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- Fighter | Halcyon D&D
Fighter Class Features Arcane Archer Battle Master Eldritch Knight Psi Warrior Rune Knight Samurai Fighter Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike. Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters. Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. Subclasses Class Features Basics Base Hit Points: 68 Hit Points per Advancement: 14 Actions: 2 Attack, 1 Bonus, 1 Reaction Casting Attribute: Strength Eldritch Knight, Arcane Archer: Intelligence Starting Kit: Chain Shirt Shield Shortsword Proficiencies Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Saving Throws: Strength, Constitution Skills: Acrobatics, Athletics Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Action Surge You can push yourself beyond your normal limits for a moment, granting you the ability to take two additional Attack Actions on your turn. Usable once per Short Rest. Second Wind You may use your bonus action to regain 1d10+10 hit points. Usable once per Short Rest. Martial Archetype Each fighter has a combat style and technique that they strive to emulate. Choose your martial archetype (subclass) from the six listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the fighting styles from the Feats page. You can't take a Fighting Style option more than once, even if you later get to choose again. Subclass: Arcane Archer An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. Bon us Proficiencies Skills: Arcana Skills: Perception Arcane Shot: Level 10: +4 Level 12: +3 (7) Magic Arrow Whenever your fire a nonmagical arrow from a shortbow or longbow, it is magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. Curving Shot You have learned how to direct an errant arrow towards a new target. Whenever you miss an attack with a magic arrow, you can use a bonus action to reroll the attack against a different target in line of sight of the Arcane Archer. Ever Ready Shot Your magical archery is available whenever battle starts. If you roll initiative and have no Arcane Shot you gain two. Arcane Arrows As an arcane archer, you have access to a variety of arcane arrows that you can utilize to get the advantage over your foes, capable of all sorts of useful utilities and effects that are able to be used after successfully hitting the target. Each one uses a single Arcane Shot and they may be refreshed on a short or long rest. DC of (8 + Proficiency Bonus + INT) Level 10 Level 12 Beguiling Arrow Bursting Arrow Grasping Arrow Beguiling Arrow 1 Class Resource Your enchantment magic causes your arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and must succeed a Wisdom Saving Throw or be charmed until the end of it's next turn. Bursting Arrow 1 Class Resource You imbue your arrow with force energy draw from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits a creature, the target and all other creatures within 2 tiles of it take 2d6 force damage. Grasping Arrow 1 Class Resource When your arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit takes 2d6 additional damage and is restrained until the end of their next turn. Shadow Arrow Banishing Arrow Shadow Arrow 1 Class Resource You weave illusion magic into your arrow. Causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom Saving Throw or be blinded for 2 turns. Banishing Arrow 1 Class Resource You use abjuration magic to try and temporarily banish your target to a harmless location in the feywilds. The creature hit by the arrow must succeed on a Charisma Saving Throw or be banished until the end of their next turn. A target who is banished cannot be targeted by anything whatsoever until they return. Flavor Spell The following spell is included in the Arcane Archer's repertoire, however; this spell cannot be used in combat and does 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. It is fully consent based and cannot be used to force an outcome in a rol eplay sc enario. It is unlocked at Level 10 when the subclass is unlocked. Level 10 Prestidigitation 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. Subclass: Battlemaster Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge. Bonus P roficiencies Skills: Persuasion Maneuver s Level 10: +4 Ambush Instead of rolling initiative normally, you may roll initiative as an ambush, adding an additional 1d10 to a base initiative roll. Brace When a creature you can see moves into range, you can use your reaction to spend one Manuever and make one attack against the creature using that weapon. Deals 1d10 bonus damage on hit. Disarming Attack When you make an attack, you may spend a Maneuver to attempt to disarm your target (8 + Attack Bonus vs STR Save). Menacing Attack After you hit a creature with an attack for 1 Maneuver, deal 1d10 damage and attempt to frighten them. The target must succeed a Wisdom Saving Throw or be frightened of you till the end of their next turn. Pushing Attack After you hit a creature with an attack for 1 Maneuver , deal 1d10 damage and you follow it up with a shove. If the target is large or smaller, it must make a Strength Saving Throw (DC 8 + Attack Bonus). On a failed save, you push the target back 2 tiles. Sweeping Attack When you hit a creature with a melee attack, you can spend one Maneuver to follow your swing through the first target and onto another within range (1d20 + Attack Bonus vs AC). Consumes 1 class resource, but only if you hit. Trip Attack After you hit a creature with an attack for 1 Maneuver , deal 1d10 damage and attempt to follow it up with a trip. The target of your attack must succeed a Strength Saving Throw (DC 8 + Attack Bonus) or be knocked prone. Commander's Strike Requires Level 12 As a bonus action for 1 Maneuver , you may grant an ally the ability to make a single attack as a bonus action. Rally Requires Level 12 Use your bonus action and one Maneuver to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains hit points equal to 1d10 + CHA. R elentless Requires Level 12 When you have no class resources remaining, you may regain one class resource. Subclass: Eldritch Knight The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. Bonus Proficie ncies Skills: Arcana War Magic Your mastery over the arcane allows you to weave in a strike with your weapon after casting a cantrip (1d20 + Attack Bonus vs AC). This excludes bolas, caltrops, nets and throwing knives. Weapon Bond You are bound to your weapon. You cannot be disarmed and are able to summon your weapon to your hand as a bonus action. Arcane Charge Requires Level 12 When you use your action surge, you can teleport up to 4 tiles. Spells Spell Slots: Level 10 1st: 3 2nd: 1 3rd: 0 Level 12 1st: 4 2nd: 3 3rd: 2 Cantrips 1st 2nd 3rd Fire Bolt Frostbite Shocking Grasp 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) 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 unti l the end of their next turn. 2d8 Lightning 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) Acquired at 12th Level Absorb Elements Burning Hands Magic Missile Tasha's Caustic Brew 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 3d6 fire damage on a failed save or half as much on a success. (8 + Spell Bonus vs DEX Save) Magic Missile Evocation 1 Action V, S You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. The darts deal 1d4+1 force damage to its target. Tasha's Caustic Brew Evocation 1 Action V, S A stream of acid emanates from you in a line 3 tiles long in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid. A creature covered in the acid takes 2d4 acid damage, and the an additional 2d4 acid damage at the end of their next turn. Absorb Elements 1st Level Spell, Abjuration 1 Reaction V, S The spell captures some of the incoming elemental energy from attacks, lessening its effect on you. If the damage was Acid, Fire, Cold, or Lightning you may reduce the triggering damage by 6. Also dealing 6 damage of the same elemental type back to the original attacker. Enlarge Rime's Binding Ice Enlarge Transmutation 1 Action V, S You cause a creature you can see within range to grow larger for the duration of combat. Being enlarged grants the ability to do an additional 1d4 damage per weapon attack. Acquired at 12th Level Rime's Binding Ice Evocation 1 Action V, S A burst of cold energy emanates from you in a 3 tile cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is restrained til the end of their turn. On a successful save, a creature takes half as much damage and isn’t hindered by ice. Dispel Magic Lightning Bolt Lightning Bolt Evocation 1 Action V, S A stroke of lightning forming a line that is 10 tiles long and 1 tile wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity Saving Throw. A creature takes 6 d6 lightning damage on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Dispel Magic Abjuration 1 Action V, S Choose one creature within range. Any magical effects on the target end. Flavor Spells The following spells are included in the Eldritch Knight's repertoire, however; these spells cannot be used in combat and does 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. It is fully consent based and cannot be used to force an outcome in a rol eplay sc enario. It is unlocked at Level 10 when the subclass is unlocked. Level 10 Control Flames Dancing Lights Gust Light Mending Mold Earth Prestidigitation Shape Water 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. Dancing Lights Evocation 1 Action V, S You create up to four torch-sized lights within range that last for up to a minute. They can be made to appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. * Flavor spell; not reflected in RPR. Used for roleplay. C ontrol 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. * Flavor spell; not reflected in RPR. Used for roleplay. Gust Transmutation 1 Action V, S You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. * Flavor spell; not reflected in RPR. Used for roleplay. Mending Transmutation 1 Action V, S, M 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. Mold Earth Evocation 1 Action V You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. * Flavor spell; not reflected in RPR. Used for roleplay. 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. * Flavor spell; not reflected in RPR. Used for roleplay. Shape Water Transmutation 1 Action S You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. * Flavor spell; not reflected in RPR. Used for roleplay. Subclass: Psi Warrior Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Some of the most disciplined high elves train to become such warriors, and those that may learn from them. As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield. Bonus P roficiencies Skills: Insight Class Resources: Level 10: +4 Level 12: +2 (6) Psionic Power Once per long rest, you may spend a bonus action to regain 1 class resource. Guarded Mind Spend one class resource to bolster your mind with psionic energy, removing any charmed or frightened effects. Protective Field When you or another creature you can see within 4 tiles of you takes damage, you can use your reaction to spend one class resource and return 1d10+int hit points. Psi-Powered Leap As a bonus action for 1 class resource, your movement speed is doubled and is treated as a fly speed until the end of your turn . Psionic Strike You can propel your weapon with psionic force. Once on each of your turns, immediately after you strike a target within 2 tiles of you with a melee strike and deal damage to it with a weapon, you can spend one class resource to deal an additional 1d10+int force damage. Bulwark of Force Requires Level 12 You can shield yourself and others with telekinetic force. As a bonus action you can choose 4 creatures, which can include you that you can see within 4 tiles. Each of the chosen creature’s AC and saves are increased by +1. Telekinetic Thrust Requires Level 12 When you deal damage to a target with your Psionic Strike, you can force that target to make a Strength Saving Throw (DC 8 + Attack Bonus). If the target fails, they are knocked prone. Telekinetic Movement Requires Level 12 You can move a creature with your mind. If they are willing, you may move their creature up to 3 tiles for an action and 1 class resource. Subclass: Rune Knight Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment. Bonus P roficiencie s Skills: Survival Giant's Might You can imbue yourself with the might of giants. As a bonus action, you increase your size to large. Once per Long Rest. Cloud Rune When you or a creature you can see within' 3 tiles is hit by an attack that targets AC, you may use your reaction to invoke the rune and choose a different creature within' 3 tiles of yourself. Transfers all additional hit-effects and damage of the attack with it. May not send attacks back to the creature that attacked. Usable once per Short Rest. Fire Rune When you hit a creature with an attack using a weapon, you can invoke this rune to summon fiery shackles. The target takes an extra 1d6 fire damage and must succeed on a Strength Saving Throw (DC 8 + Attack Bonus + STR) or be restrained until the end of their next turn. Twice per Short Rest. Frost Rune As a bonus action, you may invoke your frost rune, granting you a +2 bonus to Strength and Constitution Saving Throws for the remainder of the combat. Once per Short Rest. Stone R une When a target ends its turn within 3 tiles of you, you may, as a reaction, invoke the rune and force the creature to make a Wisdom Saving Throw (DC 8 + Attack Bonus + STR). Unless the target succeeds, they are incapacitated. Once per Short Rest. Hill Rune Requires Level 12 As a bonus action, you may invoke your hill rune, restoring 1d10 + 10 hit points. Once per Short Rest. Storm Rune Requires Level 12 Activate your storm rune, sending out an arc of lightning towards the target that may then jump to up to 2 additional targets. Each target must succeed on a Dexterity Saving Throw (8 + Attack Bonus + STR) or take 2d6 lightning damage and become silenced until the end of their next turn. Does half damage on successful save. Once per Short Rest. Subclass: Samurai The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai's resolve is nearly unbreakable, and the enemies in a samurai's path have two choices: yield or die fighting. B onus P roficiencie s Skills: Intimidation Class Resources Level 10: +4 Fighting Spirit As a bonus action on your turn for 1 class resource, you can give yourself advantage (+2) on all weapon attacks rolls until the end of the current turn. When you do so, you also gain 6 temp hit points. Rapid Strik e When you are under the effects of Fighting Spirit you may choose to dispel it to be granted +1 Attack Action for this turn; allowing you make three attacks in place of the usual two. Steadfast You may forgo the last attack on your turn to assume a defensive stance. Granting you +2 AC and +2 Attack Bonus until the start of your next turn. Countering Strike Requires Level 12 As a reaction to taking damage you may strike out against your opponent. Removing Steadfast and granting you the ability to make a single weapon attack in retaliation. Tireless Spirit When you have no class resources remaining you may gain one upon entering combat. Strength Before Death Requires Level 12 Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay death and immediately take an extra turn. If your extra turn ends and you still have 0 hit points you are wounded as usual.
- Feats | Halcyon D&D
Feats Characters will receive one Feat point at 8th Level and 12th Level. Each Feat may only be selected one time. Ability Score Improvement Increase one of your attributes by 1. This cannot be the attribute you increased at 10th level. Alert Gain a +5 bonus to your initiative. Athlete Standing up from prone only costs you 1 tile of movement. Climbing does not cost you extra movement. Charger When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. You must move at least 4 tile in a straight line immediately before taking this bonus action and you gain a +2 to hit until the start of your next turn. Fighting Initiate Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice. Archery - Gain a +2 bonus to To Hit (Ranged) when using ranged weapons. (Does not stack with Bracers of Archery) Defense - Gain a +1 bonus to your Armor Class. (Does not stack with Protection Items) Dueling - Gain a +2 bonus to damage when using a one handed weapon and no off handed weapon. Great Weapon Fighting - Gain +2 bonus damage to two handed weapon attacks with the Heavy property. Protection - As a reaction, when a target within 1 tile of you is hit with an attack you may impose disadvantage on that attack (-2) and possibly make it miss. (Requires a Shield) Two Weapon Fighting - Off hand attacks add Strength, or Dexterity if Finesse, to their damage. Great Weapon Master Once per turn, before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +5 to the attack's damage. Healer As an action, you may use a Surgeon's Kit and 1 Medical Supplies to tend to a creature and restore 2d6 + 4 hit points plus your Medicine score. A creature cannot be healed this way again until finishing a long rest. You must have Medicine Proficiency to take this Feat. Linguist You learn two languages of your choice. Lucky You're extremely lucky. You may spend a luck point before making an attack to gain a +2 hit bonus for that attack. Mage Slayer When a creature within 1 tile of you casts a spell, you may use your reaction to make a single weapon attack against the target. If the spell is a teleport and the target is outside of your attack range after the cast you may not make this attack. Shield Master When you make an strike on your turn you may use your bonus action to try and shove the creature. They must succeed a Strength Saving Throw or be moved back 1 tile. When you are not stunned you add +2 to your Dexterity Saving Throw. Skilled You gain proficiency in three skills you do not all already have proficiency in. Tough You gain 20/15/10 hit points based on your classes hit point maximum. (Before CON.) Less than 99: 20 100 - 109: 15 110+: 10 Grants: Tough Feature War Caster When you have no weapons equipped or a magical staff and someone exits the tile around you, you may use your reaction to make an attack of opportunity against them using a cantrip. The target of the cantrip may only be a single target. Weapon Master You gain proficiency with two weapons of your choice.
- Researches | Halcyon D&D
Researches Demonomicon Mythical Resources Lexicon of Faerûn Skillful Mastery Restricted Research Researches As players seek out advancing their characters, they might find themselves researching certain topics within the library of Ovius Alvarez located at the New Dawn. A player may choose to research once every 3 days getting 3 points towards the research of your choice. Topics Available: Demonomicon - 3x Extra Demon Boss Summons Mystical Resources - Mysterious Mushrooms & Strange Shards Lexicon of Faerûn - Language Research Skillful Mastery - Proficiency Research Demonomicon Finding ways to our plane, a slew of demons terrorize civilians and adventurers alike. You have cultivated an interest in these threats and chosen to research them, learning their behavior, hunting patterns, and anything needed to understand this foe so that you may go forth and battle them. You gain access to the demonomicon, revealing three new foes for you to face within Hellgate Keep. Each demon may be defeated weekly for Marks of Service and Arcane Residue. (Requires 5 research points.) Mythical Resources You find yourself enthralled with the oddity of the world, nature's curious creations that others overlook. Seeing their vibrant potential, you scrounge through literature to find the places they grow so that you may seize them for your own. Adept Foragers will gain access to a new resource: the Mysterious Mushroom and Strange Shard. (Requires 3 research points.) Lexicon of Faerûn There are numerous languages spoken by various races, creatures, and inhabitants of the Forgotten Realms. For whatever reaso n , your character may undergo interest in learning a new language, or uncovering a forgotten o ne . Each character may learn one additional language through research. Additionally, for each point of INT a character has b eyond 0 (before item modifiers), they may continue to learn languages beyond that thro ugh the same system to a maximum of 5 learned languages. INT -1/0 = 1 INT 1 = 2 INT 2 = 3 INT 3 = 4 INT 4 = 5 The languages listed below are the ones more readily available to learn. If a player is after something more obscure, or rare, it is best to open a DM ticket to inquire before embarking with researching it. Abyssal, Celestial, Draconic, D warvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc, Infernal, Primordial, Sylvan, and Undercommon. (Requires 10 research points.) Skillful Mastery Do you feel like you just don't quite understand something as well as your peers? Is there perhaps a skill you want to learn that is just not inside your natural skillset? Well, this is the research for you! Each character may learn one additional proficiency through research from a limited set of allowed proficiencies. Note, this cannot stack with a proficiency you already have as granted by an affliction, race, class, or subclass. You may readily learn any of the following skill proficiencies if you do not already have them. If you do, well... you're just very talented as it is and would be better off reading something else! Arcana, Animal Handling, History, Medicine , Nature, Religion, Performance, and Survival. (Requires 10 research points. Can only be completed once.) Restricted Research Those seeking more advanced knowledge must first prove themselves as a scholar. Researching the more, mundane, topics within the library. After which, and a small fee they will gain access to an exclusive section within the halls. (Requires 10 research points and a one time fee of 2,000 gold coins.) Topics Available: Libram of Souls and Flesh - A tome full of dark arts and rituals. Book of Eternal Respites Intellect Devourer Libram of Souls and Flesh With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. While the library does not have one on display it does have transcripts of the contents for study. It's mere presence threatens to consume any who attempt to delve its secrets save the few who can learn to navigate it safely. (Requires 6 research points. You must purchase the Libram from New Ascalhorn or otherwise acquire it.) When equipped the Libram of Souls and Flesh gives access to an additional consequence following PvP. Allowing you to take a harmless and unimpactful sliver of a target's soul for use in dark rituals. Additional Topics Available: Ritual of Soul Raising - Requires 10 research points. Allows the caster to create a Soul-Wight. Chill Touch cantrip - Requires 4 research points. Allows the wielder of the Libram to cast the Chill Touch cantrip in combat regardless of class. Book of Eternal Respites A tome long thought believed lost to the ages. The celestial knowledge within can cure even the strongest of afflictions. While the original was located and brought to the library by the brave adventurer Domino, the researchers within have toiled for many weeks to begin making copies. While the original possessed divine protection, these replicas do not. Allowing any and all to learn common rituals of healing and repair. (Requires 6 research points. You must purchase the Book of Eternal Respites from Orvius's Wizard Tower or otherwise acquire it.) When equipped the Book of Eternal Respites rewards Karmic Favor when aiding another. Using Lesser Restoration, Greater Restoration, Regeneration, or Remove Curse with the tome equipped and studied will reward you this resource. Additional Topics Available: Ritual of Lesser Restoration - Requires 10 research points. Ritual of Regeneration - Requires 10 research points. Ritual of Remove Curse - Requires 10 research points. Intellect Devourer An arcane anomaly exists here. Apparently at one point this portal was much larger and lead to pocket dimension used by one of the tower's mages. It has since, collapsed. Causing all of the treasures within to be scrambled and lost. Some time later this brain? Came crawling out and began to speak with us telepathically. It claims to be a missing wizard who's name is Jeff, but we aren't exactly sure. Regardless, if you bring it some arcane residue and... offer up some of your knowledge it will ward you long enough to reach inside and grab a prize. (Requires 6 research points and 10 Arcane Residue)
- Encounters | Halcyon D&D
DMNPC Encounters Storylines and DMNPC Encounters Halcyon is dedicated to providing our player base with unique experiences. One of the ways you can engage is through DMNPC encounters. In these DMNPC encounters our players will get a “tabletop” feel in the setting we’ve built. You’ll experience puzzles to solve, monsters to slay, and plots to uncover and engage in! Before your adventure begins... When opening up a DMNPC encounter there are a few things you should know. First, they are created and run by our DM team. Once a request is placed giving us a general outline of the type of encounter you’re looking for and potential hooks we take the reins and build a customized experience for you and a group of up to 5 players. These experiences are a single encounter session. Encounters are meant to create a narrative that you can enjoy during the session but also take out into the world and expand your roleplay with them. All DMNPC Encounters are required to tie into the overarching server story in some form or fashion. All DMNPC Encounters will be reviewed and may be denied based on criteria not being met, so make sure to thoroughly communicate with your DM. DMNPC Encounters are one time events that are in the same vein as our 'random encounters'. This option is given to those who are unable to participate, or would like to request a DMNPC for an event they are hosting, etc. You may also find scattered sites around the world with POIs that instruct you to open a DMNPC Encounter ticket. Make sure to screenshot the POI to provide it to staff. Staff story locations will ALWAYS instruct you to open a ticket. Criteria Guidelines Frequently Asked Questions Guidelines for Requesting DMNPC Encounters Please come up with a general idea of what kind of con tent you wish to have. This should be a general idea. Our Dungeon Master team will take your idea and they will create an experience for you, just like tabletop! Please discuss with your party ahead of time! This is important. Organization helps the ship sail smoothly - so what we need are: Character names, time zones, levels, and whatever information you think would be important for us in regard to scheduling your event. Bear in mind that when you request your event odds are you will have to wait. So, if you have a specific timeline you would like to follow, request sooner rather than later. Do NOT request DMNPC encounters for a single individual. These are meant to be group experiences. While we understand some players choose the solo life, DMing storylines can take hours and that is resources we need to see used for multiple players. Courtesy is the staple to our events and we expect it from players and staff alike. Conduct that is unkind or rude will be met with a barring from participation and rewards. Constructive criticisms may be submitted after the fact in the ticket. Fill out the questionnaire and post it into your tick et 1. You understand this will be a single encounter ? 2. What is the premise of this event and what are you trying to achieve for your group narratively? 3. Beyond the typical rewards are you seeking to gain or find anything else from this story? (Please note: we do not create, manufacture, or otherwise grant items not already in our house mod - requests such as these would be flavo r only). 4. In order to coordinate schedules, you will need to provide times and dates of availability for the group and are responsible for obtaining those. You may use Discord Timestamp or a similar discord date generator to better communicate dates and times. 5. Do you and your group prefer narrative encounters, combat encounters, or puzzle encounters? Please specify order of importance. 6. Are you alright with the possibility of 'invisible' NPCs? These will be represented via assets that we have on the server and will be DM'd by the narrator if no other staff are available to take on your request. If you wish to have staff DMNPCs for your event you may have to wait longer in order to accommodate your request due to scheduling reasons. 7. At any point if you are unable to attend the encounter you understand you must let the DM know as soon as possible? 8. You acknowledge that the event being created for your group is subject to changes, deviations, alterations, and potential cancellations depending on variables that may arise? 9. Please provide any more relevant information you think needs supplied to your DM. FAQ What is a DMNPC encounter? A DMNPC encounter is a requested 'random drop'. Typically our DM team will do random encounters for the population. We understand players are not always around during these and this is a means to request one as we would like to make sure everyone has thee chance to get involved! How many people can attend a DMNPC encounter? We allow parties up to 5 Who can request DMNPC encounters? Anyone! We simply require your group to be 3-5 players in size. What level is required to request a storyline? We require players to be at least level 10 to request a storyline. This is due to the nature of scaling and difficulty. We also want our players to familiarize themselves with RpR before reque sting and so the leveling process from 8 to 10 allows for that. Can I request a DMNPC for an event I am hosting? Yes! You may request a DMNPC encounter for events you are hosting. Just open a DM Encounter request and detail the needs you have for the event. Is there a cooldown on requests? Yes! There is a 72 hour or three day cooldown between completed requests and the ability to request a new encounter or storyline . Are there rewards? Yes! Each session there will be rewards. These come in Reward Box and experience form and are given out based on criteria met during the event. There is also potential for loot table rolls! DMNPC Encounter Criteria Present a concept that ties in to the server story All storylines are stories, but not all stories are storylines. What this means is: we expect presented material to effect the world around you and not just be simply off screen adventures. So for your DMNPC Encounter make sure you have something to present that will further narrative! Have a narrative reason When submitting a storyline you should have strong narrative reason for the storyline to take place. Make sure you present that to your DM. Participants must be at least level 10 We believe you should have unlocked your subclass and had a bit of experience with our RpR systems before engaging in storylines. This ensures for a smoother and more enjoyable process. You must have a group of 3+ to request In order to request a DMNPC encounter you must have 3+ members in you group. Player Hosted Event Rewards You must take a screenshot of all members online In order to receive credit you must take a screenshot before and after the event of the players in your clan who actively participated showing their online status in the clan tab as well as periodic roleplay happening during the event. You must post the event in the events channel 3 days prior to the event date Please make sure to post the event at least 3 days prior to the date of hosting to give players time to see the event, this also helps with schedule spacing. You may only receive rewards once per week Once per week your clan will receive a reward for hosting the event. Each active player will receive 1 mark of service for their participation. To receive the reward a clan leader may submit a DM ticket To be rewarded, compile the screen shots listed and open a general DM ticket, provide all of the information - link to event post, screenshots, names of participating clanmates etc.
- Kenku | Halcyon D&D
Kenku Basic Traits Racial Traits Kenku Feathered folk who resemble ravens, kenku are blessed with keen observation and supernaturally accurate memories. None of them can remember the origin of the first kenku, however, and they often joke that there are as many kenku origin stories as there are kenku. Some of them paint their genesis as a curse, being a flightless bird people doomed to mimic other people’s creations. Other kenku recite cryptic but beautiful poems about their advent being a blessed event in which they were sent into the multiverse to observe and catalog its many wonders. Whatever their true origin, kenku are most often found in the Shadowfell and the Material Plane, and they tend to have the coloration typical of ravens. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 14 0 cm (4'7") Max: 160 cm (5'3") Languages Common Mimicry* Life S pa n Adult hood: 18 years Longevity: 60 years Movement 3 ti le s per turn Racial Traits Expert Duplication All kenku have a keen attention to detail. You are proficient in Perception and can copy another's writing perfectly, to the exact shape of each letter, regardless of whether or not you know the language in which it is written. Mimicry You can accurately mimic sounds you have heard, including voices (this means you may mimic a language you do not know, but you will still not understand it). A creature that hears the sounds you make can tell they are imitations only with a successful Insight check (DC 8 + your proficiency bonus + CHA). You are also proficient in Deception and Persuasion. Kenku Recall Thanks to your supernaturally good memory, you also have proficiency in History and Religion.
- Tiefling | Halcyon D&D
Tiefling Basic Traits Racial Traits Tiefling To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable. Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes. They have thick tails, their canine teeth are sharply pointed, and their eyes are often fiendish and otherworldly. Their their skin tones cover the full range of human coloration, but also typically include various shades of red and purple, or even darker blue. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 150 c m (4'11") Max: 185 c m (6'1") Langua ges Common Infernal Life S pa n A dult hoo d: 18 years Longevity: 160 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. Archdevil Origin Tieflings garner a bloodline infused with the essence of one of the archdevils of the Nine Hells, which heavily impacts their natural impulses and their appearance. Choose your archdevil origin from the following: Asmodeus, Baalzebul, Dispater, Fierna, Glasya, Levistus, Mammon, Mephistopheles, or Zariel. Infernal Legacy The dark magic and nature of the Nine Hells flow through every tiefling. You know the Mage Hand, Minor Illusion, Thaumaturgy, and Vicious Mockery cantrips and are proficient in Deception. Hellish Resistance You have resistance to fire damage.
- Aarakocra | Halcyon D&D
Aarakocra Basic Traits Racial Traits Aarakocra A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air—and were imbued with a measure of their masters’ power over winds. Their descendants still command echoes of that power. From below, aarakocra look like large birds and thus are sometimes called birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 140 cm (4'7") Max: 160 cm (5'3") Languages Common Primordial Life S pa n Adult hood: 18 years Longevity: 60 years Movement 3 tiles per turn Racial Traits Alternative Origins You can use this race as a base to play an Owlin. Flight Because of your wings, your movement counts as flying type all the time. You cannot take fall damage unless you are incapacitated when falling. Your wings can only be hidden while using the spell Disguise Self. Talons You are proficient with unarmed strikes due to your talons. Your unarmed strikes deal 1d4 + Attack Bonus of damage instead of the usual 1 + Attack Bonus of damage.
- Character Expectations | Halcyon D&D
Character expectations Some characters, races, classes, or afflictions will have additional restrictions and expectations applied to them to ensure that the continuity and immersion of the setting is maintained. Certain classes, such as divine casters, have additional systems in place that will be outlined below. Ability Score Improvement Increase one of your attributes by 1. This cannot be the attribute you increased at 10th level. Alert Gain a +5 bonus to your initiative. Athlete Standing up from prone only costs you 1 tile of movement. Climbing does not cost you extra movement. Charger When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. You must move at least 4 tile in a straight line immediately before taking this bonus action and you gain a +2 to hit until the start of your next turn. Fighting Initiate Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice. Archery - Gain a +2 bonus to To Hit (Ranged) when using ranged weapons. (Does not stack with Bracers of Archery) Defense - Gain a +1 bonus to your Armor Class. (Does not stack with Protection Items) Dueling - Gain a +2 bonus to damage when using a one handed weapon and no off handed weapon. Great Weapon Fighting - Gain +2 bonus damage to two handed weapon attacks with the Heavy property. Protection - As a reaction, when a target within 1 tile of you is hit with an attack you may impose disadvantage on that attack (-2) and possibly make it miss. (Requires a Shield) Two Weapon Fighting - Off hand attacks add Strength, or Dexterity if Finesse, to their damage. Great Weapon Master Once per turn, before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +5 to the attack's damage. Healer As an action, you may use a Surgeon's Kit and 1 Medical Supplies to tend to a creature and restore 2d6 + 4 hit points plus your Medicine score. A creature cannot be healed this way again until finishing a long rest. You must have Medicine Proficiency to take this Feat. Linguist You learn two languages of your choice. Lucky You're extremely lucky. You may spent a luck point before making an attack to gain a +2 hit bonus for that attack. Mage Slayer When a creature within 1 tile of you casts a spell, you may use your reaction to make a single weapon attack against the target. If the spell is a teleport and the target is outside of your attack range after the cast you may not make this attack. Shield Master When you make an attack on your turn you may use your bonus action to try and shove the creature. They must succeed a Strength Saving Throw or be moved back 1 tile. If you are not stunned, you add +2 to your Dexterity Saving Throw. Skilled You gain proficiency in three skills you do not all already have proficiency in. Tough You gain 20/15/10 hit points based on your classes hit point maximum. (Before CON) Less than 99: 20 100 - 109: 15 110+: 10 War Caster When you have no weapons equipped and someone exits the tile around you, you may use your reaction to make an attack of opportunity against them using a cantrip. The target of the cantrip may only be a single target. Weapon Master You gain proficiency with three weapons of your choice.
- Druid | Halcyon D&D
Druid Class Features Spellcasting Dreams The Land The Moon Spores Stars Wildfire Druid Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines. Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form. For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others. Subclasses Class Features Basics Base Hit Po ints: 52 Hit Points per Advancement: 10 Actions: 1 Attack, 1 Bonus, 1 Reaction Casting Attribute: Wisdom Starting Kit: Wooden Club Shield Leather Armor Proficiencies Armor: Light armor, medium armor, shi elds (druids will not use any that are made of metal.) Weapons: Clubs, Dagger, Mace, Staff, Sickle, Spear Sav ing Throws: Intelligence, Wisdom Skills: Animal Handling, Nature Proficiency Bo nus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Druidic You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others w ho know th is l anguage automatically spot such a message. Others spot the message’s presence with a successful DC 15 Perception check, but can’t decipher it without magic. Wild Shapes You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a lo ng rest. While wildshaped, you cannot cast spells or speak. Wolf Armor Class: 12 Temp HP: 20 1d8+2 Bite attack 2 Attack Actions Rune choices: Shapeshifting (Grey Wolf), Shapeshifting (Black Wolf), & Shapeshifting (White Wolf) Giant Elk Armor Class: 13 Temp HP: 25 2d4+3 Ram attack, has chance to knock back 1 tile. Rune: Shapeshifting (Elk King) Big Cat (Level 12) Armor Class: 11 Temp HP: 15 1d10+2 Pounce attack, 4 tile attack that can knock prone and moves to target. 1d8+2 Bite attack, Bonus action that works on prone enemies. Rune choices: Shapeshifting (Lion), Shapeshifting (Tiger), Shapeshifting (White-Tiger), Shapeshifting (Black Panther), & Shapeshifting (Sabertooth) Bear (Level 12) Armor Class: 14 Temp HP: 30 1d8+4 Claw attack Rune: Shapeshifting (Bear) Critters All druids may learn to wild shape into small critters that have no comb at purpose. These include: Cat Chicken Cobra Doe Fox Frog Horse Piglet Rabbit These wild shapes can be learned through a quest by speaking to Druidess Pichor in the Oasis opposite the Blacksmith quarter. Druids will be allowed to learn 3 total critters, so choose wisely! Druid Circle All druids identify with a circle of druids. Choose your druid circle (subclass) from the six listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Class Expectations Druids exist to maintain the balance of nature. Anything disrupting the balance of nature is considered vile and unnatural. As such druids are not allowed to associate in a friendly manner with Vampires, Soul Wights, or any such undead beings. This includes clanning with them even if you are 'IC' unaware. All circles, including Spores, falls under this expectation. Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. Spell Slots Level 8 1st: +4 2nd: +3 Level 10 3rd: +3 4th: +2 Level 12 4th: +1 5th: +2 Combat Spells The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters. Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level Charm Person Cure Wounds Detect Magic Detect Poison and Disease Entangle Faerie Fire Healing Word Jump Thunderwave 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) Detect Magic Divination 1 Action V, S 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 thin sheet of lead, or 3 feet of wood/dirt. Acquired at 12th Level Detect Poison and Disease Divination 1 Action V, S For the next 10 minutes you can sense the presence and location of poisons, poisonous creatures, and diseases within 3 tiles of you. You may also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood/dirt. Acquired at 10th Level Entangle Conjuration 1 Action V, S Grasping weeds and vines sprout from the gro und in a 2 tile x 2 tile square starting from a point within range. A creature within the square must succeed a Strength Saving Throw or be restrained until the end of their next turn. (8 + Spell Bonus vs STR 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. Thunderwave Evocation 1 Action V, S A wave of thunderous force sweeps out from you. Each creature in a 2 tile x 2 tile cube must make a Constitution Saving Throw (DC 8 + Spell Bonus). On a failed save, a creature takes 2d8 thunder damage and is knocked back 1 tile. If succeeded, the creature only takes half damage. Acquired at 10th Level 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. When you cast this spell using a spell slot of 2nd or higher, the healing increases by 1d8 for each spell slot above 1st. Healing Word Evocation 1 Bonus Action V A creature of your choice that you can see within range regains hit points equal to 1d4 + Spell Bonus. This has no effect on undead or constructs. Jump Transmutation 1 Action V, S You touch a creature. It may jump up to 6 tiles as their next move action. Frostbite Produce Flame Shillelagh Thorn Whip Primal Savagery 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 10t h Level Produce Flame Conjuration 1 Action V, S A flickering flame appears in your hand. The flame sheds bright light for 1 tile. You can make an attack with the flame. 2d8 Fire Damage Shillelagh Transmutation 1 Bonus Action V, S Imbue your club or st aff with nature's power. For the duration of combat you can use WIS for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. Thorn Whip Transmutation 1 Action V, S You create a long, vine-like whip covered in thorns that lashes out towards a creature. On a hit, if the creature is large or smaller they are moved 1 tile closer to you. 3d 6 Piercing Damage Primal Savagery Transmutation 1 Action S You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 1 tile . On a hit, the target takes 2d10 acid damage. After you make the attack, your teeth or fingernails return to normal. (1d20 + Proficiency Bonus + Spell Bonus vs AC) Call Lighting Erupting Earth Moonbeam (3rd) Tidal Wave Sleet Storm Call Lightning Conjuration 1 Action V, S A storm cloud appears over the area. Choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 1 tile of that location must make a Dexterity Saving Throw. Taking 3d10 damage on a failed save or half as much on a success. (8 + Spell Bonus vs DEX Save) Erupting Earth Transmutation 1 Action V, S Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 2 tile cube centered on that point. Each creature in that area must make a Dexterity Saving Throw. A creature takes 3d12 bludgeoning damage on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Tidal Wave Conjuration 1 Action V, S You conjure up a wave of water that crashes down on an area within range. The weave is 3 tiles wide, 1 tile high, and moves forward from you for 12 tiles. Each creature in the area must make a Dexterity Saving Throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. (8 + Spell Bonus vs DEX Save) Moonbeam (3rd) Evocation 1 Action V, S A silvery beam of pale light shines down . A creature is engulfed in ghostly flames that cause searing pain and must make a Constitution Saving Throw. 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. (8 + Spell Bonus vs CON Save) Sleet Storm Conjuration 1 Action V, S Freezing rain and sleet fall in a 4 tile radius centered at a point you choose within range. The ground in the area is covered with slick ice. Any creature within the area must succeed a Dexterity Saving Throw (8 + Spell Bonus) or be knocked prone. Acquired at 10th Level Maelstrom Maelstrom Evocation 1 Action V, S A mass of water appears and swirls in a 3 tile radius from a point you can see within range. Any creature within range must succeed on a Strength Saving Throw or take 6d6 bludgeoning damage. (8 + Spell Bonus vs STR Save) Barkskin Cure Wounds (2nd) Gust of Wind Healing Word (2nd) Heat Metal Lesser Restoration Moonbeam Spike Growth Barkskin Transmutation 1 Action V, S You touch a willing creature. Until the end of combat the target's skin has a tough, bark-like appearance, and the target's AC can't be less than 16. Regardless of what kind of armor it's wearing. 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. Gust of Wind Evocation 1 Action V, S A line of strong wind 6 tiles long and 1 tile wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength Saving Throw or be pushed 2 tiles away. (8 + Spell Bonus vs STR Save) Healing Word (2nd) Transmutation 1 Bonus Action V, S A creature of your choice that you can see within range regains hit points equal to 2d4 + Spell Bonus. This had no effect on undead of constructs. Heat Metal Transmutation 1 Action V, S Choose a weapon made of metal that you can see within range. You cause the object to glow red-hot. A creature holding the weapon takes 2d8 fire damage and must succeed a Constitution Saving Throw or drop the weapon. (8 + Spell Bonus vs CON Save) Acquired at 10th Level Lesser Restoration Abjuration 1 Action V, S You touch a creature and can end either one disease, poisoned, or blinded effect. Moonbeam Evocation 1 Action V, S A silvery beam of pale light shines down. A creature is engulfed in ghostly flames that causes searing pain and must make a Constitution Saving Throw. 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. (8 + Spell Bonus vs CON Save) Spike Growth Transmutation 1 Action V, S The ground in a 2 tile radius twists and sprouts hard spikes and thorns. Dealing 2d4 piercing damage to any creature within. Freedom of Movement Polymorph Freedom of Movement Abjuration 1 Action V, S Choose a willing creature that you can see within range, granting the target Freedom of Movement which will give the target a on use status to clear any restrained, or slowed effects. While the effect persists on the target they receive +2 to Dex Saving Throws until used. 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. Flavor Spells The following spells are included in the druid'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 Plant Growth Watery Sphere Speak with Animals Transport via Plant Plant Growth Transmutation 1 Action 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. Watery Sphere Transmutation 1 Action V, S You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. Speak with Animals Divination 1 Action V, S You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters and wildlife. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion during DM events. Transport via Plants Conjuration 1 Action V, S This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, you can step into the target plant and exit from the destination plant. Control Flames Druidcraft Guidance Gust Mending Mold Earth Shape Water Create or Destroy Water Purify Food and Drink Control Flames Transmutation 1 Action S You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. Y ou affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Gust Transmutation 1 Action V, S You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. Mending Transmutation 1 Minute 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. Mold Earth Transmutation 1 Action S You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Shape Water Transmutation 1 Action S You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Druidcraft Transmutation 1 Action V, S Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire. Guidance Divination 1 Action V, S 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. 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 purifi ed and rendered free of poison and disease. 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 12 Detect Magic Detect Poison and Disease Locate Animals or Plants This is an RPR Spell, and does not require a DM Ticket! Detect Magic Divination 1 Action V, S , M Class Required: Artificer Cleric Bard Druid Paladin Ranger Sorcerer Wizard Components Required: 1x Unstable Essence 5x Arcane Res idue For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dir t. 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. Locate Animals or Plants Divination 1 Action V, S, M Class Required: Druid Bard Components Required: 4x F eral 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 with Nature Druid Grove Reincarnate Scrying Druid Grove Abjuration 10 Minutes V, S, M Class Required: Druid Components Required: 30x Basic He rb 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 three days 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 every three days. Commune with Nature Divination 1 Minute V, S Class Required: Druid Components Required: 30x Plant 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. 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. Reincarnate Divination 1 Hour V, S, M Class Required: Druid Components Required: Diamonds worth 15,000 Gold 25x Arcane 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 95 - 99: Wood Elf 100 - Choice of anything on the list. Subclass: Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between the good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest. Bonus P roficiencies Skills: Medicine Class Resources: Level 10: +10 Level 12: +2 (12) Balm of the Summer Court As a bonus action, you can choose any ally you can see within 12 tiles of you and spend 4 class resources. The target regains 4d4 + 4 hit points. Hidden Paths You can use hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport a creature up to 2 tiles away to an unoccupied space that you can see. You may use this twice per Long Rest. Walker in Drea ms Requires Level 12 Once per long rest, you may magically teleport yourself and up to two willing allies who touch you back to the last location where you finished a long rest on the current plane. Upon casting this ability you may not move, or take any actions for three turns. If you are not stunned, or brought to 0 hit points after this time you may PvP Flee from combat with up to two allies . Circle Spells Cantrips 3rd Level 4th Level 5th Level Aura of Vitality Cure Wounds (3rd) Healing Word (3rd) 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. Cure Wounds (3rd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 3d8 + Spell Bonus. This spell removes the Wounded status. This has no effect on Undead or Constructs. Healing Word (3rd) Evocation 1 Bonus Action V, S A creature of your choice that you can see within range regains hit points equal to 3d4 + Spell Bonus. This spell will remove the Wounded status. This has no effect on undead or constructs. Poison Spray Poison Spray Evocation 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) Cure Wounds (4th) Cure Wounds (4th) Evocation 1 Action V, S A creature you touch regains a nu mber of hit points equal to 4d8 + Spell Bonus. This spell will remove the Severely Wounded status. This has no effect on Undead or Constructs. Cure Wounds (5th) Greater Restoration Mass Cure Wounds Cure Wounds (5th) Evocation 1 Action V, S A creature you touch regains a number of hit p oints equal to 5d8 + Spell Bonus. This spell will remove the Death's Door status. This has no effect on Undead or Constructs. Mass Cure Wounds Evocation 1 Action V, S A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 3 tile radius sphere. Each target regains hit points equal to 3d8 + Spell Bonus. Removes basic Wounded status. This spell has no effect on Undead or Constructs. 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. Rituals Level 12 Dream Greater Restoration Regenerate True Resurrection 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. 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. 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: Circle of The Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus P roficiencies Skills: Survival Class Resources: Level 12: +4 Land's Stride Your attunement to nature allows you to brush off any slows, restrains, or grapples as a reaction. Nature's Ward You are immune to charm, fear, poison, and disease. Nature's Sanctuary Requires Level 12 When a creature makes a melee attack against you, as a reaction and 1 class resource you can force them to make a Wisdom Saving Throw. On a failure the, attack misses. Circle Spells Cantrips 2nd Level 3rd Level 5th Level Haste Haste Transmutation 1 Action V, S Immediately grants Dash to target for their next turn, unless target cannot dash. Also grants +2 AC, and +2 Dex Save for 1 turn. Poison Spray Poison Spray Evocation 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) Invisibility Invisibility Illusion 1 Action V, S A creature you touch becomes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends when the target attacks or casts a spell. Acquired at Level 12. Insect Plague Insect Plague Conjuration 1 Action V, S Swarming, biting locusts fill a 2 tile sphere at a point you choose within range. The sphere spreads around corners. Any creature within the area must succeed a Constittuion Saving Throw. Taking 4d10 piercing damage on a failed save, or half as much damage on a success. Subclass: Circle of the Moon Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood. Bonus Proficiencies Skills: Athletics Class Resources: Level 10: +2 Level 12: +1 (3) C ombat Wild Shape You gain the ability to use subclass specific wildshapes (Yeti, Giant Bat, Earth Elemental) on your turn as a bonus action, rather than as an action. Furthermore, while you are wild shaped, you are able to spend a level (1/2/3) spell slot to regenerate (1/2/3)d8 Temp HP as a bonus action each turn. Circle Forms The rites of your circle, and the varied phases of the moon, grant you the ability to transform into more dangerous animal forms. Attacks made by your Circle forms count as magical attacks for the purposes of bypassing resistances. Giant Bat Armor Class: 13 Temp HP: 3 0 1d8+3 Bite Attack Screech AoE debuff Flying Movement Rune: Shapeshifting (Bat Demon) Yeti Armor Class: 12 Temp HP: 40 2d4+3 Cold Claw Attack Equal Climbspeed 2 Attack Actions Rune: Shapeshifting (Yeti) El emental Requires Level 12 Armor Cla ss: 17 Temp HP: 50 2d8+5 Smash Attac k 2 Attack Actions Physical Resistance Poison Resistance Poisoned Immunity Thunder Weakness Costs 2 WS points to enter. Rune: Shapeshifting [Golem] Circle Spells 4th Level 5th Level Moonbeam (4th) Moonbeam (4th) Evocation 1 Action V, S A silvery beam of pale light shines down . A creature is engulfed in ghostly flames that cause searing pain and must make a Constitution Saving Throw. 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. (8 + Spell Bonus vs CON Save) Moonbeam (5th) Moonbeam (5th) Evocation 1 Action V, S A silvery beam of pale light shines down . A creature is engulfed in ghostly flames that cause searing pain and must make a Constitution Saving Throw. 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. (8 + Spell Bonus vs CON Save) Note: Giant Bat is intended as a combat only wildshape, you may not use it to fly around the map. Abuse of this will result in the removal of it, and loss of the feature! Subclass: Circle of Spores Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form. Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted. Bonus Proficiencies Skills: Intimidation Class Resources: Level 10: +2 Level 12: +2 (4) Halo of Spores When a creature moves within 1 tile of you, you may, as a reaction, cause your invisible necrotic spores to be unleashed upon them. They must succeed on a Constitution Saving Throw (DC 8 + Spell Bonus) or take 1d8 necrotic damage. Spreading Spores As a bonus action for the cost of 1 CR, you may hurl your spores at a target within range. They must succeed a Constitution Saving Throw (DC 8 + Spell Bonus) or take 1d8 necrotic damage. Symbiotic Entity Requires Level 12 As an action for the cost of 2 CR, channel your magics into the spores that surround you. These spores grant you 6d6 hit points. Fungal Body Requires Level 12 The fungal spores within your body make you immune to the blinded, frightened, and poisoned statuses. Circle Spells Cantrips 2nd Level 4th Level 5th Level Blindness Blindness Necromancy 1 Action V You attempt to blind a foe. Choose one creature that you can see within range to make a Constitution Saving Throw. 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. (8 + Spell Bonus vs CON Save) Chill Touch 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) 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) Subclass: Circle of Stars The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many druids of this circle keep records of the constellations and the stars' effect on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples; any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm. Bonus Proficiencies Skills: History Class Resources: Level 10: +3 Level 12: +1 (4) Starry Form (Archer) At the cost of one use of your wildshape feature you may assume the starry form of the archer. Granting you the ability to deal 2d8 + Wisdom radiant damage as a bonus action. Starry Form (Chalice) At the cost of one use of your wildshape feature you may assume the starry form of the chalice. Allow you to heal your target for an additional 2d8 + Wisdom when targeting them with a healing spell. Cosmic Omen (Woe) As a reaction to an attack and 1 CR, you may roll 1d6 and subtract that amount from the target's roll. If this would make the attack miss, damage may be reverted. Full of Stars Requires Level 12 You become partially incorporeal, giving you physical damage resistance. Circle of the Spells 1st Level 2nd Level 3rd Level 4th Level 5th Level 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. Guiding Bolt 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. Guiding Bolt (3rd) 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. Moonbeam (4th) Moonbeam (4th) Evocation 1 Action V, S A silvery beam of pale light shines down . A creature is engulfed in ghostly flames that cause searing pain and must make a Constitution Saving Throw. It takes 4d10 radiant damage on a failed save, or hal f as much on a successful one. Shapechangers are reverted to their natural form on a failed save. (8 + Spell Bonus vs CON Save) Moonbeam (5th) Moonbeam (5th ) Evocation 1 Action V, S A silvery beam of pale light shines down . A creature is engulfed in ghostly flames that cause searing pain and mu st make a Constitution Saving Throw. It takes 5d10 radiant damage on a failed save, or hal f as much on a successful one. Shapechangers are reverted to their natural form on a failed save. (8 + Spell Bonus vs CON Save) Subclass: Circle of Wildfire Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another. Bonus Proficiencies Skills: Arcana Class Resources: Level 10: +3 Level 12: +2 (5) Wildfire Spirit As an action with the cost of 1 Wildshape, take on your spirit form of flames to activate your abilities. When entering this form, everyone ar ound you within' 1 tile must pass a DEX saving throw or take 2d6 fire damage. Fiery Teleportation For the cost of 1 CR and one bonus action, you and a willing ally within 1 tile vanish in a small burst of flames, moving up to 2 tiles away. You must be in your Wildfire Spirit Form to do this. Flame Seed When you cast a fire spell, it leaves behind a flame seed in your hand. As a bonus action for the cost of 1 CR, you may make a ranged spell attack against a creature within range. It deals 1d6 + Spell Bonus on a hit (8 + Spell Bonus vs AC). You must be in your Wildfire Spirit Form to do this. Cauterizing Flames When you cast a spell that restores hit points, you may heal for an additional 1d8 + Spell Bonus as a bonus action for the cost of 1 CR. Blazing Revival Requires Level 12 Once per day when you reach 0 hit points while in Wildfire Spirit Form you may be reborn in flame returning to life with 40 hit points. Removes Wildfire Spirit Form on activation. Circle of Spells 1st Level 2nd Level 4th Level 5th Level 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. On a hit the target takes 2d6 fire damage. (1d20 + Spell Bonus vs AC) Burning Hands 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 3d6 fire damage on a failed save or half as much on a success. (8 + Spell Bonus vs DEX Save ) Fire Shield 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. Flame Strike 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 must make a Dexterity Saving Throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save)
- Astral Elf | Halcyon D&D
Astral Elf Basic Traits Racial Traits Astral Elf Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests as a starry gleam in an astral elf's eyes. In deference to the gods of the Seldarine, astral elves wore armor that featured ornate headpieces and visored helms that obscured their personal identity. They preferred to be seen as entirely faceless when dealing with members of other species. Because nothing ages on the Astral Plane, astral elves who inhabit that plane can be very old, and their longevity gives them an unusual perspective on the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet contemplation or strike out to explore the reaches of the multiverse, astral elves tend to see things through the lens of time as having little or no meaning to them. Astral elves who don't dwell in the Astral Plane can live to be more than 750 years old. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Langua ges Common Elvish Life S pa n A dult hood: 18 years Longevity: 750 years Mo vement 3 ti le s per turn Race Expectations Astral Elves customarily wear masks to obscure their identity when dealing with members of other species. You must wear a mask when likely to encounter members of other species, such as the hub and other open public spaces. Racial Traits Astral Fire You know the sacred flame cantrip. Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fey Ancestry You are immune to magical sleep effects. Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. Starlight Step As a bonus action, you can magically teleport up to 3 tiles to an unoccupied space you can see. You can use this trait once per long rest. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span.
