening under the care of Nature. The Druids of the Tall Trees Grove return in force once more, striving to purify the land as they had in years past. Their rituals weave hope into the soil, but the question of whether their efforts will endure beyond a single generation, or will the cycle of ashes claim the land once more. In the shadow of recovery, two settlements rise to prominence. From the ashes of Silvergarde emerges a new stronghold, named in tribute to a war hero whose name still inspires hope in the land. To the north at the skirts of the Nether Mountains, a new bastion stands tall. Its walls are a testament to the resilience and ambition of the inhabitants of these lands. Yet with their growth comes the mounting need of resources. Even the renowned Windseekers, heralded for being the mercantile center of the region, struggle to meet rising demands. Market stalls sit barren, and coin becomes a rare commodity. But scarcity is simply another word for demand, and where there is demand there is also opportunity for those industrious enough. Meanwhile, the Labyrinthine Veil, a shadowy cabal of night hags and their cultists, have left a grim legacy of terror. Thousands were kidnapped, sacrificed, their very souls devoured to fuel the Veil’s dark ascendancy. The war ravaged land bore witness to their cruelty, as bastions of light flickered and faded into darkness, while trade houses flourished amidst the chaos. Yet, even in the face of such darkness, the Tall Trees grove called for Heroes. Hundreds heeded the call, rallying to to the Forest’s cause. Their sacred rituals filled the skies with earthly light as ancient powers awakened to push back the Veil’s corruption. Fierce battles erupted, and each fallen is immortalized in bardic song. Now, the Veil lies broken, with their sinister influence scattered like ash on the wind. The Reclamation has begun. The forest stirs with life once more, green tendrils creeping over once barren land. But with the Veil’s fall comes an uneasy peace. Trade, ambition, and shadowed forces vie for power over the fractured realm. What lies ahead in this time of Recovery, what new powers shall rise in the lands?
- Item Catalog | Halcyon D&D
Item Catalog Light Armors Medium Armors Heavy Armors Shields Simple Weapons Martial Weapons Ranged Weapons Ammunition Potions Tools Apparel Item Catalog On Halcyon we have lots of different items in our world which our players work towards crafting their weapons, armor, potions and even magical items! Here is a catalog for all of these different items you may come across in your journeys. Light Armors Leather Armor Armor AC 11 + DEX Buy: 145 | Base: 194 | Sell: 242 Studded Leather Armor AC 12 + DEX Buy: 202 | Base: 270 | Sell: 338 Medium Armors Chain Shirt Armor AC 13 + DEX (2 Max) Buy: 124 | Base: 166 | Sell: 207 Scale Mail Armor AC 14 + DEX (2 Max) Buy: 342 | Base: 456 | Sell: 570 Half-Plate Armor AC 15 + DEX (2 Max) Buy: 729 | Base: 972 | Sell: 1215 Heavy Armors Chain Mail Armor AC 16 Requires 1 point of Strength Buy: 168 | Base: 224 | Sell: 280 Splint Armor Armor AC 17 Requires 2 points of Strength. Buy: 436 | Base: 582 | Sell: 727 Plate Armor Armor AC 18 Requires 2 points of Strength. Buy: 967 | Base: 1290 | Sell: 1612 Shields Shield Armor Off Hand, +2 AC Buy: 118 | Base: 157 | Sell: 196 Simple Weapons Spear Simple Weapon One Handed, Versatile, Reach, 1d6 + STR Polearm Master Buy: 72 | Base: 96 | Sell: 120 Dagger Simple Weapon One Handed, 1d4 + STR/DEX Lacerate & +2 Skinning Buy: 40 | Base: 53 | Sell: 66 Quarterstaff Simple Weapon Two Handed, Versatile, 1d8 + STR/DEX Crippling Strike Buy: 72 | Base: 96 | Sell: 120 Wooden Club Simple Weapon One Handed, 1d4 + STR Crippling Strike Buy: 40 | Base: 53 | Sell: 66 Mace Simple Weapon One Handed, 1d6 + STR Concussive Smash Buy: 72 | Base: 96 | Sell: 120 Staff Simple Weapon Two Handed, 1d8 + ST R Crippling Strike Buy: 72 | Base: 96 | Sell: 120 Sickle Simple Weapon One Handed, 1d4 + STR +2 Herbalism Buy: 43 | Base: 58 | Sell: 72 Pickaxe Simple Weapon One Han ded, 1d4 + STR +2 Mining Buy: 43 | Base: 58 | Sell: 72 Martial Weapons Halberd Mar tial Weapon Two Handed, Heavy, Reach, 1d10 + ST R Polearm Master Buy: 140 | Base: 187 | Sell: 234 Warhammer Mar tial Weapon Two Handed, Heavy, 1d10 + STR +4 Breach Concussive Smash Buy: 109 | Base: 145 | Sell: 181 Greataxe Mar tial Weapon Two Handed, Heavy, 1d12 + STR Cleaving Strike Buy: 140 | Base: 187 | Sell: 234 Katana Martial Weapon Two Handed, Finesse, 1d10 + STR/DEX Flourish Buy: 184 | Base: 246 | Sell: 307 Greatsword Martial Weapon Two Handed, Heavy, 2d6 + STR Pommel Strike Buy: 184 | Base: 246 | Sell: 307 Battleaxe Martial Weapon One Handed, 1d8 + STR Cleaving Strike & +2 Logging Buy: 78 | Base: 104 | Sell: 130 Longsword Martial Weapon One Handed, Versatile, 1d8 + STR Pommel Strike Buy: 94 | Base: 125 | Sell: 156 Whip Martial Weapon One Hand ed, Finesse, Reach, 1d4 + STR/DEX Buy: 78 | Base: 104 | Sell: 130 Shortsword Martial Weapon One Handed, Finesse, 1d6 + ST R/DEX Flourish Buy: 72 | Base: 96 | Sell: 120 Rapier Martial Weapon One Handed, Finesse, 1d8 + STR/DEX Flourish Buy: 94 | Base: 125 | Sell: 156 Scythe Martial Weapon Two Hand ed, Finesse, 1d10+ STR/DEX Laceration Buy: 140 | Base: 187 | Sell: 235 Ranged Weapons Hand Crossbow Simple Ranged Weapon 1d6 + DEX When offhanded deals d4 4 tile range Buy: 72 | Base: 96 | Sell: 120 Crossbow Simple Ranged Weapon Two Handed, 1d8 + DEX 6 tile range Buy: 110 | Base: 146 | Sell: 182 Heavy Crossbow Martial Ranged Weapon Two Handed, 1d10+ DEX 10 tile range Buy: 151 | Base: 202 | Sell: 252 Shortbow Simple Ranged Weapon Two Handed, 1d6 + DEX 7 tile range Buy: 72 | Base: 96 | Sell: 120 Longbow Martial Ranged Weapon Two Handed, 1d8 + DEX 14 tile range Buy: 151 | Base: 202 | Sell: 252 Ammunition & Throwables Arrows (40x) Ammunition Longbow & Shortbow Ammo Buy: 80 | Base: 106 | Sell: 132 Bolts (40x) Ammunition Crossbow Ammo Buy: 80 | Base: 106 | Sell: 132 Throwing Knives (10x) Ammunition 2d4 + D E X/STR and have a 4 tile range. Buy: 79 | Base: 106 | Sell: 132 Net (4x) Ammunitio n Grants the ability "Throw Net" to restrain th e target on a failed STR sav e in a 10 tile range. Buy: 58 | Base: 77 | Sell: 96 Bola (4x) Ammunitio n Grants the ability "Throw Bola" to restrain th e target on a failed DEX sav e in a 10 tile range. Buy: 58 | Base: 77 | Sell: 96 Caltrops (8x) Ammunition Grants the ability "Throw Caltrops" to slow th e target on a failed DEX sav e in a 10 tile range. Buy: 52 | Base: 70 | Sell: 87 Potions & Oils Potion of Healing Potion Heals 4d4+4 HP. Buy: 124 | Base: 166 | Sell: 207 Potion of Greater Healing Potion Heals 6 d4+6 HP. Buy: 325 | Base: 434 | Sell: 542 Potion of Superior Healing Potion Heals 8 d4+8 HP. Buy: 578 | Base: 771 | Sell: 964 Potion of Supreme Healing Potion Heals 10 d4+20 HP. Not Sold Potion of Growth Potion Grants Enlarged status for combat. Buy: 156 | Base: 208 | Sell: 260 Potion of Heroism Potion Gain 10 HP & grants b lessed status for combat. Buy: 202 | Base: 270 | Sell: 337 Oil of Sharpness Weapon Oil Grants +2 Melee and Ranged Hit Bonus. Buy: 195 | Base: 260 | Sell: 325 Potion of Speed Potion Grants Hasted effect for combat. Buy: 176 | Base: 235 | Sell: 294 Potion of Climbing Potion Grants Equal Climb speed for combat. Buy: 82 | Base: 110 | Sell: 137 Potion of Flying Potion Grants Flying movement f or combat. Buy: 144 | Base: 192 | Sell: 240 Potion of Vitality Potion Cures Exhaustion, Disease, Poison, and Bloodless effects. Buy: 210 | Base: 280 | Sell: 350 Potion of Regeneration Potion Restores lost limbs and removes Maimed status akin to Regeneration spell. Not Sold Tools Apothecary's Tools Off hand +2 Crafting Bonus Not Sold Blacksmith's Tools Off hand +2 Crafting Bonus Not Sold Craftsman's Tools Off hand +2 Crafting Bonus Not Sold Surgeon's Tools Off hand Requires 4 points in Medicine and Medical proficiency to remove wounded and severe wounds Not Sold Thieves' Tools Off hand +1 Sleight of Hand and allows for lockpicking Not Sold Apparel Bag Accessory +1 Equipment use Not Sold Belt Waist +1 Athletics Not Sold Boots Feet +1 Acrobatics Not Sold Cloak Back +1 Stealth Not Sold Holy Symbol Focus +1 Religion Not Sold Robe Body +1 Arcana Not Sold Gloves Hands +1 Sleight of Hand Not Sold Necklace Neck +1 Performance Not Sold Tome Focus +1 History Not Sold Hat Head +1 Persuasion Not Sold Ring Ring +1 Deception Not Sold
- Succubus | Halcyon D&D
Soul-Wight
- 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. Grants: Tough Feature. Stonecun ning All dwarves, stubborn in nature, share the lore and grudges of their long-lived people. You are proficient in History.
- Vampirism | Halcyon D&D
Vampirism Bloodlines Features Weaknesses Expectations Vampirism Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. Ones fascinated with power and control may seek to create a vast host of thralls. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed. Vampiric Blood Lines Vampiric Blood Lines While it is unknown who cast the first ancient curse, Vampirism has manifested and warped into seven distinct bloodlines spread across the lands. Each has distinct and noticeable attributes to those whom the curse effects. It is believed that a single Elder Vampire presides at the head of each line. Beneath them: an untold amount of True Vampires all capable of carrying death upon the night and spreading the curse to others. When turned, a Vampire Fledgling and then Vampire Spawn will share the bloodline of their sire, the True Vampire who turned them, thus becoming imbued with the bloodline’s attributes. Regardless of the Line that is chosen, all characters must adhere to the basis of Vampirism. Every bloodline still retains their weaknesses and strengths, and all are a slave to their bloodlust. Lost To Time Those of the Lust and Sloth bloodlines have been completely absent for quite some time. Those of Sloth have taken too long in their reveries, Lust too far gone within their longing for others. These lines are so rare, it’s almost impossible to have seen one in the yawning void of existence for the other vampire bloodlines. (Due to this, players will not be able to choose these particular bloodlines at this time.) Avarice Gula Invidia Ira Luxuria Superbia Tistitia Lust The line of Luxuria fills the vampire with an intense longing for others. This can show in the form of unbridled desire for fornication, money, or even power. Though even with eternity on their side they are doomed to never stop wanting. Of course, that isn’t to say their desires are not tainted. Those of the Luxuria Bloodline are vividly obsessed with others that they latch onto. It is not simply a desire of the flesh, but a desire for what makes a person just that. They sup upon it all, the body, mind, and soul to their content. Nothing is outside of their purview and they spread their malicious compulsion wherever they go. Many victims do not realize something is wrong until it is far too late. Gluttony Vampires of this bloodline are the most ravenous. Their eternal thirst is even more impossible to curb. They are the ones who drain entire villages, hunt without end, and often draw the most attention to themselves. They take all that they can, uncaring of the quality put into the work, the blood, or the craftsmanship. They are completely smitten with the wanton need for more, over-indulging in anything they can get their hands on. Driven as if emaciated, their starvation knows only urgency. Their selfishness will swallow, until there is nothing but their void left. Greed Hunger is not the only thing that drives those of this cursed lineage. Unable to pass up the desire to amass wealth, treasures, or anything else they believe will lead them to fortune. This can range from the most exquisite blood to artistic masterpieces, to even a collection of refined trinkets. Incredibly insatiable and shallow, those of this bloodline find themselves basking in the satisfaction of other’s deprivation. Even metaphorical valuables can make up their horde, such as the proverbial purse strings of one’s soul. The cost will always outweigh their desire to acquire, to possess in absolution, and to own. Sloth The line of Tristitia can be seen as the sheer opposite of those of Luxuria. A twisted form of apathy reigns within these vampires, causing them to seem even more aloof, uncaring, or bankrupt than others of their kin. They are equally some of the most conniving, taking countless days or even weeks coming forth with a plan of action for their coven. Due to this, they rarely draw much attention to themselves, and there’s but a whisper in the wind behind the inevitable downfall of their enemies. While they can hunt for themselves, they are more often calling on others to do the work for them, too wrapped within their own thoughts to remember to feed. Moody and absent, they’ve seen the worst of existence, and refuse to give the world any more of their effort. Wrath Mortals cannot fathom the malignant rage that seethes through these vampire’s veins. Those of this bloodline are warped almost beyond recognition by their fury, their minds a cacophony of misplaced prejudice and disdain. They are the most feral of all bloodlines, caring not of any nefarious plans to keep themselves hidden or their safety by and large. The vampiric curse has perverted the minds of the Ira Bloodline, burgeoning them to become natural to the fight, and hungry for the kill. Their minds screeching, pounding for violence for violence’s sake, these vampires are a force to be reckoned with, especially alone. They rip and tear and cleave, destroying any flesh or mind in its wake. Envy Sad, resentful, and covetous vampires fill this bloodline. Their curse cries and whines for them to obtain possessions from others, by force if necessary. But it’s never enough. They are the ones that work within the shadows, a dripping poison on the tongue, pulling the strings of all the little marionettes. Making them dance and sing and wail, then replacing their old and tattered toys with the bright and shiny new ones. That is not to say, however, that they do not get their own hands dirty. The feeling of joy follows the ripping and carving of another’s reputation, their misfortune and grief. They hone in on their prey, destroying them meticulously with words and phrases, turning another’s greatest hope into their darkest sorrow. Taking it from them… only to have it turn to sand in their own hands. Slowly, these fleeting joys will always and inevitably sour, bringing back the cycle of anger and annoyance. The grass is always greener. And nothing they have looks as golden as it had before it was theirs. Pride Swathed in nothing but the finest of silks while they drink from one’s veins, the Superbia Bloodline turn their nose to all those they deem below them. They are the Aristocrats and Noblepersons. Known for their haughtiness and vanity, these particular vampires are incredibly prudish, dutifully intent on hierarchy, and are known to amass underlings, henchmen, and spawns to serve them. Those under them are treated with contempt at best and fodder at worst. The bloodline is riddled with sophisticated devourers, demanding only the finest blood from their preferred and carefully selected prey. They are quick to be offended, blame others, and reassure their own ego. Their arrogance is well-deserved, and any who question that are reminded of their place in the food chain. Features 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. Spider Climb You have a climbing speed equal to your movement speed. You can move up, down, and along vertical surfaces while keeping your hands free. While climbing a surface you may only make a single melee attack against a target within 1 tile (regardless of your own reach). If you take any other action (such as casting a spell, or swapping weapons) you fall to the ground below and are subject to the usual fall damage. Empowered Unarmed Strike Your unarmed attacks are more powerful, constitute as magical attacks and have the finesse property. They deal 1d8 + AT R damage. Eternal Thirst You are driven by an eternal desire to drink the blood of other living creatures. When you roll initiative your thirst activates. If you are under the effects of the Recently Fed buff from using the Feed Consequence in the last 48 hours, or drinking from a Blood Vial in the last 24 hours your Eternal Hunger starts at 0. Otherwise it is set to 6. When your Eternal Thirst is equal to, or greater than 4 and you begin or end your turn your are given the Starving debuff. Drain Vitality As a full round action, and against a target that is either Grappled, Knocked Prone, Stunned, or Charmed you may make an attack to attempt to drain them of their vitality. On a success the target takes 2d8 points of necrotic damage, you gain 1d6 + CON hit points and your Eternal Thirst is reduced by 2. Vampiric Regeneration As a bonus action, and so long as your Eternal Thirst does not exceed 6, you may gain 1 Eternal Thirst and heal for 2d6 + CON + Eternal Thirst hit points. Unnatural Speed As a bonus action, and so long as your Eternal Thirst does not exceed 3, you may gain 3 Eternal Thirst to gain one extra action on your turn. This may not be used to cast a spell if you have already cast a spell, and you may not take the same Full Round Action more than once on any turn. Enthralling Gaze As a bonus action, you may attempt to charm a target you can see within range. The target must succeed a DC 16 Wisdom Save or be charmed by you until the end of their next turn. A creature charmed in this way is always willing to receive your Drain Vitality bite attack. Any time you, or one of your allies do anything harmful to the target it may repeat the saving throw. Once a target succeeds on its saving throw, or the effect wears off it is immune or the remainder of combat. Using Drain Vitality on an Enthralled target removes this effect. Blood Frenzy Once per combat when your Eternal Thirst is greater than 5 you may select a target that you can see in range. Temporarily removing the downsides of your hunger until the start of your next turn and granting a +4 bonus to hit with melee attacks, a +4 bonus to Athletic checks, and 1 extra attack action on your turn. Necrotic Resistance You have resistance against necrotic damage. Alter Memories You gain the ability to make a creature unaware of your magical influence on it. When you charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed. Alternatively, you may use this feature in conjunction with a feeding consequence to have a creature forget the details of the combat. They remain aware who they were with before the fight took place, and that there was a fight, but further details are too clouded. This cannot be dispelled or reversed. Once it has been done the effects are irreversible. Ageless Bloodline Requires True Vampire You are a True Vampire, one of the oldest and strongest of your kind. You may create Vampire Spawn, so you must be able to control them. When you deal damage to a Vampire Spawn you deal an additional 2d8 typeless damage to them once per turn. Weaknesses Forbiddance The vampire can't enter a private residence without a verbal invitation from one of the occupants inside. Any building that is open to the public or openly accepting visitors such as taverns, gathering halls, or open homes with no expectation of privacy do not require an invitation inside. The invitation need only be given by a living creature on the inside, not the home owner. The invitation may not be revoked and expires as soon as the vampire exits the residence. Sunlight Hypersensitivity The vampire takes 12 radiant damage when it starts its turn in the sunlight. Damage from this source does not prevent fleeing. All vampires burn in direct sunlight. This can be partially negated by having their bodies covered by clothing, but the vampire will always have some level of discomfort. You do not need to roleplay literally burning in the sun and will only take damage while in combat, however you should be roleplaying some level of avoidance of directly standing in the sunlight, as it will still heavily tax and pain you regardless. The snowy regions of Exiled Lands are exempt from being considered sunlight regardless of the time of day.. Eternal Thirst The vampire is forever filled with the desire to quench its unyielding thirst. As a consequence, you may feed on your victim's blood granting yourself a +1 to Attack and Spell Bonus for 24 hours. Alternatively, if the vampire has not fed in the last 24 hours, they take the following negatives: -1 Strength Saving Throw, -3 Constitution Saving Throw, -2 Dexterity Saving Throw, -1 Intelligence Saving Throw, -6 Wisdom Saving Throw, and -3 Charisma Saving Throw. As a consequence, the vampire may also collect a vial of blood from their victim and consume it at a later point. Vials of Blood heal 3d6 hit points on consumption. Curse of the Grave Healing magics have no effect on the vampire. Radiant Weakness Your undead nature leaves you weak to radiant damage.
- Shifter | Halcyon D&D
Shifter Basic Traits Racial Traits Shifter Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape, but they can temporarily enhance their animalistic features by entering a state they call shifting. Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral, resembling a particular kind of lycanthrope. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 150 c m (4'11") Max: 180 cm (5'11") Langua ges Common Life S pa n A dult hoo d: 18 years Longevity: 70 years Mo vement 3 ti le s per turn Race Expectations Shifters must have a base form that will always be visible. If this means you choose to have paws, animalistic ears, or a tail you must always have them on. From there you may have an in combat shifted form that is closer to the lycanthropic heritage chosen for the character. 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. Beast Shift Up to 3 times per long rest, as a bonus action, you can assume a more bestial appearance for the remainder of combat or until you revert. Swiftstride remains for 3 turns of combat. This form is flavored to your lycanthrope ancestor. You gain the following benefits while shifting: Grants 8 Temporary Hit Points. Grants access to a single use per turn bite attack (1d6 + Attack Bonus). Either +1 AC (Beasthide) or +1 Movement Speed (Swiftstride) based upon selection on creation. Bestial Instincts Shifters can easily channel the beast within. You are proficient in Survival. Lycanthrope Ancestor Shifters resemble a particular kind of lycanthrope ancestor. They cannot be Dhampir. Choose a were-animal ancestor to represent the features of your shift from the following: Werebadger, Werebear, Werecat, Werecougar, Werecrocodile, Weredog, Werefox, Werehyena, Werejackal, Werejaguar, Wereleopard, Werelion, Wereowl, Werepanther, Wererat, Wereserpent, Wereshark, Weretiger, Werewolf, Werewolverine, Wereworg, Werehare.
