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- Genasi (Fire) | Halcyon D&D
Fire Genasi Basic Traits Racial Traits Fire Genasi Descended from efreet, the genies of the Elemental Plane of Fire, or severe exposure to fire elemental energy, the fire genasi channel the chaotic and often destructive nature of flame. They show their heritage in their skin tones, which can range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke. Fire genasi are generally energetic, quick to act, and impatient. They often care a great deal about their appearance, dressing flamboyantly. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 150 cm (4'11") Max: 190 cm (6'3) Languages Common Primordial Life Spa n Adulthood: 18 years Longevity: 120 years Movement 3 ti le s per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Natural Magic (Fire) Reaching to the blaze of the Elemental Plane of Fire, all fire genasi know the basics of fire magic. You know the Produce Flame cantrip, and can cast Burning Hands for free once per long rest. Fire Resistance You are resistant to fire damage.
- Eladrin | Halcyon D&D
Eladrin Basic Traits Racial Traits Eladrin Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season forever. Autumn: Peace and goodwill, when summer’s harvest is shared with all. Winter: Contemplation and dolor, when the vibrant energy of the world slumbers. Spring: Cheerfulness and celebration, marked by merriment and hope as winter’s sorrow passes. Summer: Boldness and aggression, a time of unfettered energy and calls to action. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 155 cm (5'0") Max: 185 cm (6'0) Languages Common Elvish Sylvan Life Spa n Adulthood: 100 years Longevity: 750 years Movement 3 tiles per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fey Ancestry You are immune to magical sleep effects. Fey Step Once per long rest, as a bonus action, you can magically teleport up to 3 tiles to an unoccupied space you can see. Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. At Season's Change An eladrin’s season can change, though some remain in one season forever. You may change your current season once per Long Rest. Each season greatly effects your character's mood: Autumn: Peace and goodwill, when summer's harvest is shared with all. Winter: Contemplation and dolor, when the vibrant energy of the world slumbers. Spring: Cheerfulness and celebration, marked by merriment and hope as winter's sorrow passes. Summer: Boldness and aggression, a time of unfettered energy and calls to action. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Furthermore, Eldarin may change their season upon using their trance. Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span.
- Gnome | Halcyon D&D
Gnome Basic Traits Racial Traits Gnome A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Hei ght Being smaller than 140 results in Conan wonkin ess, so please keep in mind that proportions must remain believable. Min: 100 c m (3'3") Max: 120 cm (3'11") Languages Common Gnomish Life Spa n Adulthoo d: 40 years Longevity: 500 years Movement 3 tiles per turn Racial Traits D ar kvision Yo u have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Artificer's Lore All gnomes share a fascination of the mysteries of magic and the world around them. You are proficient in Arcana and History. Gnome Cunning You have a +2 to your Intelligence, Wisdom, and Charisma saving throws. Natural Illusionist While long removed from their origins, all gnomes still have sylvan roots. You know the Minor Illusion cantrip and the Speak with Animals spell.
- Half-Elf | Halcyon D&D
Half-Elf Basic Traits Racial Traits Half-Elf Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Languages Common Elvish 1 Choice Life Spa n Adulthoo d: 20 years Longevity: 180 years Movement 3 tiles per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fey Ancestry You are immune to magical sleep effects. Of Two Worlds Half-elves are very familiar with the similarities and differences between human and elven society. Their multicultural nature makes them skilled at reading, and dealing with, a variety of people. You are proficient in Insight and Persuasion. Half-Elf Versatility Depending on your heritage, you gain various abilities. Drow half-elves receive Faerie Fire, High Elves may pick Firebolt, Frostbite, or Shocking grasp, and Wood Elv es may attain Fleet of Foot.
- Lizardfolk | Halcyon D&D
Lizardfolk Basic Traits Racial Traits Lizardfolk The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard its natural wonders. Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 150 cm (4'11") Max: 200 cm (6'7") Languages Common 1 Choice Life S pa n Adulthood: 18 years Longevity: 60 years Movement 3 tiles per turn Racial Traits Bite You have a fanged maw you can use to bite targets. Deals 1d6+STR damage. Hungry Jaws After you have landed your bite, you may spend a bonus action to munch down and gain 12 Temporary HP. You can use this once per long rest. Nature's Intuition Thanks to your mystical connection to nature, you gain proficiency in stealth and survival.
- Craftsman | Halcyon D&D
Craftsman Creations Craftsman Attuned with the wilds, a craftsman specializes in tanning hides and leathers, as well as shaping wood, utilizing them to make armor and weapons fitted for those lighter of foot or closer to nature, eventually advancing to become master architects and builders. Leatherworking & Weaving You know how to turn animal hides into usable leather. As a novice craftsman, you are able to create leather. This requires 2 hides. You can also weave plants into cloth. This requires 2 plant fibers. Masonry You know how to use the earth's materials into usable stone bricks. As a novice craftsman, you are able to create a stone brick. This requires 2 sand and 2 iron ore. Woodworking You know how to turn logs into usable lumber. As a novice craftsman, you are able to create lumber. This requires 2 logs. Creation s You are a carpenter and tailor capable of bringing all kinds of crafts to completion. To successfully make a creation, you must pass its corresponding DC based off a 1d20 + Craftsman Level + DEX roll. Apparel Crafting Requires Craftsman: Adept You may now create basic attire and accessory items. These are the fundamental items required for most magical items and provide the wearer an increase to their base skill stats. You can also make magical arrows and bolts that bypass physical resistances. Architect Requires Craftsman: Expert You have learned how to draw blueprints and create large structures. This allows you to design and prepare additions to your clan's base. These come in the form of profession stations, mining facilities, and greenhouses. A clan size of 4 or less players may have single workstation installed. A clan size of 5 - 9 may have one workstation, and one facility installed. A clan size of 10 - 15 may have two workstations, and two facilities installed. *If a clan's size falls below the threshold while possessing an amount of workstations or facilities that exceed their new maximum a ticket must be made. You will then be given up to one week to recruit new members or choose which station you would like to lose. If an audit is pe rformed and you do not have an active ticket all of your clans workstations and facilities will be deleted and will not be refunded. Novice Creations Adept Creations Expert Creations Shield DC 14 - One Handed +2 AC 4x Leather 2x Lumber 1x Treatment Arrows (x40) DC 11 - Ammo Shortbow & Longbow ammo. 6x Lumber Hand Crossbow DC 12 - Ranged 1d6 Piercing damage. 2x Lumber 2x Leather 1x Treatment Shortbow DC 12 - Two Handed 1d6 Piercing damage. 2x Lumber 2x Leather 1x Treatment Longbow DC 14 - Ranged 1d8 Piercing damage. 6x Lumber 2x Leather 1x Treatment Weapon Handle DC 10 Basic item required by Blacksmiths. 1x Hide 1x Log Wooden Club DC 11 - One Handed 1d4 Bludgeoning damage. 2x Lumber 1x Treatment Net (4x) DC 12 - Ammo Grants the ability "Throw Net" to restrain the target on a success (STR save). 4x Leather Staff DC 12 - Two Handed 1d8 Bludgeoning damage. 4x Lumber 1x Treatment Whip DC 13 - One Handed 1d4 Bludgeoning damage. Reach. Finesse. Trip. 4x Leather 1x Treatment Leather Armor DC 11 - Light Armor AC 11 + DEX 10x Leather 1x Treatment Bola (4x) DC 12 - Ammo Grants the ability "Throw Bola" to restrain the target on a success (DEX save). 4x Leather Bolts (x40) DC 12 - Ammo Crossbow ammo. 6x Lumber Crossbow DC 13 - Ranged 1d8 Piercing damage. 4x Lumber 2x Leather 1x Treatment Heavy Crossbow DC 14 - Ranged 1d10 Piercing damage. 4x Lumber 4x Leather 1x Treatment Bag DC 12 - Misc +1 Potion Uses. 1x Leather Cloak DC 12 - Back +1 Stealth. 5x Bolt of Cloth Holy Symbol DC 12 - Focus +1 Religion. 1x Silver Ingot Robe DC 12 - Body +1 Arcana. 10x Bolt of Cloth Surgeon's Tools DC 12 - Offhand Allows curing of regular wounds, using Medicine. 4 Medicine & Medicine Proficiency required to use. 1x Steel Ingot 2x Bolt of Cloth Craftsman's tools DC 12 - Offhand +2 Craft bonus for Craftsmen. 2x Steel Ingot 1x Treatment Belt DC 12 - Waist +1 Athletics. 1x Leather Gloves DC 12 - Hands +1 Sleight of Hand. 2x Leather Necklace DC 12 - Neck +1 Performance. 1x Silver Ingot Tome DC 12 - Accessory +1 History. 2x Bolt of Cloth 1x Leather Apothecary's Tools DC 12 - Offhand +2 Craft bonus for Apothecaries. 1x Steel Ingot 2x Glass Vials Thieves' Tools DC 12 - Offhand +1 Sleight of Hand and allows for lockpicking. 2x Steel Ingot Boots DC 12 - Feet +1 Acrobatics. 2x Leather Hat DC 12 - Head +1 Persuasion. 2x Bolt of Cloth Ring DC 12 - Ring +1 Deception. 1x Silver Ingot Studded Leather DC 13 - Light Armor AC 12 + DEX 12x Leather 1x Treatment Blacksmith's Tools DC 12 - Offhand +2 Craft bonus for Blacksmiths. 2x Steel Ingot 1x Weapon Handle Insignia of Claws DC 15 - Offhand +1 to Hit Bonus (Unarmed) 1x Necklace 1x Holy Symbol 4x Precious Gemstone 20x Arcane Residue Apothecary Station Workstation 100x Stone Brick 150x Lumber 50x Silver Ingot Blacksmithing Station Workstation 100x Stone Brick 150x Lumber 50x Silver Ingot Craftsman Station Workstation 100x Stone Brick 150x Lumber 50x Silver Ingot Greenhouse Facility 75x Stone Brick 150x Lumber 30 Silver Ingots Basic Herbs and one Advanced Herb of your choosing. Mine Facility 75x Stone Brick 150x Lumber 30 Silver Ingots
- Cleric | Halcyon D&D
Cleric Class Features Spellcasting Death Life Light Trickery Twilight War Expectations Cleric Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side. When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world. Subclasses Class Features Basics Base Hit Points: 56 Hit Points per Advanceme nt: 14 Actions: 1 Attack, 1 Bonus, 1 Reaction Class Resources Level 10: +1 Casting Attribute: Wisdom Starting Kit Mace Shield Chain Shirt Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons Sav ing Throws: Wisdom, Charisma Skills: Medicine, Religion Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) C hannel Divinity: Turn Undead Requires Level 10 Present your holy symbol to make all undead in a 3 tile radius around you make a Wisdom Saving Throw. If they fail the throw, they must immediately move their full movement doubled away from you, and cannot use movement on their next turn. Divine Domain In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain. Your choice might correspond to a particular sect dedicated to your deity. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most. Each domain’s description gives examples of deities who have influence over that domain. You can read more about the deities of the Forgotten Realms here . Choose your divine domain (subclass) from the Six available: Death Domain, Life Domain, Light Domain, Trickery Domain, Twilight Domain and War Domain. These will be unlocked at Level 10 and reach their full potential at Level 12. Your divine domain must match a domain that falls under your chosen deity's portfolio. Class Expectations Clerics must be dedicated to the service of an individual deity within our approved Forgotten Realms pantheon. Ad ditionally your Clerical Domain must match with your chosen deities portfolio. For example a cleric of Selune cannot be a Death Domain Cleric. As such you are always under the watchful eye and scrutiny of your deity. Meaning you must follow their tenets, preachings, and otherwise represented their wishes on the material plane. Failure to do this will result in warning. Depending on the severity of the offense your cleric may lose access to their subclass abilities, or lose levels in the class and be given penance to undergo. Extreme cases or ones where forgiveness is not sought will result in the character be swapped to level 8 fighter and barred fro m returning to their particular clergy again. Spellcasting As a conduit for divine power, you are granted the gift of channeling that magic into spells. Spell Slots Level 8 1st: +3 2nd: +2 Lev el 10 1st: +1 2nd: +1 3rd: +2 4th: +2 Level 12 3rd: +1 4th: +1 5th: +2 Combat Spells The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters. Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level Bane Cure Wounds Bane Enchantment 1 Action V, S Up to three targets of your choice within range must make a Charisma Saving Throw (DC 8 + Spell Bonus). Whenever a target fails the saving throw they are baned for the remainder of combat, taking -2 to Proficiency Bonus . Cure Wounds Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 1d8 + Spell Bonus. This has no effect on Undead or Constructs. Sacred Flame Word of Radiance Sacred Flame Evocation 1 Action V, S Flame-like radiance descends on a creature that you can see within range. 2d8 Radiant Damage (8 + Spell Bonus vs DEX Save) Word of Radiance Evocation 1 Action V, S You utter a divine word and burning radiance erupts from you. 2d6 Radiant Damage (8 + Spell Bonus vs CON Save) Life Transference Life Transference Necromancy 1 Action V, S You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which cannot be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. Flame Strike Mass Cure Wounds Flame Strike Evocation 1 Action V, S A vertical column of divine fire roars down from the heavens in a location you specify. Each creature within a 1 tile radius, 4 tiles high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. Mass Cure Wounds Evocation 1 Action V, S A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 3 tile radius sphere. Each target regains hit points equal to 3d8 + Spell Bonus. Cures regular Wounded Status. This has no effect on Undead or Constructs. Blindness Cure Wounds (2nd) Protection From Poison Silence Cure Wounds (2nd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 2d8 + Spell Bonus. This has no effect on Undead or Constructs. Silence Illusion 1 Action V, S Create a 2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of their next turn. Acquired at 10th Level Blindness Necromancy 1 Action V You attempt to blind a fo e. Choose one creature that you can see within range to make a Constitution Saving Throw (DC 8 + Spell Bonus). If it fails the target is blinded until the end of combat. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. Protection from Poison Abjuration 1 Action V, S You touch a creature. If it is poison ed, you neutralize the poison. Acquired at 10th Level Death Ward Death Ward Abjuration 1 Action V, S You touch a creature and grant it a measure of protection from death for the remainder of combat. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point and the spell ends. Flavor Spells The following spells are included in the cleric's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a rol eplay sc enario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 8 Level 10 Leomund's Tiny Hut Leomund's Tiny Hut Evocation 1 Action V, S A 1 tile immobile dome of force springs into existence around and above you and remains stationary for 8 hours. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area ever includes a larger creature or more than nine creatures. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Continual Flame Create or Destroy Water Create Food or Water Guidance Light Mending Thaumaturgy Purify Food and Drink Light Evocation 1 Action V You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mending Transmutation 1 Action V, S This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. Guidance Divination 1 Action Divination You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Thaumaturgy Transmutation 1 Action V You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Create or Destroy Water Transmutation 1 Action V, S, M You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. Purify Food and Drink Transmutation 1 Action V, S All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. Continual Flame Evocation 1 Action V, S A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. Create Food or Water Conjuration 1 Action V, S You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad. Ritual Spells Spel ls that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does . If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand. Level 8 Level 10 Level 12 Ceremony Detect Magic Detect Poison and Disease This is an RPR Spell, and does not require a DM Ticket! Detect Magic Divination 1 Action V, S , M Class Required: Artificer Cleric Bard Druid Paladin Ranger Sorcerer Wizard Components Required: 1x Unstable Essence 5x Arcane Res idue For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dir t. Ceremony Evocation 1 Hour V, S, M Class Required: Cleric Paladin Components Required: 2x Ring (Wedding Only) 2x Holy Water 10x Arc ane Residue You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting. Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. This is an RPR Spell, and does not require a DM Ticket! Detect Poison and Disease Divination 1 Action V, S, M Class Required: Cleric Bard Druid Paladin Ranger Sorcerer Components Required: 10x Mother's Leaf 5x Arcane Res idue For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Commune Hallow Legend Lore Scrying Hallow Evocation 24 Hours V, S, M Class Required: Cleric Warlock: Pact of the Fiend Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 30x Arcane Residue You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 6 tiles, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. Holy - Undead and Fiends which start their turn within the area take 1d6 radiant damage. Additionally, any non-undead or fiend is cured of any frightened status at the start of their turn while on hallowed ground. Unholy - Any non-undead or fiends that start their turn within the area take 1d6 necrotic damage. Additionally, all undead and fiends gain a +1 bonus to attack roles while fighting on unholy ground. Both areas allow Clerics, Paladins, and Divine Soul Sorcerers to create holy water using a first level spell slot and a vial. Each cleric may only hallow a single location and a clan may only possess one hallowed location. Commun e Divination 1 Minute V, S, M Class Required: Cleric Paladin Sorcerer: Divine Soul Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 10x Holy Water 30x Arcane Resid ue You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret. Scrying Divination 1 0 Minutes V, S, M Class Required: Bard Warlock Cleric Wizard Components Required: 1x Crystal Ball 30x Arcane Residue Item from Target of Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a DC 15 Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Secondhand (you have heard of the target): +5 Save Modifier Firsthand (you have met the target): +0 Save Modifier Familiar (you know the target well): -5 Save Modifier Connection Likeness or drawing/painting: -2 Save Modifier Possession or garment: -4 Save Modifier Body part, lock of hair, bit of nail, or the like: -10 Modifier On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. Legend Lore Divination 10 Minutes V, S, M Class Required: Bard: College of Lore Cleric Wizard Warlock: Pact of the Undying Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 30x Arcane Residue Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on han d, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips." Remove Curse Remove Curse 3rd Level Spell slot Abjuration 1 Action V, S , M Class Required: Cleric Wizard Components Requir ed: 3x Feral Claws 3 Precious Gemstones 15x Valorbell 15x Arcane Residue At your touch, all minor curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks the owner's attunement to the object so it can be removed or discarded. Subclass: Death Domain The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Vecna and Myrkul are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Bhaal), pain (Loviatar), disease or poison (Talona), and the underworld (Kelemvor or Shar). Bonus P roficiencies Weapons: Martial weapons Skil ls: Deception Channel Divinity: Touch of Death You use your Channel Divinity to destroy another creature’s life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal 25 extra necrotic damage. Divine Strike Your weapon is infused with the divine power of your deity. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 damage to the target. Reaper (Blight) Requires Level 12 After casting the spell Blight you may target a second creature within 1 tile of the first with the same spell. You may not use this to damage the same creature again. Reaper (Va mpiric Touch) Requires Level 12 After casting the spell Vampiric Touch, you may target a seco nd creature within 1 tile of the first with the same spell. You may not use this to damage the same creature again. Domain Spells 1st Level 3rd Level 4th Level 5th Level False Life Inflict Wounds Ray of Sickness Ray of Sickness Necromancy 1 Action V, S A ray of sickening greenish energy lashes out towards a creature within range. Make a ranged spell attack against the target (8 + Spell Bonus vs CON save). On a hit, the target takes 2d8 poison damage. Acquired at 12th Level False Life Necromancy 1 Action V, S Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. Inflict Wounds Necromancy 1 Action V, S Make a melee spell attack against a creature you can reach (1d20 + Spell Bonus vs AC). On a hit, the target takes 3d10 necrotic damage. Spirit Shroud Vampiric Touch Spirit Shroud Necromancy 1 Bonus Action V, S Call forth the spirits of the dead, which flit around you for the duration. Until the spell ends, once on each of your turns, attacks you make deal 1d8 additional necrotic damage to a creature. Any creature that takes this damage cannot regain hit points until the end of their next turn. Vampiric Touch Necromancy 1 Action V, S The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach (1d20 + Spell Bonus vs AC). On a hit, the target takes 3d6 necrotic damage and you regain hit points equal to half the amount of damage dealt. Blight Blight Necromancy 1 Action V, S Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution Saving Throw. The target takes 6 d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on Undead or Constructs. (8 + Spell Bonus vs CON Save) Cloudkill Cloudkill Conjuration 1 Action V, S You create a 2 tile radius sphere of poisonous, yellow-green fog centered on a point you choose within range. A creature inside the fog must make a Constitution Saving Throw, taking 5d8 poison damage on a failed save or half as much on a success. Creatures are affected even if they hold their breath or don’t breathe. (8 + Spell Bonus vs CON Save) Ritual Spells 12th Level Animate Dead Animate Dead Necromancy 1 Action V, S Components Required: 1 Resilient Heart 1 Blood Vial 6 Arcane Residue This spell creates an undead servant. You will be given 3 Undead Minion runes that can be consumed in combat to summon a minion to fight at your side. Subclass: Life Domain The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (Chauntea), sun gods (Lathander or Corellon Larethian), gods of healing or endurance (Ilmater), and gods of home and community (Yondalla). Bonus P roficiencies Armor: Heavy armor Skil ls: Nature Channel Divinity: Preserve Life As an action you present your holy symbol and evoke healing energy that can restore 25 hit points to two targets within 4 tiles of you. This has no effect on Undead or Constructs. Disciple of Life Your healing spells are more effective. Once per turn, when you heal a target using a spellslot of 1st or higher, you may heal them for an additional HP equal to your WIS. Applies only once per spellcast, even on multitarget heals. Blessed Healer Requires Level 12 Healing spells cast on others also heal you. When you heal another target using a spellslot of 1st or higher, you regain HP equal to your WIS. Applies only once per spellcast, even on multitarget heals. Domain Spells 1st Level 2nd Level 3rd Level 4th Level 5th Level Cure Wounds (3rd) Healing Word (3rd) Mass Healing Word Healing Word Evocation 1 Bonus Action V As you call out words of restoration, up to six creatures of your choice that you can see within range (not yourself) regain hit points equal to 1d4 + Spell Bonus. This had no effect on Undead or Constructs. Acquired at 12th Level Cure Wounds (3rd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 3d8 + Spell Bonus. This has no effect on Undead or Constructs. Healing Word Evocation 1 Bonus Action V A creature of your choice that you can see within range (not yourself) regains hit points equal 3d4 + Spell Bonus. This has no effect on undead or constructs. Cure Wounds (4th) Freedom of Movement Freedom of Movement Abjuration 1 Action V, S Choose a willing creature that you can see within range, granting the target Freedom of Movement which will give the target a on use status to clear any restrained, or slowed effects. While the effect persists on the target they receive +2 to Dexterity Saving Throws until used. Acquired at 12th level Cure Wounds (4th) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 4d8 + Spell Bonus. This has no effect on Undead or Constructs. Bless Healing Word Shield of Faith Healing Word Evocation 1 Bonus Action V A creature of your choice that you can see within range (not yourself) regains hit points equal 1d4 + Spell Bonus. This has no effect on undead or constructs. Bless Enchantment 1 Action V, S Up to three targets of your choice are blessed for the remainder of combat, granting +2 to Proficiency Bonus. Shield of Faith Abjuration 1 Bonus Action V, S A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the remainder of combat. Acquired at 10th Level and cannot be casted on heavy armor. Aid Calm Emotions Healing Word (2nd) Aid Abjuration 1 Action V, S Your spell bolsters your allies with toughness and resolve. Up to three creatures within range gain 5 Temporary Hit Points. Calm Emotions Enchantment 1 Action V, S You attempt to suppress the strong emotions in a group of people. Each humanoid in a 2 tile radius created at a spot you choose within range must make a Charisma Saving Throw. A creature may choose to fail this save if they wish. On a failure all charmed and frightened effects are ended. The target is also indifferent about any current hostilities that you choose. Healing Word (2nd) Evocation 1 Bonus Action V A creature of your choice that you can see within range (not yourself) regains hit points equal 4d4 + Spell Bonus. This has no effect on undead or constructs. Cure Wounds (5th) Cure Wounds (5th) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 5d8 + Spell Bonus. This has no effect on Undead or Constructs. Ritual Spells 10th Level 12th Level Greater Restoration Regenerate True Resurrection True Resurrection Necromancy 1 Hour V, S, M Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: Diamonds worth 25,000 Gold 1,000 Gold 50x Arcane Residue 50x Daisy You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. Regenerate Transmutation 1 Minute V, S, M Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: 4x Holy Water 35x Arcane Residue You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. Greater Restoration Abjuration 1 Action V, S Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: 1 Precio us Gemstone 25x Arcane Residue 90 Gold You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target. One curse, including the target's attunement to a cursed magic item. Any reduction to one of the target's ability scores. One effect reducing the target's hit point maximum. Lesser Restoration Lesser Restoration Abjuration 1 Action V, S Components Required: 6x Daisy 4x Arcane Residue Cures the target of disease, or one condition afflicting it. The condition can be bloodless, blinded, deafened, paralyzed, or poisoned. This is a button that may be used in RPR and does not require rolls Subclass: Light Domain Gods of light — including Helm, Lathander, Corellon Larethian, Kossuth, and others — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. B onus P roficiencie s Skills: Persuasion Channel Divinity: Radiance of the Dawn As an action, you present your holy symbol, and any magical darkness within 3 tiles of you is dispelled. Additionally, each hostile creature within 3 tiles of you must make a Constitution Saving Throw (DC 8 + Spell Bonus), taking 2d10 + 10 radiant damage on a failed save or half as much on a successful one. Warding Flare When you are hit by a creature within 3 tiles of you that you can see, use your reaction to cause li ght to flare before the character before it hits--and turn that hit into a miss. Usable once per long rest. Improved Wa rding Flare Requires Level 12 Gain an extra use of Warding Flare per long rest. You can now use Warding Flare to protect an ally in 3 tiles of you from an attack. Domain Spells Cantrips 1st Level 2nd Level 3rd Level 5th Level Guiding Bolt (2nd) Scorching Ray Scorching Ray Evocation 1 Action V, S You create three rays of fire and hurl them at targets within range. Make a ranged spell attack for each ray (1d20 + Spell Bonus vs AC). On a hit, the target takes 2d6 fire damage. Guiding Bolt (2nd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 5d6 radiant damage and is exposed until the end of their next turn. Fireball Guiding Bolt (3rd) Fireball Evocation 1 Action V, S A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.. Each creature in a 2 tile radius sphere centered on that point must make a Dexterity Saving Throw (DC 8 + Spell Bonus). A creature takes 6 d6 fire damage on a failed save, or half as much on a successful one. Guiding Bolt (3rd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 6d6 radiant damage and is exposed until the end of their next turn. Bless Burning Hands Faerie Fire Guiding Bolt Burning Hands Evocation 1 Action V, S As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth in a 2 tile cone. Each target must make a Dexterity Saving Throw (DC 8 + Spell Bonus). A creature takes 3d6 fire damage on a failed save or half as much on a success. Faerie Fire Evocation 1 Action V Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. Bless Enchantment 1 Action V, S Up to three targets of your choice are blessed for the remainder of combat, granting +2 to Proficiency Bonus. Guiding Bolt Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 4d6 radiant damage and is exposed until the end of their next turn. Dawn Dawn Evocation 1 Action V, S The light of dawn shines down on a location you specify within range. A 3 tile radius of bright light glimmers at the location. This light is sunlight. Each creature within the radius must make a Constitution Saving Throw (DC 8 + Spell Bonus), taking 4d10 radiant damage on a failed save or half as much on a success. Fire Bolt Fire Bolt Evocation 1 Action V, S You hurl a mote of fire at a creature or object within range. 3d10 Fire Damage (1d20 + Spell Bonus vs AC) Subclass: Trickery Domain Gods of trickery – such as Tymora, Beshaba, Garl Glittergold, Cyric, Mask, and Lolth – are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation. B onus P roficiencie s Skills: Deception Channel Divinity: Invoke Duplicity As an action and for the cost of One Class Resource, you present your holy symbol creating a perfect illusion of yourself that lasts until it is struck. The next time you are to take damage from any attack, /roll 1d2. If the result is a 1, take the hit as normal and the illusion continues. If the result is a 2, negate all damage and the illusion ends. Divine Strike Your weapon is infused with the divine power of your deity. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 damage to the target. Channel Divinity: Cloak of Shadows Requires Level 12 As a full round action and one Class Resource, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. Domain Spells 1st Level 2nd Level 3rd Level 4th Level 5th Level Charm Person Command Disguise Self Guiding Bolt Inflict Wounds 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) 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. You may not disguise as an Advanced Race or a different gender than your own. Command Enchantment 1 Action V You speak a single word command to a creature you can see within range. The target must succeed on a Wisdom Saving throw or follow the command. The command may be: Move- The target moves to a location and ends it's turn. Prone- The target drops prone and ends it's turn. Halt- The target stays in place and ends it's turn. This has no effect on undead. (8+ Spell Bonus vs WIS Save) Inflict Wounds Necromancy 1 Action V, S Make a melee spell attack against a creature you can reach (1d20 + Spell Bonus vs AC). On a hit, the target takes 3d10 necrotic damage. Guiding Bolt Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 4d6 radiant damage and is exposed until the end of their next turn. Dispel Magic Guiding Bolt (3rd) Dispel Magic Abjuration 1 Action V, S Choose one creature within range. Any magical effects on the target end. Guiding Bolt (3rd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 6d6 radiant damage and is exposed until the end of their next turn. Polymorph Polymorph Transmutation 1 Action V, S This spell transforms a creature that you can see within range into a helpless critter. The target must succeed a Wisdom Saving Throw or be transformed for two turns. Any damage reverts the target back to its original shape. Acquired at Level 12 Holy Weapon Holy Weapon Evocation 1 Bonus Action V, S You imbue a melee weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 3 tile radius. In addition, weapon attacks made with it deal an additional 2d8 radiant damage on hit. If the weapon isn't already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 4.5 tiles must make a Constitution Saving Throw (DC 8+Spell Bonus.) On a failed save, a creature takes 4d8 radiant damage and is blinded until the end of their next turn, taking half as much damage and not becoming blinded on a success. Guiding Bolt (2nd) Guiding Bolt (2nd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 5d6 radiant damage and is exposed until the end of their next turn. Subclass: Twilight Domain The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night. Clerics who serve these deities—Helm, Ilmater, Selûne, and Yondalla—bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror. B onus P roficiencie s Armor: Heavy armor Weapons: Martial weapons Skills: Stealth Channel Divinity: Twilight Sanctuary As an action, you present your holy symbol, restoring 1d6 + 10 hit points to allies within 4 tiles and curing them of any charmed or frightened statuses. Divine Strike Your weapon is infused with the divine power of your deity. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 damage to the target. Vigilant Blessing The night has taught you to be vigilant. You give one creature you touch (including possibly yourself) advantage on their initiative roll. Steps of Night Requires Level 12 When you are in dim light or darkness, you may use your bonus action to convert your movement type to flying. Additionally, if used on the same turn of using Twilight Sanctuary you may spend a bonus action to immediately fly your movement speed + 3. Domain Spells 1st Level 2nd Level 3rd Level 4th Level 5th Level Command Faerie Fire Shield of Faith Faerie Fire Evocation 1 Action V Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. Shield of Faith Abjuration 1 Bonus Action V, S A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the remainder of combat. Acquired at 10th Level and cannot be casted on heavy armor. Command Enchantment 1 Action V You speak a single word command to a creature you can see within range. The target must succeed on a Wisdom Saving throw or follow the command. The command may be: Move- The target moves to a location and ends it's turn. Prone- The target drops prone and ends it's turn. Halt- The target stays in place and ends it's turn. This has no effect on undead. (8+ Spell Bonus vs WIS Save) Aura of Vitality Moonbeam (3rd) Moonbeam (3rd) Evocation 1 Action V, S A silvery beam of pale light shines down . A creature within the radius is engulfed in ghostly flames that cause searing pain and must make a Constitution Saving Throw (DC 8 + Spell . It takes 3d10 radiant damage on a failed save, or half as much on a successful one. Shapechangers are reverted to their natural form on a failed save. Aura of Vitality Evocation 1 Action V Healing energy radiates from you in an aura. After casting this spell, you may heal a target within 3 tiles for 2d6 as a bonus action until the end of combat or until dispelled. Acquired at 12th Level Moonbeam See Invisibility Moonbeam Evocation 1 Action V, S A silvery beam of pale light shines down. A creature within the radius is engulfed in ghostly flames that cause searing pain and must make a Constitution Saving Throw (DC 8 + Spell . It takes 2d10 radiant damage on a failed save, or half as much on a successful one. Shapechangers are reverted to their natural form on a failed save. Seeing Invisibility Divination 1 Action V, S For the duration, you see invisible creatures and objects as if they were visible. Acquired at 12th Level Moonbeam (4th) Moonbeam (4th) Evocation 1 Action V, S A silvery beam of pale light shines down . A creature within the radius is engulfed in ghostly flames that cause searing pain and must make a Constitution Saving Throw (DC 8 + Spell . It takes 4d10 radiant damage on a failed save, or half as much on a successful one. Shapechangers are reverted to their natural form on a failed save. Moonbeam (5th) Moonbeam (5th) Evocation 1 Action V, S A silvery beam of pale light shines down . A creature within the radius is engulfed in ghostly flames that cause searing pain and must make a Constitution Saving Throw (DC 8 + Spell . It takes 5d10 radiant damage on a failed save, or half as much on a successful one. Shapechangers are reverted to their natural form on a failed save. Ritual Spells Level 12 Dream Dream Illusion 1 Minute V, S, M Class Required: Cleric: Twilight Dom ain Druid: Circle of Dreams Bard: College of Glamour Warlock Component Required: Ground up Valor Bell (Flavor) Ground up Brisk Leaf (Flavor) Ground up Mother's Leaf (Flavor ) This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. Subclass: War Domain War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm) as well as gods of destruction and pillage (such as Gruumsh) and gods of conquest and domination (such as Bane, and Maglubiyet). Other war gods (such as Tempus) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. B onus P roficiencie s Armor: Heavy armor Weapons: Martial weapons Skills: Intimidation Channel Divinity: Guided Strike You can use your Channel Divinity to strike with supernatural accuracy. You gain +10 to-hit on your next attack roll. Channel Divinity: War God's Blessing You can use your reaction to grant an ally a +10 bonus to their to-hit for their next attack roll. Divine Strike You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. War Priest Requires Level 12 Your god delivers bolts of inspiration to you while you are engaged in battle. When you use the attack action, you can make an additional weapon attack as a bonus action. You can use this feature a number of times equal to your wisdom modifier. You regain all expended uses when you finish a long rest. 1st Level 2nd Level 3rd Level 4th Level 5th Level Spirit Shroud Spirit Shroud Necromancy 1 Bonus Action V, S Call forth the spirits of the dead, which flit around you for the duration. Until the spell ends, once on each of your turns, attacks you make deal 1d8 additional necrotic damage to a creature. Any creature that takes this damage cannot regain hit points until the end of their next turn. Aid Magic Weapon Spiritual Weapon Aid Abjuration 1 Action V, S Your spell bolsters your allies with toughness and resolve. Up to three creatures within range gain 5 Temporary Hit Points. Magic Weapon Transmutation 1 Bonus Action V, S You touch a non magical weapon. Until the end of combat that weapon becomes a magic weapon with a +2 to Attack Bonus. Spiritual Weapon Evocation 1 Bonus Action V, S You summon a spectral weapon to fight at your side. On each of your turns you may use a bonus action to command the weapon to attack a target within 1 tile of you, dealing 1d8 damage. Freedom of Movement Freedom of Movement Abjuration 1 Action V, S Choose a willing creature that you can see within range, granting the target Freedom of Movement which will give the target a on use status to clear any restrained, or slowed effects. While the effect persists on the target they receive +2 to Dexterity Saving Throws until used. Acquired at 12th level Holy Weapon Holy Weapon Evocation 1 Bonus Action V, S You imbue a melee weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 3 tile radius. In addition, weapon attacks made with it deal an additional 2d8 radiant damage on hit. If the weapon isn't already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 4.5 tiles must make a Constitution Saving Throw (DC 8+Spell Bonus.) On a failed save, a creature takes 4d8 radiant damage and is blinded until the end of their next turn, taking half as much damage and not becoming blinded on a success. Shield of Faith Shield of Faith Abjuration 1 Bonus Action V, S A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the remainder of combat. Acquired at 10th Level.
- Kobold | Halcyon D&D
Kobold Basic Traits Racial Traits Kobold Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ancestry in the glint of their scales and in their roars. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons. In some lands, kobolds serve chromatic or metallic dragons—even worshiping them as divine beings. In other places, kobolds know too well how dangerous those dragons can be and help others defend against draconic destruction. Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed, their cry resonates with draconic power. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Being smaller than 140 results in Conan wonkin ess, so please keep in mind that proportions must remain believable. Min: 100 cm (3'3") Max: 110 cm (3'7") Langua ges Common Draconic Life S pa n A dult hoo d: 18 years Longevity: 120 years Mo vement 3 ti le s per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Brave Defiant in nature, kobolds are immune to being frightened. Craftiness Kobolds, often underestimated, are clever creatures. You are proficient in Arcana and Sleight of Hand. Natural Magic (Arcane) Kobolds are attuned to the basics of draconic sorcery. You know the Fire Bolt cantrip.
- Warlock | Halcyon D&D
Warlock Class Features Spellcasting Archfey Celestial Fiend Great Old One Hexblade Undying Warlock A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or a fey enchantress—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf. Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant student’s mind is opened to realities beyond the material world, to shadow or undeath. Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure. Subclasses Class Features Basics Base Hit Po ints: 56 Hit Points per Advancement: 14 Actions: 1 Attack, 1 Bonus, 1 Reaction Pact Magic Level 8: + 2 Level 12:+1 (3) Casting Attribute: Charisma Starting Kit: Dagger (x2) Leather Armor Proficiencies Armor: Light Armor Weapons: Simple weapons Sav ing Throws: Wisdom, Charisma Skills: Arcana, History Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Armor of Shadows You can cast mage armor on yourself at will, without expending a spell slot or material components. A protective magical force surrounds you u ntil the end of combat. The target’s AC becomes 13 + DEX. Fiendish Vigor Bolster yourself with a necromantic facsimile of life. You gain 12 temporary hit points. Grasp of Hadar | Repelling Blast When you successfully hit a creature with Eldritch Blast, you can use this feature to pull or push the creature up to 2 tiles toward or away from you in a straight line. Applies before all reactions. Agonizing Blast Eldritch Blast will deal additional damage equal to the caster's Charisma score. Otherworldy Leap Requires Level 10 Acquire the ability to cast Jump on yourself as your next move action. This can be a vertical movement as long as there is a suitable location to find within a 6 tile range. Eldritch Master Requires Level 12 Once per long rest you may draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. As an action, and at the cost of your bonus action, reaction and before you have used any movement on this turn you may regain two spent Pact Magic Slots. Shroud of Shadow Requires Level 12 You surround yourself with a veil of shadow, rendering you invisible to your foes up until you take any action. Usable once per Combat. Otherworldly Patrons The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals. Choose your otherworldly patron (subclass) from the six available: The Archfey, the Celestial, the Fiend, the Great Old One, the Hexblade, and the Undying. These will be unlocked at Level 10 and reach their full potential at Level 12. Spellcasting Your arcane research and the magic bestowed on you by your patron have given you facility with spells. Pact Magic Slots Level 8 Pact M agic: 2 Level 12 Pact M agic: 3 Combat Spells The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters. Cantrips Pact Magic Mind Spike Shadow Blade Witch Bolt Misty Step Counterspell Mind Spike Divination 1 Action S You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 6 d8 psychic damage on a failed save or half as much damage on a successful one. On failed save, the caster knows the targets location for the duration of combat and gains +2 on tracking attempts on the target for 2 hours after combat ends. Witch Bolt Evocation 1 Action V, S A beam of crackling, blue energy lances out towards a creature within range. Make a ranged spell attack against the creature. O n a hit, the target takes 5d12 lightning damage and you are able to deal damage (2d12) to the target a gain on the next turn without needing to roll to hit again or taking the cost of a spell slot. If you choose to take any other action, the effect will fade. (1d20 + Spell Bonus vs AC) Misty Step Conjuration 1 Bonus Action V Briefly surrounded by a silvery mist, you teleport up to 3 tiles to an unoccupied space that you can see. Acquired at 10th Level 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. Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. Acquired at 12th Level Chill Touch Eldritch Blast Frostbite Lightning Lure Poison Spray Chill Touch Necromancy 1 Action V, S You create a ghostly, skeletal hand in the space of a creature within range. On a hit the target cannot regain hit points until the start of your next turn. 3d8 Necrotic Damage (1d20 + Spell Bonus vs AC) Eldritch Blast Evocation 1 Action V, S A beam of crackling energy streaks towards up to two creatures within range. 1d10 + Charisma Force Damage or fire both at a single target to cause 2d10 + 2xCharisma Force Damage. (1d20 + Spell Bonus vs AC) Frostbite Evocation 1 Action V, S You cause numbing frost to form on one creature that you can see within range. 3d6 Cold Damage (8 + Spell Bonus vs CON Save) Acquired at Level 10 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 3d8 lightning damage. (8 + Spell Bonus vs STR Saving Throw) Poison Spray Conjuration 1 Action V, S You extend your hand toward a creature and project a puff of noxious gas from your palm. 2d12 Poison Damage (8 + Spell Bonus vs CON Save) Flavor Spells The following spells are included in the warlock's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a rol eplay sc enario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 8 Control Flames Create Food or Water Illusory Script Mage Hand Major Image Minor Illusion Plant Growth Prestigidation Unseen Servant 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. Create Food or Water Conjuration 1 Action V, S You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. T he water is clean and doesn't go bad. Illusory Script Illusion 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 w ith truesight can read the hidden message. 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. Unseen Servant Conjuration 1 Action V, S, M This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. 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. Plant Growth Transmutation Special V, S This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. Major Image Illusion 1 Action V, S, M You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. Minor Illusion Illusion 1 Action S You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Ritual Spells Spells that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does. If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand. Level 12 Dream Scrying Scrying Divination 1 0 Minutes V, S, M Class Required: Bard Druid Warlock Wizard Components Required: 1x Crystal Ball 30x Arcane Residue Item from Target of Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a DC 15 Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Secondhand (you have heard of the target): +5 Save Modifier Firsthand (you have met the target): +0 Save Modifier Familiar (you know the target well): -5 Save Modifier Connection Likeness or drawing/painting: -2 Save Modifier Possession or garment: -4 Save Modifier Body part, lock of hair, bit of nail, or the like: -10 Modifier On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. Dream Illusion 1 Minute V, S, M Class Required: Cleric: Twilight Dom ain Druid: Circle of Dreams Bard: College of Glamour Warlock Component Required: Ground up Valor Bell (Flavor) Ground up Brisk Leaf (Flavor) Ground up Mother's Leaf (Flavor ) This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. Subclass: Pact with the Archfey Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. Bonus Proficiencies Skills: Nature Pact of the Tome Your patron gives you a grimoire called a Book of Shadows, which grants access to the Shocking Grasp, Acid Splash, and Sword Burst cantrips. Fey Presence Project a beguiling and fearsome presence of the fey, attempting to charm up to 10 humanoid targets within a 1 tile range of you. Each target must make a Wisdom Saving Throw. The creatures that fail their saving throws are all charmed by you until the end of their next turn. Usable once per short rest. Misty Escape You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible, and teleporting up to 6 tiles away. You can remain invisible until the start of your next turn, or until you attack or cast a spell. Usable once per short rest. Beguiling Defenses Requires Level 12 Your patron taught you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for the duration of the fight or until the creature takes any damage. Pact Spells Cantrips Pact Magic Calm Emotions Charm Person Crown of Madness Faerie Fire Sleep Synaptic Static 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) Faerie Fire Evocation 1 Action V Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. Synaptic Static Enchantment 1 Action V, S You choose a point within range and cause psychic energy to explode there. Each creature in a 2 tile radius sphere centered on that point must make an Intelligence Saving Throw (DC 8 + Spell Bonus).A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. Acquired at 12th Level Calm Emotions Enchantment 1 Action V, S You attempt to suppress the strong emotions in a group of people. Each humanoid in a 2 tile radius created at a spot you choose within range must make a Charisma Saving Throw. A creature may choose to fail this save if they wish. On a failure all charmed and frightened effects are ended. The target is also indifferent about any current hostilities that you choose. 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) Acquired at Level 12 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 Acid Splash Shocking Grasp Sword Burst Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Shocking Grasp Evocation 1 Action V, S Lightning springs from your hand to deliver a shock to a creature you try to touch. On a hit, the target cannot take reactions until the end of their next turn. 2d8 Lightning Damage (1d20 + Spell Bonus vs AC) Subclass: Pact with the Celestial Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes to your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world. Bonus Proficiencies Skills: Medicine Class Resources Level 10: +8 Level 12: +12 Pact of the Tome Your patron gives you a grimoire called a Book of Shadows, which grants access to the Shocking Grasp, Acid Splash, and Sword Burst cantrips. Healing Light As a bonus action, you can heal one creature you can see within 6 tiles for 4d6 hit points for the cost of 4 Class Resources. Celestial Resilience When you complete a long or short rest you gain temporary hit points equal to your Character Level + Charisma score. Grants: Tough Feature. Searing Vengeance Requires Level 12 The radiant energy you channel allows you to resist death. When you reach 0 hit points at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. If you have remaining class resources, consume all remaining CR, healing 1d6 per CR. Each creature within 3 tiles that you choose takes 2d8 + Charisma points of radiant damage and are also blinded until the end of their next turn. Pact Spells Cantrips Pact Magic Acid Splash Shocking Grasp Sword Burst Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) Shocking Grasp Evocation 1 Action V, S Lightning springs from your hand to deliver a shock to a creature you try to touch. On a hit, the target cannot take reactions until the end of their next turn. 2d8 Lightning Damage (1d20 + Spell Bonus vs AC) Cure Wounds Guilding Bolt Lesser Restoration Greater Restoration Cure Wounds Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 5d8 + Spell Bonus. Guiding Bolt Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit , the target takes 8d6 radiant damage and is exposed until the end of their next turn. Lesser Restoration Abjuration 1 Action V, S You touch a creature and can end either one disease, poisoned, or blinded effect. Greater Restoration Abjuration 1 Action V, S You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target. One curse, including the target's attunement to a cursed magic item. Any reduction to one of the target's ability scores. One effect reducing the target's hit point maximum. Flavor Spells Cantrips Light Light Evocation 1 Action V You touch one object that is no larger than 10 feet in any dimension. For up to an hour, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. * Flavor spell; not reflected in RPR. Used for roleplay. Ritual Spells Level 12 Greater Restoration Regenerate True Resurrection True Resurrection Necromancy 1 Hour V, S, M Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: Diamonds worth 25,000 Gold 1,000 Gold 50x Arcane Residue 50x Daisy You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. Regenerate Transmutation 1 Minute V, S, M Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: 4x Holy Water 35x Arcane Residue You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. Greater Restoration Abjuration 1 Action V, S Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: 1 Precio us Gemstone 25x Arcane Residue 90 Gold You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target. One curse, including the target's attunement to a cursed magic item. Any reduction to one of the target's ability scores. One effect reducing the target's hit point maximum. Subclass: Pact with the Fiend You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. Bonus P roficiencies Skills: Deception Pact of the Tome Your patron gives you a grimoire called a Book of Shadows, which grants access to the Shocking Grasp, Acid Splash, and Sword Burst cantrips. Dark One's Blessing When you reduce a hostile creature to 0 Hit Points, you heal CHA+Lvl. Hurl Through Hell Requires Level 12 When you hit a creature with a melee attack or any spell/cantrip that targets AC, you can choose to briefly banish them to the lower planes. The creature disappears, and cannot be targetted until they return. At the end of their next turn, they return to their former position and take 5d6 psychic damage from the horrific experience if they are not a fiend. Usable once per long rest. Pact Spells Cantrips Pact Magic Burning Hands Command Fireball Fire Shield Command Enchantment 1 Action V You speak a single word command to a creature you can see within range. The target must succeed on a Wisdom Saving throw or follow the command. The command may be: Move - The target moves to a location and ends its turn. Prone - The target drops prone and ends its turn. Halt - The target stays in place and ends its turn. This has no effect on undead. (8 + Spell Bonus vs WIS Save) Fire Shield Evocation 1 Action V, S Thin and wispy flames wreathe your body for the duration, shedding bright light for 1 tile and dim light for 1 tile beyond that. Whenever a creature hits you with a melee attack, you may use your reaction to have the shield erupt with flame, dealing 2d8 fire damage to the attacker. Provides Cold resistance. Acquired at 12th Level Burning Hands Evocation 1 Action V, S As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth in a 2 tile cone. Each target must make a Dexterity Saving Throw. A creature takes 7d6 fire damage on a failed save or half as much on a success. (8 + Spell Bonus vs DEX Save) 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 6d6 fire damage on a failed save, or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Acquired at 12th Level Acid Splash Shocking Grasp Sword Burst Shocking Grasp Evocation 1 Action V, S Lightning springs from your hand to deliver a shock to a creature you try to touch. On a hit, the target cannot take reactions until the end of their next turn. 2d8 Lightning Damage (1d20 + Spell Bonus vs AC) Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Ritual Spells Level 12 Hallow Hallow Evocation 24 Hours V, S, M Class Required: Cleric Warlock: Pact of the Fiend Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 30x Arcane Residue You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 6 tiles, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. Holy - Undead and Fiends which start their turn within the area take 1d6 radiant damage. Additionally, any non-undead or fiend is cured of any frightened status at the start of their turn while on hallowed ground. Unholy - Any non-undead or fiends that start their turn within the area take 1d6 necrotic damage. Additionally, all undead and fiends gain a +1 bonus to attack roles while fighting on unholy ground. Both areas allow Clerics, Paladins, and Divine Soul Sorcerers to create holy water using a first level spell slot and a vial. Each cleric may only hallow a single location and a clan may only possess one hallowed location. Subclass: Pact with the Great Old One You have made a pact with a patron of a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Bonus P roficiencies Skills: Insight Entropic Ward When a creature makes an attack roll against you, you can use your reaction to impose disadvantage to them. This can cause the attack to miss. You also gain advantage on your own attacks until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. Thought Shield Your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. Create Thrall Requires Level 12 As a consequence, take a psychic imprint of a wounded target for use later. Granting you 2 Thrall for use with your Summon Thrall ability. Summon Thrall Requires Level 12 When Summon one of your available thrall. You may control one minion at a time, it shares your AC and Saving Throws but has its own hit points. As a bonus action on each of your turns you may have your minion attack a target within 10 tiles, or guard you and your allies.. It returns to your side at the end of every turn. Thrall Abilities Requires Level 12 As a bonus action on each of your turns, you may blast a target within 10 tiles with psychic energies. The target must succeed an Intelligence Saving Throw or take 1d8 psychic damage.Summon one of your available thrall. You may control one minion at a time, it shares your AC and Saving Throws but has its own hit points. As a bonus action on each of your turns, you may shield yourself and any allies within 1 tile with psionic energies. Granting them +1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma Saving Throws until the end of their next turn. Pact Spells Pact Magic Dissonant Whispers Evard's Black Tentacles Tasha's Hideous Laughter Evard's Black Tentacles Conjuration 1 Action V,S Squirming, ebony tentacles fill a 2 tile square on the ground that you can see within range. A creature in the affected area must succeed on a Dexterity Saving Throw or take 6d6 bludgeoning damage and be restrained until the end of their next turn. A creature that succeeds on the Dexterity Saving Throw takes 3d6 bludgeoning damage. Dissonant Whispers Enchantment 1 Action V You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom Saving throw (DC 8 + Spell Bonus). On a failed save it takes 7d6 psychic damage and must use its reaction to move up to 2 tiles from you. On a successful save it takes half as much damage and doesn’t have to move away. Tasha's Hideous Laughter Enchantment 1 Action V, S A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom Saving Throw or fall prone. (8 + Proficiency Bonus + Spell Bonus vs WIS Save) Subclass: Pact with the Hexblade You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends. Bonus P roficiencie s Armor: Medium armor, shields Weapons: Martial weapons Skills: Athletics Extra Attack You gain an additional Attack Action for a total of 2 per turn. Hexblade Attack In the place of a normal weapon attack, you may pull upon the magic of your hexblade to attack instead, supplanting Attack Bonus for Spell Bonus when using any 1d6 or 1d8 weapon. Hexblade's Curse You place a baleful curse on someone within 6 tiles of you. The curse remains for the remainder of combat and is usable once per combat. Hexblade's Curse (Feed) Once the target you cursed falls in battle, you can exhume their life essence and regain 10 + Charisma worth in hit points. Eldritch Smite Once per turn when you hit a creature with your pact weapon, you can expend a pact magic slot to deal an extra 4d8 damage and knock the target prone. Relentless Hex Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 3 tiles to an unoccupied space you can see within 1 tile of the target cursed by your Hexblade's Curse. To teleport in this way, you must be able to see the cursed target. Armor of Hexes Requires Level 12 If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a 1d10. On a 6 or higher, the attack instead misses you, regardless of its roll. Pact Spells Pact Magic Phantasmal Killer Phantasmal Killer Illusion 1 Action V, S You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom Saving Throw. On a failed save, the target takes 5d10 psychic damage and becomes frightened until the end of their next turn. (8 + Spell Bonus vs WIS Save) Subclass: Pact with the Undying Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock’s Crypt, and Gilgeam, the God-King of Unther. B onus P roficiencie s Skills: Perception Class Resources Level 10: +3 Level 12: +3(6) Pact of the Tome Your patron gives you a grimoire called a Book of Shadows, which grants access to the Shocking Grasp, Acid Splash, and Sword Burst cantrips. Indestructible Life You partake of some of the true secrets of the Undying. On your turn, you can use a bonus action and one class resource to regain hit points equal to 1d8 +12 aslong as you have not taken fire or radiant damage in the last or current turn. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. Defy Death Requires Level 12 For the cost of your reaction and two class resources, you may return yourself or a creature you can see within' 6 tiles back to combat when they hit 0 HP, healing them for 1d8+CON. Must be done the very moment they hit 0 HP. Cannot be used on the same target twice, unless you are the target. Pact Spells Cantrips Pact Magic Blight Death Ward Negative Energy Flood Ray of Sickness Silence Vampiric Touch Ray of Sickness Necromancy 1 Action V, S A ray of sickening greenish energy lashes out towards a creature within range. Target must succeed a CON save or take 5d8 poison damage and the Poisoned Status. Vampiric Touch Necromancy 1 Action V The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 5d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Acquired at 12th Level Negative Energy Flood Illusion 1 Action V, S You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution Saving Throw, taking 5d12 necrotic damage on a failed save, or half as much on a successful one. If the target is undead they instead heal for 5d6 hit points. (8 + Spell Bonus vs CON Save) Death Ward Abjuration 1 Action V, S You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point and the spell ends. Blight Necromancy 1 Action V, S Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution Saving Throw. The target takes 7d8 necrotic damage o n a failed save, or half as much damage on a successful one. This spell has no effect on Undead or Constructs. Silence Illusion 1 Action V, S Create a 2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of their next turn. Acquired at 10th Level Acid Splash Shocking Grasp Sword Burst Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) Shocking Grasp Evocation 1 Action V, S Lightning springs from your hand to deliver a shock to a creature you try to touch. On a hit, the target cannot take reactions until the end of their next turn. 2d8 Lightning Damage (1d20 + Spell Bonus vs AC) Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Ritual Spells Level 12 Legend Lore Legend Lore Divination 10 Minutes V, S, M Class Required: Bard: College of Lore Cleric Wizard Warlock: Pact of the Undying Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 30x Arcane Residue Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on han d, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips." P lease open a Ritual DM Ticket in order to begin the process of casting this ritual.
- Half-Orc | Halcyon D&D
Half-Orc Basic Traits Racial Traits Half-Orc The product of a grisly, war-torn history between humans and orcs, or of an uncommon, taboo pairing, half-orcs do not often enter the world into accommodating circumstances. They exhibit a blend of orcish and human characteristics, and their appearance varies widely. Grayish skin tones and prominent teeth are the most common shared elements among these folk. Half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple pleasures—feasting, drinking, wrestling, drumming, and wild dancing—fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. And when their hearts swell with love, they leap to perform acts of great kindness and compassion. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 150 c m (4'11") Max: 200 cm (6'7") Langua ges Common Orc Life S pa n A dult hood: 18 years Longevity: 75 years Mo vement 3 ti le s per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Menacing There are moments where the orcish blood seeps forth in a terrifying fashion. You are proficient in Intimidation. Relentless Endurance When you are reduced to 0 hit points, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
