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- Classes | Halcyon D&D
Classes of Halcyon Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser women and men can’t stand against. Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees who share his faith. Your class gives you a variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class may only give you two or three features, but as you advance in level, you gain more and your existing features often improve. Artificer Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. Barbarian A fierce warrior of primitive background who can enter a battle rage. Bard An inspiring magician whose power echoes the music of creation. Blood Hunter Clever warriors of blood magic driven by an unending determination to destroy evils old and new. Fighter A master of martial combat, skilled with a variety of weapons and armor. Cleric A priestly champion who wields divine magic in service of a higher power. Monk A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection. Druid A priest of the Old Faith, wielding the powers of nature—moonlight and plant growth, fire and lightning—and adopting animal forms. Paladin A holy warrior bound to a sacred oath. Ranger A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization. Rogue A scoundrel who uses stealth and trickery to overcome obstacles and enemies. Sorcerer A spellcaster who draws on inherent magic from a gift or bloodline. Warlock A wielder of magic that is derived from a bargain with an extraplanar entity. Wizard A scholarly magic-user capable of manipulating the structures of reality.
- Shadar-Kai | Halcyon D&D
Shadar-Kai Basic Traits Racial Traits Shadar-Kai Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies. Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell’s grim energy. Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 145 c m ( 4'10") Max: 180cm (6'0") Langua ges Common Elvish Life S pa n A dult hood: 100 years Longevity: 750 years Mo vement 3 ti le s per turn Racial Traits Blessing of the Raven Queen As a bonus action, you can magically teleport up to 3 tiles to an unoccupied space you can see. Usable once per long rest. Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fey Ancestry You are immune to magical sleep effects. Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. Necrotic Resistance You have resistance to necrotic damage. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span.
- Combat Guide | Halcyon D&D
Combat Guide Halcyon utilizes a custom RPR system for our player versus player combat based around the Dungeons and Dragons 5e systems. This guide will serve to explain many of those systems to those unfamiliar and serve as a point of reference. Many of the restrictions are hard-coded into the RPR system itself and require little input from the user to function correctly. RPR Basics Turn Economy Status Effects Wounded Levels General Combat Rules Weapon Abilities Conquest Event Rules Ability Scores Each character has six different ability scores that points can be assigned to. They are: Strength - measuring physical power. Dexterity - measuring agility. Constitution - measuring endurance. Intelligence - measuring reas oning and memory. Wisdom - measuring perception and insight. Charisma - measuring force of personality. Hit Points All players start with 25 hit points. Each point into the Constitution Attribute grants 6 additional hit points. This is added onto the hit poi nts you receive for your class. Skills There are a total of 19 different skills, all of which have a base attribute. Your skill increases by 1 for each attribute point matching the appropriate skill. Skill values can only be increased in this way, by proficiencies earned through races and classes, or through acquired items. Chosen Attributes During character creation, you may select two ability scores to increase b y 1. These may not be stacked onto the same ability. Once you reach level 12, you may increase a single attribute by 1. Character Level Players begin at level 8 and may advance through various means. When first setting up your character sheet, you will have 8 skill points available to spend in RPR. Place these into your character level skill or you will not be assigned the correct abilities. Point Buy Each character has 13 points to spend on improving their ability scores. Each ability score sta rts at -1. Points may only be added until any one score reaches 2. Attack Actions When you choose to take the attack action on your turn , you may make a number of basic attacks as determined by your class and subclass. This is displayed on your character's stat sheet as "Attack Actions". If you are wielding a weapon in each hand, you may use a Bonus Action to make another weapon attack after making your allotted basic attacks. Spells and Cantrips, unless stated otherwise, each take up your entire Attack Action. You may not make additional attacks even if you have remaining Attack Actions after casting a spell, or cantrip, unless you have a class feature that allows it. Bonus Action Every character has one bonus action to use on their turn. This may be used on any class or racial ability, or spell that states it requires one bonus action. Reactions A reaction is used outside of your turn. This can range from abilities provoked from opponents making attacks on yourself, allies, spell conditions, or from moving away from a player and provoking attack of opportunity. Other Turn Actions On your turn you may choose to the do the following instead of making any attacks, or casting any spells that make use of your action or using any other full round action: Interacting with an object. (Opening a door is your action, locking the door is a second action.) Swapping a single weapon or equipment piece. (Drawing a sword and shield for example is two actions. Initiative & Pre-Buffing / Pre-Drawing Whe n you roll initiative to begin combat, you may immediately either draw your weapons (including shields) or cast a singular self-target buff on yourself. Self target buffs do not include cases where your equipment is the target , for things li ke weapon buffs, and does not include potion use of any kind regardless of the effect. Blood Hunter's Crimson Rite is the only exemption to weapon buffs. Movement Action On your turn, you may move a number of tiles equal to your "Movement Speed (Tiles)" stat. When you begin moving, you'll need to toggle the track movement option on the left side of the RPR menu. You may move before, between, or after taking any other actions. For example, you may make an attack, move, then make your second. Moving out of someone's "threatened tile" allows them to provoke an attack of opportunity. A threatened tile is the entire area around a character that they can reach with a basic attack. A character who has a weapon with a 2 tile reach can trigger an attack of opportunity at a greater distance around them. Additionally, if you have a class feature or ability that grants you a flying speed, you may move an additional amount of tiles equal to the bonus. In the case of flying, you may move vertically with ease; however, when you end your turn, you drift harmlessly to the ground to the nearest tile. You may hover for flavor, but you must be no more than 1 tile above the ground. If you wish to climb an object, such as a wall, during your movement, you do so at half speed. For example, climbing 1 tile costs 2 tiles of movement. Features that allow you climb walls or grant a climb speed allow you to move up vertical surfaces at a normal 1:1 speed. Regardless of if your class or a buff provides features to dash, or any ability that counts as a dash you may only do so once per turn. Asleep ᶻz The creature is incapacitated, can't move or speak, and are unaware of their surround ings. The creature also falls prone . Blinded Creature has -2 to attack and spell bonus while they are blinded. Burning 2d6 additional fire damage will occur at the end of the creature's turn if the "Help" action is not used to clear it Charmed ♥ A charmed creature regards the charmer as a friendly, and it will not attack the charmer unless it is provoked. It is charmed by you until the spell ends or until you or your companions do anything harmful to it. This includes apply a negative status effect to the charmed creatures such as restrained, slowed, etc... Disarmed 🗡 The creature's weapon has been disarmed, they must spend an action to pick it up, or switch weapons. Exhaustion Exhaustion works depending on it's current stacks, as follows: -2 All saves -4 All saves, -2 AB & SB -6 All saves, -2 AB & SB, -1 Movement -8 All saves, -4 AB & SB, -2 Movement -10 All saves, -6 AB & SB, No movement. Wounded. Exposed An exposed creature has it's AC lowered by 2 Frightened The frightened creature cannot willingly move closer to the source of their fear, and receive -2 to attack and spell bonus. Illuminated An exposed creature has it's AC lowered by 2 and may not go invisible Incapacitated A n incapacitated creature cannot take any actions or reactions on their turn. Invisible Creature cannot be targeted whilst they are invisible with a melee attack or single target spell that requires sight, but a creature can attac k where they were with an AOE. Knocked Prone A prone creature can move at half speed, or can use half movement to stand up. They suffer -2 AC while prone. Poisoned A poisoned cre ature receives -2 to attack and spell bonus. Polymorphed The polymorphed creature can still move, but cannot take any actions or reactions outside of movement . Restrained Restrained cre atures cannot move, but can still take actions. S ilenced A creature cannot do anything that requires a verbal action/component. Slowed Reduces movement speed by half, -2 AC, -2 Dexterity Saving Throws, and -1 Reaction. Stunned A stunned creature is considered incapacitated, and cannot take any actions or reactions on their turn . Wounded Lasts for 72 hours or can be healed prior to that by a 3rd level healing spell or having surgery performed. Healing this status reduces it to Recovering (Light) for 8 hours. Acquired upon the loss of any PvP that ends with you at 0 hit points. You receive the following debuffs: -30 HP -5 Attack & Spell Bonus Severely Wounded Permanent. Cured by a 4th level healing spell or having surgery performed. Healing this status reduces it to Recovering (Moderate) for 16 hours then Recovering (Light) for 8 hours. Surgery reduces this to the Wounded status. Acquired upon ending PvP with the Wounded status alrea dy applied to your character. Or as a consequence applied following a non-skirmish PvP encounter. You receive the following debuffs: -40 HP -10 Attack & Spell Bonus -2 Movement Speed Death's Door Permanent. Cured by a 5th level healing spell. This is only inflicted in the prior stages to a Character Kill (CK) attempt, as a consequence to the failure of a particularly potent magical ritual, or as part of a DM event. Death saving throws will need to be rolled per the DM's discretion if appropriate healing is not administered quickly enough. You receive the following debuffs: -200 HP -10 Attack & Spell Bonus -Cannot perform actions, bonus actions, reactions, or movement Recovering (Light) Lasts for 8 hours. You receive the following debuffs: -10 HP -1 Saving Throws -1 P roficiency Bonus Recovering (Moderate) Lasts for 16 hours. You receive the following debuffs: -15 HP -2 Saving Throws -2 P roficiency Bonus Recovering (Heavy) Lasts for 48 hours. You receive the following debuffs: -80 HP -8 Saving Throws -4 P roficiency Bonus -2 Movement Speed Maimed Permanent. Cured through a magical Regeneration Ritual. Acquired upon being imposed the Maim PvP consequen ce as part of a second PvP encounter or more. You receive the following debuffs: Arm: -4 Sleight of Hand, Loss of Off Hand. Eye: -2 Proficiency Bonus, -4 Perception, +2 Intimidation. Leg: -2 Movement Speed, -4 Athletics, -4 Acrobatics. Tongue: Silenced. Bloodless Lasts for 72 hours. Cured through a magical Lesser or Greater Restoration Ritual. Acquired upon having blood removed as a PvP consequence. You receive the following debuffs: -1 Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. -1 Saving Throws -10 HP Cursed Permanent. Cured through a magical Remove Curse or Greater Restoration Ritual. Acquired as a PvP consequences. You receive the following debuffs: -2 Proficiency Bonus -2 Saving Throws One Secondary Effect from the curse table. AoE Spells Area of Effect spells can be angled and point targeted to the ground, however all friendlies within' 1 tile of a target inside of an AoE must also be targeted. If you are within' 1 tile of the enemy you are targeting, this includes yourself unless you are using a cone or single-line AoE spell. This can be circumvented by the Careful Spell metamagic, and Sculpt Spells feature from Evocation wizard. What is an Attack? An attack is anything that targets AC. Martial attacks from weapons such as short swords, great swords, longbows and some spells like guiding bolt and inflict wounds go against AC and are Attacks. If it targets a save it is not an attack. This includes spells like Blight, class abilities like Warping Implosion and anything else that does not go against AC is NOT an attack. Restraints When a creature is restrained its movement changes to 0. This means that a climbing creature or flying creature no longer have climb or fly speed. If the creature is climbing, they immediately fall and if a creature that normally can fly falls, they take fall damage while restrained. Teleporting only removes the Grappled status and not Restrained. Healing Downed Individuals If you are knocked to 0 in combat, and are not friendly sparring you must exit combat to receive your wounded status. If you are healed while down and the combat is still going, you may NOT return to combat. You will remain incapacitated until combat is over. Initiative Ties If you tie with another character on Initiative roll, whichever of the two of you has a higher DEX modifier will go first. If you have the same DEX modifier, roll a /d20 between the both of you. Whomstever then gets the highest roll, will go first. Jumping When needing to cross gaps in PvP a player can jump at half movement speed. Lighting A 1 tile radius around a light source (Such as a torch, candle, or illuminated object such as a weapon affected by Rite of Dawn) is considered bright light. The area one tile beyond that is considered to be dim light during night time. During the day time, anything in the presence of the sun (if you can look up and see the sky) is considered to be in bright light. Day is any time between 06:00 and 17:59 in game time. Night is any time between 18:00 and 05:59 in game time. During PvP, for the purpose of determining lighting rules the time is locked to the moment of the PvP declaration. For example if you declare PvP at 05:50 in game time that instance is locked to Night lighting rules. Additionally, being inside of buildings during the day is considered dim lighting. Being near a light source adjusts this accordingly. For the purpose of determining shadows for class abilities. You may use the shadows of objects around the world. Players, NPCs, and other moveable objects do not leave shadows for use by these abilities. When an area is within darkness it is also considered a shadow. Caravan Escort For this event the team to start it shall have to push a cart by expending an action to push the cart. This will be an automated system that will take the user's action for their turn and the cart will move to the next spot 3 tiles ahead. The defenders must push the cart to the other side of the road to win. Retrieve Supply Crate For this event the team to start it shall have to push to the other side of the arena and spend an action to take the crate. Once this is done they must bring it back to their starting zone and deposit it. Bringing the crate to the attacking team's side will end with a victory for the attackers. Stand your Ground For this event there will be three locations for people to go and claim for their side. The objective of this event is to claim as many points for their own side. To claim a point it will take the user's action and accrue it for the team. The team with the most points at the end will claim victory as long as they are not all wounded. Cleaving Strike As a bonus action after landing an attack with your weapon you may attempt to follow the attack through. Striking up to two additional targets within range for 1d8 + Strength damage on a success. Concussive Smash As a bonus action after landing an attack with your weapon you may sunder your target. Giving them a -2 to Proficiency Bonus until the end of their next turn. Crippling Strike As a bonus action after landing an attack with your weapon you may knock your target prone. Hindering Strike As a bonus action after landing an attack with your weapon you may slow your target until the end of their next turn. Painful Laceration As a bonus action after landing an attack with your weapon you silence the target of that attack and remove their reaction until the end of their next turn. Polearm Master When a target moves into your weapon's range on their own turn, you may use your reaction to immediately make an attack of opportunity against them. Trip (Whip) After landing an attack with your whip you may force the target to succeed a DC 12 Strength Saving Throw or be knocked prone.
- Rituals | Halcyon D&D
Rituals Here you will find a complete list of all available rituals offered on Halcyon. Each ritual lists their class requirement, cost, and effect. Ritual Rules 1. To conduct a ritual you will open a ritual ticket located within the Dungeon Master ticket section of discord. Once your ticket is opened you will need to provide the following: State the ritual you wish to conduct. Take screenshot of the materials required for the ritual and post it to the ticket. Roleplay out the ritual and take screenshots of the roleplay. Information Required: Name of ritual you wish to conduct State your character's class and subclass Screenshots of the required materials in your inventory Screenshots of the completed roleplay Once you have provided the above a DM will review the information you may use the /ritual command to perform the ritual. Below you will find the chart. 2. Ritual table 1: Failure, all materials are lost, the caster gets Severely Wounded. 2 - 10: The ritual fails, all materials are lost. 11 - 40: The ritual fails, half of the materials are lost. 41 - 90: The ritual succeeds. 91 - 99: The ritual succeeds, half of the materials are kept. 100: The ritual succeeds, all materials are refunded. 3. Rituals may be attempted multiple times For rituals that require a roll that must be completed using /ritual they may be attempted one additional time within 24 hours with a -5 modifier automatically added. 4. You may resurrect another character. After a character has been dead for more than two weeks and was not willingly killed they may be revived. Level 8 Level 10 Level 12 Ceremony Detect Magic Detect Poison and Disease Locate Animals or Plants Detect Magic Divination 1 Action V, S , M Class Required: Artificer Cleric Bard Druid Paladin Ranger Sorcerer Wizard Components Required: 1x Unstable Es sence 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. This is an RPR Spell, and does not require a DM Ticket! 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. 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. This is an RPR Spell, and does not require a DM Ticket! Locate Animals or Plants Divination 1 Action V, S, M Class Required: Druid Bard Components Required: 4x Feral Claw 10x Arcane R es idue Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present. Commune Commune with Nature Dream Druid Grove Greater Restoration Hallow Legend Lore Private Sanctum Regenerate Reincarnate True Resurrection Scrying Teleportation Circle Hallow Evocation 24 Hours V, S, M Class Required: Cleric Warlock: Pact of the Fiend Components Required: 10x Daisy 10x Brisklea f 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 may only include a single room with a dedicated shrine or altar, 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 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 GM 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 GM makes this roll in secret. Scrying Divination 1 0 Minutes V, S, M Class Required: Bard Druid 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. P lease open a Ritual DM Ticket in order to begin the process of casting this ritual. 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. Commune with Nature Divination 1 Minute V, S Class Required: Druid Components Required: 30x Pl ant Fiber 30x Sand 30x Arcane Residue You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: terrain and bodies of water prevalent plants, minerals, animals, or peoples powerful celestials, fey, fiends, elementals, or undead influence from other planes of existence buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. 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. 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. Private Sanctum Abjuration 10 Minutes V, S, M Class Required: Wizard Components Required: 40x Arcane Residue 10x Unstable Essence 10x Strange Shards You make an area within range magically secure. The area may encompass an entire room or small building. The spell is permanent u ntil dismissed. You may only have one per clan. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: Sound can't pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area can't be targeted by divination spells. Nothing can teleport into or out of the warded area. Planar travel is blocked within the warded area. Please o pen a Ritual DM Ticket in order to begin the process of casting this ritual. You must also open a ticket if you've already created a private sanctum and wish to dispel it. 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. 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. Teleportation Circle Conjuration 1 Minute V, M Class Required: Bard Sorcerer Wizard Components Required: 20x Unstable E ssence 50x Arcane Residue 400 Gold As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle connected to the network of other teleportation circles in the region. You may only have one of these per clan. This grants the clan a clan warp that can be used to access other clan warps as well as the main warp netw ork. You must have 5 members within your clan. Additionally you may use this to create "wormhole" warps for your clan. Allowing transport within your base. These require approval and must make sense and encourage roleplay. Druid Grove Abjuration 10 Minutes V, S, M Class Required: Druid Components Required: 30x Basic Herb 4x Feral Claw 30x Arcane Residue You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 3 tile cube or as large as a 9 tile cube. Buildings and other structures are excluded from the affected area. Druids within the area area gain the following effects: Grasping Undergrowth - Once per long rest while fighting within your grove you may call upon nature for aid. Allowing you to cast Entangle as a free action on your turn. The druid may choose any targets they wish within range to target and exempt any others. This is allowed to be used by druid's within their own grove or one that they are friendly to. The owner of the grove decides if another druid is friendly or not. Bountiful Nature - Once per week a druid may harvest from their grove. Gaining: 1d6 Basic Herbs 1d4 Plant Fiber 1d4 Briskleaf 1d6 Daisy 1d4 Mother'sleaf 1d4 Giant's Root 1d4 Valorbell This shares a cooldown across all groves. A druid may only harvest from a single grove once a week. Reincarnate Divination 1 Hour V, S, M Class Required: Druid Components Required: Diamonds worth 15,000 Gold 30x A rcane Residue You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. 1 - 5: Aarakocra 6 - 10: Dragonborn (1d10 for color) 11 - 15: Drow 16 - 20: Dwarf 21 - 25: Genasi (1d4) 26 - 30: Gnome 31 - 35: Goblin 36 - 40: Halfling 41 - 45: Half-Elf 46 - 50: Half-Orc 51 - 55: High Elf 56 - 60: Human 61 - 65: Kenku 66 - 70: Kobold 71 - 75: Satyr 76 - 80: Sea Elf 81 - 85: Tiefling 86 - 90: Triton 91 - 94: Tabaxi 95 - 99: Wood Elf 100 - Choice of anything on the list. Arcane Lock Knock Lesser Restoration Remove Curse Water Breathing Water Breathing Transmutation 1 Action V, S , M Class Required: Artificer Bard Ranger Wizard Sorcerer Components Requir ed: 10x Feral Claws 6x Holy Water 20x Arcane Residue This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. The spell ends when PvP Intent is dropped. Knock Transmutation 1 Action V, M Class Required: Artificer Bard Wizard Sorcerer Components Requir ed: 4x Precious Gemstone 30x Sand 30x Arcane Residue Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. Arcane Lock Abjuration 1 Action V, S, M Class Required: Artificer Wizard Components Required: 4x Unstable Essence 250x Gol d Coin 10x Arcane Re sidue You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed by knock. While affected by this spell, the object may not be forcibly opened by mundane means. (You may not break in or picklock an arcane locked door.) Knock must be cast in order to by pass the arcane lock. You may only have one arcane lock per cl an. You must also open a ticket if you've already created an arcane lock and wish to dispel it. Remove Curse Abjuration 1 Action V, S, M Class Required: Cleric Wizard Components Required: 3x Precious Gemstone 3x Feral Claw 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. Lesser Restoration Abjuration 1 Action V,S Class Required: Bard Cleric Druid Paladin Ranger (Level 12) Components Requir ed: 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
- Hexblood | Halcyon D&D
Hexblood Basic Traits Racial Traits Hexblood Where wishing fails, ancient magic can offer a heart's desire―at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag's influence: ears that split in forked points, skin in lurid shades ,long hair that regrows if cut, and an irremovable living crown. along with these marks hexbloods manifest hag-like traits, such as darkvision, and a variety of magical methos to beguile the senses and avoid the same. While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age, particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge connect with their fey natures, or to avoid a hag that obsesses over them. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: As per original race Max: As per original race Langua ges As per original race: This does not include the 'Choose One' option. Life S pa n A dulthood: As per original race Longevity: As per original race 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. Eerie Token You can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic and lasts for 24 hours. The use of Eerie Token requires a DM ticket. While the token is imbued this way, you can take these actions: Telepathic Message. You can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words. Remove Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but ends early if you dismiss it or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. When the trance ends, the token is harmlessly destroyed. (You will be expected to take and hold onto a screenshot of you handing out the token. It must clearly show your emote in removing the token from yourself, who you are handing it to, and the time/date. Failure to do so may result in its use being voided) Hex Magic You can cast the Disguise Self spell with this trait. Once you cast this spell, you cannot cast it again until finishing a long rest.
- Adventurer | Halcyon D&D
Adventurer Loot Adventurer A life of quests and wanderlust calls to the adventurer. They wish to see the world, or find what may be lost within its nigh limitless arms. They scour ancient ruins, seek lost relics and knowledge, delve into dungeons, and come face-to-face with terrifying monsters. Adventurers gain access to the Adventurer's Hall in Silvergarde. From there they may seek training and guidance from the mentors within, allowing them to seek out and challenge formidable foes for bountiful rewards. On the Books As a registered member of the Adventurers' Guild, you are trained to track and hunt down creatures the guild currently has a bounty set out for, and are trusted to take multiple Adventuring Contracts from the guild each day to deal with them. Similarly, being registered earns you the perk of earning a payout for each Proof of the Kill you turn in for each creature the guild currently wants quelled. The number of contracts you are trusted to handle increases at Adept rank, and again at Expert. Each turn in is 32+CHA gold. Loot Many of the creatures adventurers hunt down, being magical beasts and monstrosities themselves, drop valuable loot that are necessary for certain magical item creation recipes. On Order Requires Adventurer: Adept As an adept adventurer, you are particularly well aware when it comes to who is best to provide you with the equipment you'll need to tackle your journeys.You may grant a Craftsman, Blacksmith, or Apothecary a Commissioned buff, granting them a single extra crafting attempt and +1 crafting bo nus for any attempts made within 20 minutes after receiving it. You may use this feature 1+CHA-1 (2 is 1, 3 is 2, etc) times per week, with a minimum of 1 and a max of 3. Laborer's Muse Requires Adventurer: Expert Your stories and experience always seem to have a certain charm or quality to them. Maybe they still aren't very good, but one cannot deny hearing about how all their equipment gets used on actual adventures you've been on can motivate them towards new heights. Once per week you may grant 100 profession XP to any other profession, +25 for every point of CHA you have over 0. Loot Captured Melody Harvested from the Mimic. Feral Claw Harvested from the Monstrous Lynx. Draconic Scale Harvested from the Rattelyr. Precious Gemstone Harvested from the Galeb Duhr. Elegant Feather Harvested from the Dire Corby. Resilient Heart Harvested from the Yeti. Unstable Essence Harvested from the Wendigo.
- Server Info | Halcyon D&D
Server Info Server IP: 135.148.150.182:7777 Copy Application Statuses Server Modlist Halcyon Steam Workshop Mod Collection ........\workshop\content\440900\1823412793\ModControlPanel.pak ........\workshop\content\440900\1326031593\SlaveWarsServer.pak ........\workshop\content\440900\2384014945\Grim_Wonderbody_reupload.pak ........\workshop\content\440900\1976970830\GrimProductions.pak ........\workshop\content\440900\2275573619\BarbarianSurgeon.pak ........\workshop\content\440900\2050780234\BarbarianBarber.pak ........\workshop\content\440900\3248573436\Attic-Hair.pak ........\workshop\content\440900\2799362941\maleNewFaces.pak ........\workshop\content\440900\2772364595\femaleNewFaces.pak ........\workshop\content\440900\2674337782\ForgottenDepths.pak ........\workshop\content\440900\2571367240\AGmods_Characters.pak ........\workshop\content\440900\2961309071\LoD_Warpaints.pak ........\workshop\content\440900\2528309873\AbyssWarpaint.pak ........\workshop\content\440900\3008860121\Cookie_Skinnery.pak ........\workshop\content\440900\2794943951\HighmanesArsenal.pak ........\workshop\content\440900\1928978003\NorthernTimber.pak ........\workshop\content\440900\2095912535\Asghaard_Desert_Town.pak ........\workshop\content\440900\2279131041\Asghaard_Ancient_Civilization.pak ........\workshop\content\440900\2474566370\Beyond_Decor.pak ........\workshop\content\440900\2752945598\Beyond_Decor_II.pak ........\workshop\content\440900\2644416526\Beyond_Stations.pak ........\workshop\content\440900\1815573406\Shanis-Stuff.pak ........\workshop\content\440900\2261494087\SH_BuildingKit.pak ........\workshop\content\440900\1627929363\AmunetDungeonAssets.pak ........\workshop\content\440900\2365946321\AmunetDecoCollector.pak ........\workshop\content\440900\2723987721\Pythagoras_Support_Beams.pak ........\workshop\content\440900\1966733568\immersivearmor.pak ........\workshop\content\440900\2982469779\JCF.pak ........\workshop\content\440900\2977286345\ipcm.pak ........\workshop\content\440900\2854276803\EvilsCabinet.pak ........\workshop\content\440900\3100719163\EvilSA.pak ........\workshop\content\440900\2963680793\LoD_MetalAndFlesh.pak ........\workshop\content\440900\933782986\ExilesExtreme.pak ........\workshop\content\440900\2098700751\AccessoryEquipment.pak ........\workshop\content\440900\3073504073\Agonys-Attic.pak ........\workshop\content\440900\2010870025\HighHeels.pak ........\workshop\content\440900\2360854427\LoD_Cosmetics.pak ........\workshop\content\440900\2994634277\TeyahsBoutique.pak .......\workshop\content\440900\3086070534\JCACC.pak .......\workshop\content\440900\3210360389\RRA.pak .......\workshop\content\440900\2911943224\Mod_by_GrayMi.pak ........\workshop\content\440900\2300463941\Devious_Desires.pak ........\workshop\content\440900\1369743238\No_Building_Placement_Restrictions.pak ........\workshop\content\440900\1396310739\StacksizePlus.pak ........\workshop\content\440900\3303648458\AngariumLetters.pak ........\workshop\content\440900\2949984571\HalcyonHouseMod.pak ........\workshop\content\440900\3114041758\TheDarkwoods.pak ........\workshop\content\440900\2861512275\ShimasCompendium.pak ........\workshop\content\440900\3036057084\ModAdmin.pak ........\workshop\content\440900\3036058836\RoleplayRedux.pak ........\workshop\content\440900\2677532697\TotImmersiveHud.pak ........\workshop\content\440900\2671265327\TotWalk.pak ........\workshop\content\440900\2850232250\TotAdmin.pak ........\workshop\content\440900\2847709656\TotChat.pak ........\workshop\content\440900\2886779102\TotCustom.pak Afflictions Closed - Lycanthropy Closed - Vampirism Races Open - Adv anced Races Closed - Changeling Closed - Avariel Closed - Fey'ri Halcyon Staff Open - Assistant
- Yuan-Ti | Halcyon D&D
Yuan-Ti Basic Traits Racial Traits Yuan-Ti Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes. Blessed with resistance to magical and poisonous effects by the rituals that created them, each of these yuan-ti manifests their serpentine heritage in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian characteristic. The worst of the yuan-ti are people-eating, demon worshipers, Sseth being the most revered. They honor him through bloody sacrifices, their victims often the many civilized folk of the world. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 140 c m (4'7") Max: 190 cm (6'3") Langua ges Common Abyssal Life S p a n A d ult h ood: 18 years Longevity: 120 years Mo vement 3 ti le s per turn Racial Traits Alternative Origins You may choose to be a pureblood, halfblood, or abomination yuan-ti. Let us know in your application so we can help accommodate in game upon approval. Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Natural Magic (Water) Attuned to water and poison, the yuan-ti know the basics of such magic. You know the Poison Spray cantrip. Yuan-Ti Resistance Yuan Ti are hardened to the poison and magic that created them. You have a +2 to your Constitution, Wisdom, and Charisma saving throws, aswell as Poison Resistance.
- Genasi (Water) | Halcyon D&D
Water Genasi Basic Traits Racial Traits Water Genasi Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves. Their skin is often shades of blue or green, sometimes a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly invisible fish scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself. Water genasi are unusually patient for genasi and have a strongly independent streak. Most are used to solving problems on their own and not afraid to take a lot of time doing so. At times, they are like terrible storms, fierce and destructive, but most often they present a tranquil appearance despite whatever emotions run underneath their quiet surface. 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 D arkvision 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. Amphibious You can breathe both air and water. Natural Magic (Water) Calling to the waves of the Elemental Plane of Water, all water genasi know the basics of water magic. You know the Poison Spray and Shape Water cantrips, as well as the Create or Destroy Water spell. Acid Resistance You are r esistant to acid damage.
- Monk | Halcyon D&D
Monk Class Features Ascendant Dragon Four Elements Open Hand Shadow Mercy Monk Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes. Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power. For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure. Subclasses Class Features Basics Base Hit Points: 56 Hit Points per Advancement: 14 Actions: 2 Attack, 1 Bonus, 1 Reaction Ki Points: Level 8: +2 Level 10: +2 (4) Level 12: +2 (6) Casting Attribute: Wisdom Starting Kit: Quarterstaff Proficiencies Armor: N/A Weapons: Simple weapons Saving Throws: Strength, Dexterity Skills: Acrobatics, Athletics Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Unarmored Defense While you are wearing no armor and not wielding a shield, your AC equals 10 + Dexterity + Wisdom. Martial Arts Your practice of martial arts gives you mastery of combat styles that use unarmed strikes or any simple weapon. You gain the following benefits while you are unarmed or wielding a simple weapon, and you aren’t wearing armor or wie lding a shield: You can use Dexterity instea d of Strength for the attack and damage rolls of your unarmed strikes. You can roll a d8 in place of the normal damage of your unarmed strikes. (Empowered Unarmed Strike) When you use the attack action with an unarmed strike or simple weapon on your turn, you can make one empowered unarmed strike as a bonus action. For example, if you take the attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action that turn. Ki Your training allows you to harness the mystic energy of ki, making your unarmed strikes act as magical attacks. Your access to this energy is represented by a number of Ki Points. Your level determines the number of points you have. You can spend these points to fuel various ki features. Flurry of Blows As a bonus action and for the cost of 1 Ki Point, tap into your ki and gain two bonus unarmed strikes, with each attack causing 1d8 + Attack Bonus damage. Patient Defense Tapping into your ki at the cost of 1 Ki Point, you take the dodge action as a bonus action, granting you +2 AC until the start of your next turn. Step of the Wind As a bonus action for the cost of 1 Ki Point, take the dash acti on granting you +4 movement for your current turn. You also gain the effects of the disengage action, preventing you from being hit with Attacks of Opportunity. Deflect Missile As a reaction, you deflect any ranged attack that targets your AC, reducing the total damage by 1d10 + Dexterity. Also works on Magic Missile. Stunning Strike Requires Level 10 As a bo nus action, you interfere with the flow of ki in an opponent's body. When you hit another creature, you spend 1 Ki Point to attempt a Stunning Strike. The target m ust succeed on a Constitution saving throw (DC 8 + Attack Bonus + Wisdom) or be stunned until the end of their next turn. You may only stunning strike a target once per combat. Stillness of Mind Requires Level 12 Use your action to end one effect on y ourself t hat is causing you to be c harmed or frightened. Purity of Body Requires Level 12 You are immune to the Poisoned status effect, and Diseased effect. Monastic Traditions Traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor multiple traditions and instruct each monk according to his or her aptitude and interest. All traditions rely on the same basic techniques, diverging as the student grows more adept. Choose your monastic tradition (subclass) from the four listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Subclass: Way of the Ascendant Dragon The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane. Bon us Proficiencies Skills: Intimidation Tongue of Dr agons You learn to speak, read, and write Draconic. Breath of the Dragon By consuming one class resource, you emulate a dragon and use its destructive waves of energy, causing 2d8 damage to anyone caught in a 3 tile range. Damage is halved if they succeed a Dexterity saving throw (DC 8 + Attack Bonus + Wisdom). Wings Unfurled After using Step of the Wind, you unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you may fly as your movement action. Aspect of the Wyrm | Explosive Fury Requires Level 12 As a bonus action, you radiate your draconic energy to inspire fear in your enemies within one tile until the end of their next turn. When you activate your Aspect of the Wyrm, you can cause draconic fury to explode from you. Spend 2 Ki points and choose as many targets as you like within' 1 tile of you. Each of those creatures must succeed on a Dexterity saving throw against 8 + Spell Bonus or take 3d10 damage, or half on success. Subclass: Way of the Four Elements You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves. Bonus P roficiencies Skills: Nature Gong of the Summit Using 2 Ki Points and your action, create sudden loud ringing noise, painfully intense that erupts from a point of your choice within range. Each creature in a 2 tile radius must make a Constitution Saving Throw (DC 8 + Prof + Spell Bonus), taking 3d8 thunder damage on a failed save or half as much on a success. Rush of the Gale Spirits Using 2 Ki Points and your action, create a line of strong wind blasts in a direction you choose. Each creature that starts its turn in the line must succeed on a Strength saving throw (DC 8 + Prof + Spell Bonus) or be pushed 4 tiles away from you in a direction following the line. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and extinguishes them. Cinder Strike Use your action and spend 2 Ki Points to 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 + Prof + Spell Bonus). A creature takes 3d6 fire damage on a failed save or half as much on a success. Fangs of the Fire Snake When you hit with any unarmed attack on your turn, you can spend 1 Ki Point to send tendrils of flame to stretch out from your fists and feet, causing your attack to deal deal an additional 1d10 fire damage. Water Whip Requires Level 12 Use your action and spend 1 Ki Point to create a whip of water that shoves and pulls a creature. A creature that you can see that is within 4 tiles of you must make a Dexterity saving throw (DC 8 + Prof + Spell Bonus). On a failed save, the creature takes 3d10 bludgeoning damage, and pull it up to 2 tiles closer to you. On a successful save, the creature takes half as much damage, and you don't pull it. Flames of the Phoenix Requires Level 12 Using 4 class resources and your action, punch the air aflame in a 16 tile range, for a 2x2 tile radius. Any target caught by the flame becomes engulfed in crimson flames. The flames deal 8d6 fire damage to those hit, and half that to those who manage to dodge with a Dexterity saving throw (DC 8 + Spell Bonus). Subclass: Way of the Open Hand Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. Bonus Proficie ncies Skills: Sleight of Hand Open Hand Technique (Prone) Whenever you hit a creature with one of your attacks granted by Flurry of Blows, you may attempt to knock them prone. The target must succeed a Dexterity Saving Throw (DC 8 + Spell Bonus) or be knocked prone. Open Hand Technique (Push) Whenever you hit a creature with one of your attacks granted by Flurry of Blows, you may attempt to push them back. The target must succeed a Strength Saving Throw (DC 8 + Prof + Spell Bonus) or be pushed back 2 tiles. Wholeness of Body As an action, you can regain hit points equal to 30. You may only use this once per long rest. Open Hand Technique (React) Requires Level 12 Whenever you hit a creature with BOTH of your attacks granted by Flurry of Blows, you may attempt take their ability to react. The target must succeed a Consitution Saving Throw (DC 8 + Spell Bonus) or lose their reaction, if they have one. Takes priority before reactions. If this fails, you may still attempt a push or prone. Quivering Palm Requires Level 12 Once per day when you strike a creature within a 1 tile range you may spend 3 Ki points to cause imperceptible and lethal vibrations in their body, leaving them wracked with pain and agony as part of the same attack. The target must succeed a Constitution Saving Throw (DC 8 + Prof + Spell Bonus) or be dealt 50 hit points of damage. If the target succeeds, they take only 6d6 damage. Subclass: Way of the Shadow Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students. Bonus P roficiencies Skills: Stealth Darkvision Training to utilize the dark to your advantage has made you adept at working your trade within' it. You gain Darkvision if you do not already have it. Shadow Arts (Silence) As an action with a cost of 2 ki points, create a 2x2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of their next turn. Shad ow Step You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can move up to 3 tiles to an unoccupied space you can see that is also in dim light or darkness. Cloak of Shadows Requires Level 12 When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you take any action, or are in an area of bright light. Usable once per long rest. Opportunist Requires Level 12 You can exploit a creature's momentary distractions. Whenever an enemy near you attacks someone other than yourself or an enemy becomes silenced within' range, you may use this feature for the cost of your reaction to make a single melee attack against them. Subclass: Way of Mercy Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy. Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death. Bonus P roficiencie s Skills: Medicine Hands of Healing Your mystical touch can mend wounds. As an action, you can spend 1 Ki Point to touch a creature and restore a number of hit points equal to 1d6 + Wisdom. Additionally, you cure all blinded, paralyzed, poisoned, or stunned effects on the target. When you use Flurry of Blows you can replace one of the unarmed strikes with a use of Hands of Healing, restoring 1d6 + Wisdom hit points to a target you can touch.You may only do this once per turn. Hands of Harm You may use your Ki to inflict wounds. When you hit a creature with an unarmed strike you may spend 1 Ki Point to deal 1d6 extra necrotic damage. You may only use this once per turn. The target is also poisoned until the end of their next turn. Flurry of Healing and Harm Requires Level 12 You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending Ki Points for the healing. In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the class resource for Hands of Harm. You can still use Hands of Harm only once per turn. Hands of Ultimate Mercy Requires Level 12 You may use a surgeon's kit to attempt to cure another of the severely wounded status. You make a DC 12 medicine check. On a success the target's wounded status is removed and they are instead granted the "Stabilized" status for 1 hour, suffering only half of the normal negatives in that time.