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  • Item Catalog | Halcyon D&D

    Item Catalog Light Armors Medium Armors Heavy Armors Shields Simple Weapons Martial Weapons Ranged Weapons Ammunition Potions Tools Apparel Item Catalog On Halcyon we have lots of different items in our world which our players work towards crafting their weapons, armor, potions and even magical items! Here is a catalog for all of these different items you may come across in your journeys. Light Armors Leather Armor Armor AC 11 + DEX Buy: 145 | Base: 194 | Sell: 242 ​ Studded Leather Armor AC 12 + DEX Buy: 202 | Base: 270 | Sell: 338 ​ Medium Armors Chain Shirt Armor AC 13 + DEX (2 Max) Buy: 124 | Base: 166 | Sell: 207 ​ Scale Mail Armor AC 14 + DEX (2 Max) Buy: 342 | Base: 456 | Sell: 570 ​ Half-Plate Armor AC 15 + DEX (2 Max) Buy: 729 | Base: 972 | Sell: 1215 ​ Heavy Armors Chain Mail Armor AC 16 Requires 1 point of Strength Buy: 168 | Base: 224 | Sell: 280 ​ Splint Armor Armor AC 17 Requires 2 points of Strength. Buy: 436 | Base: 582 | Sell: 727 ​ Plate Armor Armor AC 18 Requires 2 points of Strength. Buy: 967 | Base: 1290 | Sell: 1612 ​ Shields Shield Armor Off Hand, +2 AC Buy: 118 | Base: 157 | Sell: 196 ​ Simple Weapons Longsword Simple Weapon One Handed, 1d8 + STR Buy: 94 | Base: 125 | Sell: 156 Spear Simple Weapon One Handed, Reach, 1d6 + STR Polearm Master Buy: 72 | Base: 96 | Sell: 120 ​ Battleaxe Simple Weapon One Handed, 1d8 + STR ​ Cleaving Strike & +2 Logging Buy: 78 | Base: 104 | Sell: 130 ​ Dagger Simple Weapon One Handed, 1d4 + STR/DEX ​ Painful Laceration & +2 Skinning Buy: 40 | Base: 53 | Sell: 66 ​ Shortsword Simple Weapon One Handed, 1d6 + ST R/DEX ​ Hindering Strike Buy: 72 | Base: 96 | Sell: 120 ​ Rapier Simple Weapon One Handed, 1d8 + STR/DEX Buy: 94 | Base: 125 | Sell: 156 Wooden Club Simple Weapon One Handed, 1d4 + STR ​ Crippling Strike Buy: 40 | Base: 53 | Sell: 66 ​ Mace Simple Weapon One Handed, 1d6 + STR ​ Concussive Smash Buy: 72 | Base: 96 | Sell: 120 ​ Staff Simple Weapon Two Handed, 1d8 + ST R Crippling strike Buy: 72 | Base: 96 | Sell: 120 ​ Sickle Simple Weapon One Handed, 1d4 + STR +2 Herbalism Buy: 43 | Base: 58 | Sell: 72 Pickaxe Simple Weapon One Han ded, 1d4 + STR +2 Mining Buy: 43 | Base: 58 | Sell: 72 Whip Simple Weapon One Hand ed, Reach, 1d4 + STR/DEX ​ Trip Buy: 78 | Base: 104 | Sell: 130 ​ Quarterstaff Simple Weapon Two Handed, 1d8 + STR/DEX ​ Crippling Strike Buy: 72 | Base: 96 | Sell: 120 ​ Martial Weapons Halberd Mar tial Weapon ​ Two Handed, Reach, 1d10 + ST R ​ Polearm Master Buy: 140 | Base: 187 | Sell: 234 ​ Warhammer Mar tial Weapon Two Handed, 1d10 + STR +4 Breach ​ Concussive Smash Buy: 109 | Base: 145 | Sell: 181 Greataxe Mar tial Weapon Two Handed, 1d12 + STR ​ Cleaving Strike Buy: 140 | Base: 187 | Sell: 234 ​ Katana Martial Weapon Two Handed, 1d10 + STR/DEX Buy: 184 | Base: 246 | Sell: 307 Greatsword Martial Weapon ​ Two Handed, 2d6 + STR Buy: 184 | Base: 246 | Sell: 307 Ranged Weapons Hand Crossbow Simple Ranged Weapon 1d6 + DEX When offhanded deals d4 4 tile range Buy: 72 | Base: 96 | Sell: 120 ​ Crossbow Simple Ranged Weapon ​ 1d8 + DEX ​ 6 tile range Buy: 110 | Base: 146 | Sell: 182 Heavy Crossbow Martial Ranged Weapon ​ 1d10+ DEX ​ 10 tile range Buy: 151 | Base: 202 | Sell: 252 Shortbow Simple Ranged Weapon ​ 1d6 + DEX ​ 7 tile range Buy: 72 | Base: 96 | Sell: 120 ​ Longbow Martial Ranged Weapon ​ 1d8 + DEX ​ 14 tile range Buy: 151 | Base: 202 | Sell: 252 Ammunition & Throwables Arrows (40x) Ammunition Longbow & Shortbow Ammo Buy: 80 | Base: 106 | Sell: 132 ​ Bolts (40x) Ammunition Crossbow Ammo Buy: 80 | Base: 106 | Sell: 132 Throwing Knives (10x) Ammunition ​ 2d4 + D E X/STR and have a 4 tile range. Buy: 79 | Base: 106 | Sell: 132 ​ Net (4x) Ammunitio n Grants the ability "Throw Net" to restrain th e target on a failed STR sav e in a 10 tile range. Buy: 58 | Base: 77 | Sell: 96 ​ Bola (4x) Ammunitio n Grants the ability "Throw Bola" to restrain th e target on a failed DEX sav e in a 10 tile range. Buy: 58 | Base: 77 | Sell: 96 ​ Caltrops (8x) Ammunition ​ Grants the ability "Throw Caltrops" to slow th e target on a failed DEX sav e in a 10 tile range. Buy: 52 | Base: 70 | Sell: 87 ​ Potions & Oils Potion of Healing Potion Heals 4d4+4 HP. Buy: 124 | Base: 166 | Sell: 207 ​ Potion of Greater Healing Potion Heals 6 d4+6 HP. Buy: 325 | Base: 434 | Sell: 542 ​ Potion of Superior Healing Potion Heals 8 d4+8 HP. Buy: 578 | Base: 771 | Sell: 964 ​ Potion of Supreme Healing Potion Heals 10 d4+20 HP. Not Sold Potion of Growth Potion Grants Enlarged status for combat. Buy: 156 | Base: 208 | Sell: 260 ​ Potion of Heroism Potion Gain 10 HP & grants b lessed status for combat. Buy: 202 | Base: 270 | Sell: 337 ​ Oil of Sharpness Weapon Oil Grants +2 Melee and Ranged Hit Bonus. Buy: 195 | Base: 260 | Sell: 325 ​ Potion of Speed Potion Grants Hasted effect for combat. Buy: 176 | Base: 235 | Sell: 294 ​ Potion of Climbing Potion Grants Equal Climb speed for combat. Buy: 82 | Base: 110 | Sell: 137 ​ Potion of Flying Potion Grants Flying movement f or combat. Buy: 144 | Base: 192 | Sell: 240 ​ Potion of Vitality Potion Cures Exhaustion, Disease, Poison, and Bloodless effects. Buy: 210 | Base: 280 | Sell: 350 ​ Potion of Regeneration Potion Restores lost limbs and removes Maimed status akin to Regeneration spell. Not Sold Tools Apothecary's Tools Off hand +2 Crafting Bonus Not Sold Blacksmith's Tools Off hand +2 Crafting Bonus Not Sold Craftsman's Tools Off hand +2 Crafting Bonus Not Sold Surgeon's Tools Off hand ​ Requires 4 points in Medicine and Medical proficiency to remove wounded and severe wounds Not Sold Thieves' Tools Off hand +1 Sleight of Hand and allows for lockpicking Not Sold Apparel Bag Accessory +1 Potion use Not Sold Belt Waist ​ +1 Athletics Not Sold Boots Feet +1 Acrobatics Not Sold Cloak Back +1 Stealth Not Sold Holy Symbol Focus +1 Religion Not Sold Robe Body +1 Arcana Not Sold Gloves Hands +1 Sleight of Hand Not Sold Necklace Neck +1 Performance Not Sold Tome Focus +1 History Not Sold Hat Head +1 Persuasion Not Sold Ring Ring +1 Deception Not Sold

  • Drow | Halcyon D&D

    Drow Basic Traits Racial Traits Eilistraean Drow Drow Drow are infused with the magic of Lolth—the Queen of Spiders—and the Underdark, an underground realm of wonders and horrors rarely seen on the surface above. They are at home in shadows and, thanks to their innate magic, learn to conjure forth both light and darkness. They tend to have stark white hair and onyx skin of many hues. Their eyes can be red or white. ​ The society of the drow is a matriarchal one in nature, in reverence to Lolth. From the very beginning of their lives, they are plunged headfirst into a system of politics, deception, manipulation, cruelty, and ruthlessness. They are taught that the surface elves scorned them, that Lolth saved them, and that it is their duty and their pleasure to enact their due revenge upon their elven kin as frequently as possible. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height ​ Min: 140 cm (4'7") ​ Max: 170 cm (5'7") ​ Languages Common Elvish Undercommon ​ Life Spa n ​ Adulthood: 100 years ​ Longevity: 700 years ​ ​ Movement 3 tiles per turn ​ Racial Traits Darkvision ​ You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. ​ Drow Magic The influences of Lolth are potent in your blood. You know the Dancing Lights cantrip, and can cast the Faerie Fire spell once per day. ​ Fey Ancestry You are immune to magical sleep effects. ​ ​ ​ Lolth's Web Having lived your life in the cruel society of drow, you are trained to be keenly aware of your surroundings and to deceive others. You are proficient in Deception and Perception. ​ Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). ​ Drow, through their connection to Lolth, have lost the ability to peer back into the memories of their past lives, though they can still experience the memories of their current life. Applications: Closed Limited Slots ​ ​ The worshipers of Eilistraee mostly consisted of those drow who hoped to escape the danger and darkness of the Underdark and Lolth's evil, taking back their place in the surface world. However, in line with her ideals, Eilistraee would welcome beings of all races (though, among her non-drow followers, elves, humans, and especially half-elves were the most numerous). They shared the desire of seeing all races living in harmony, without pointless discrimination or wars, and worked towards that goal (and those among them who were drow also fought to build their own place on the Realms above). ​ After her return to the world, Eilistraee bestows the power to her most devout of followers to bless those who wish to leave behind the hatred and darkness of their past. Removing much of Lolth's corrupting influence and forever leaving their eyes a shade of purple. ​ ​ Eilistraean Drow This is a roleplay acquired race augmentation. Elistraean Drow who are Clerics of Eilistraee my submit a DM ticket and request the conversion of any Drow character to be an Eilistraean Drow. You will be expected to submit a screenshot of roleplay leading to the conversion and it must be approved. Occasionally applications will open for this race. To play, press and hold the enter key. To stop, release the enter key.

  • Whitelist Guide | Halcyon D&D

    Whitelist Guide Looking to open your very first whitelist ticket or perhaps reroll your current character into a new one and need some guidance on what things to keep in mind? Then you've come to the right place! ​ Whitelisting After reading and understanding our Character Rules , navigate to the Whitelist Ticket channel in our Discord. If you are whitelisting for the very first time, or for the first time in a new season, select the Whitelist button. If you are doing so, but your race is a Hated Race , select the Hated Race Whitelist button. ​ Upon ticket creation, you will be prompted to provide details regarding your character. The following are required: Full Character Name Race Class/Subclass Profession ​ You should also provide some additional details if they pertain to your character: Alias(es) ― Another name or epithet your character goes by. Everyone is allowed one. Oni can have one extra for their human form and changelings will have multiple. Affliction ― These require the transcript of an approved Character Application Ticket. Please check our Server Info page to see whether or not we are accepting applications for these afflictions. Certain races / classes cannot be paired with afflictions and you will be informed of such in your whitelist ticket, if need be. Deity/Patron ― Required for Clerics and Warlocks. For Clerics, your domain must align with your deity's. For Warlocks, your patron must fall within the category of your subclass. Hated Race Clause & Agreement ― Required for Hated Races in a Hated Race Whitelist ticket. Please copy "Do you plan on adhering to the historical tendencies of this race?" without the quotation marks and agree to said clause within your whitelist details. ​ Rerolling If it has been 2 weeks since your whitelist or last reroll and you are rerolling your current character into a new one, please select the Reroll button. If you are doing so, but your race is a Hated Race , select the Hated Race Reroll button. ​ All of the aforementioned instructions regarding whitelisting still apply to your reroll, but with the additional stipulation of us requesting that you provide the whitelist details of your current character alongside those of your new character. ​ In game, demolish your build if you are the only one in your clan and decay all Halcyon and racial kit related items in your inventory and provide a screenshot of the event log of their degradation as proof (you can do this by pressing ESC, going to Server, and then going to Event Log) within your reroll ticket. ​ Next, a staff member will hard delete your character, which will take you back to the Conan Exiles character creation menu. After you're back in spawn, create your new character in both RPR (Shift+R) and ToT (Shift+B). A staff member will review the changes to make sure they align with the new whitelist details you provided.

  • Halfling | Halcyon D&D

    Halfling Basic Traits Racial Traits Halfling The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver. Halflings appear relatively harmless, and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Their skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Being smaller than 140 results in Conan wonkin ess, so please keep in mind that proportions must remain believable. ​ Min: 100 cm (3'3") ​ Max: 120 cm (3'11") ​ Languages Common Halfling ​ Life Spa n ​ Adulthoo d: 20 years ​ Longevity: 150 years ​ ​ Movement 3 tiles per turn ​ Racial Traits B rave Halflings are immune to being frightened. ​ ​ ​ Halfling Resilience Halflings are nimble and stout. You have a +2 to your Dexterity and Constitution saving throws. ​ Naturally Stealthy Halflings can easily hide from notice, even using other people as cover. You are proficient in Sleight of Hand and Stealth.

  • Triton | Halcyon D&D

    Triton Basic Traits Racial Traits Triton Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, the noble tritons have gradually become increasingly active in the world above. Tritons were a humaniform race, notable in their many underwater adaptations that render them visually distinct from other humanoid races. Their skin was most commonly a deep-blue, but had also been known to appear as pearl, light green, or in rare cases, other mutant colors. Their hands and feet were webbed, and they had minor dorsal fins that run from their mid-calf and end at their ankles. They were notably shorter than humans, averaging around five feet tall. 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 Primordial ​ Life S pa n ​ A dult hood: 18 years ​ Longevity: 200 years ​ ​ Mo vement 3 ti le s per turn ​ Racial Traits Amphibious You can breathe air and water. 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. ​ Control Air and Water A child of the sea, you can call on the magic of elemental air and water. You can cast Gust of Wind with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. ​ ​ ​ Guardian of the Depths Adapted to even the most extreme ocean depths, you have resistance to cold damage.

  • Half-Orc | Halcyon D&D

    Half-Orc Basic Traits Racial Traits Half-Orc The product of a grisly, war-torn history between humans and orcs, or of an uncommon, taboo pairing, half-orcs do not often enter the world into accommodating circumstances. They exhibit a blend of orcish and human characteristics, and their appearance varies widely. Grayish skin tones and prominent teeth are the most common shared elements among these folk. ​ Half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple pleasures—feasting, drinking, wrestling, drumming, and wild dancing—fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. And when their hearts swell with love, they leap to perform acts of great kindness and compassion. ​ To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height ​ Min: 150 c m (4'11") ​ Max: 200 cm (6'7") ​ Langua ges Common Orc ​ Life S pa n ​ A dult hood: 18 years ​ Longevity: 75 years ​ ​ Mo vement 3 ti le s per turn ​ Racial Traits Darkvision ​ You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. ​ Menacing There are moments where the orcish blood seeps forth in a terrifying fashion. You are proficient in Intimidation. ​ ​ ​ Relentless Endurance When you are reduced to 0 hit points, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

  • 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.

  • Goblin | Halcyon D&D

    Goblin Basic Traits Racial Traits Goblin A subterranean folk that is often seen as vermin to the civilized world. In their earliest years, goblins served the court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they no longer remember their origins. Like other goblinoids, goblins often have a short temper, and are more easily provoked than individuals of most other races, taking sadistic pleasure in exacting revenge once crossed. They often find it difficult to overcome this short fuse, and have a sense of greed that makes it difficult for them to act altruistically. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Being smaller than 140 results in Conan wonkin ess, so please keep in mind that proportions must remain believable. ​ Min: 100 cm (3'3") ​ Max: 120 cm (3'11") ​ Langua ges Common Goblin ​ Life S pa n ​ A dult hood: 18 years ​ Longevity: 60 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. ​ Fey Ancestry You are immune to magical sleep effects. ​ ​ ​ Children of Air & Darkness Goblins, built for the queen they used to serve, are quick and hard to catch. You are proficient in Acrobatics, Sleight of Hand, and Stealth. ​ Nimble Escape ​ When using the Flee action, you may exit combat after 2 turns of not taking damage as opposed to the usual 3.

  • Artificer | Halcyon D&D

    Artificer Class Features Spellcasting Alchemist Armorer Artillerist Artificer Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. ​ Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer. ​ Throughout the multiverse, artificers create inventions and magic items of peace and war. Many lives have been brightened or saved because of the work of kind artificers, but countless lives have also been lost because of the mass destruction unleashed by certain artificers’ creations. ​ The island of Lantan is home to many artificers, but the most esteemed of their trade reside in, or at least know of, the City of Sigil. It is there where discoveries from throughout the multiverse are shared, and from there, the gnome artificer Vi runs a cosmos-spanning business that hires adventurers to fix problems that others deem unfixable. In Vi’s home world, Eberron, magic is harnessed as a form of science and deployed throughout society, largely as a result of the wondrous ingenuity of artificers. Subclasses Class Features Basics Base Hit Po ints: 56 Hit Points per Advancement: 14 Actions: 1 Attack, 1 Bonus, 1 Reaction ​ Casting Attribute: Intelligence Starting Kit: Crossbow (20 Bolts) Leather Armor Staff 1 set of tools (Apothecary, Blacksmith, or Craftsman) ​ Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons Sav ing Throws: Constitution, Intelligence Skills: Arcana, History ​ Proficiency Bonus:​ Level 8: +2​ Level 10: +1 (3) Level 12: +1 (4) Infu se Item You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. ​ Armor of Magical Strength Requires: Equipped Non-Magical Armor (10th Level) Magically infuse your armor, so long as they are not already a magical item. If you would be knocked prone, you may use your reaction to avoid being knocked prone. ​ Boots of Winding Strength Requires: Equipped Non-Magical Boots Magically infuse your pair of boots, so long as they are not already a magical item. As a bonus action, you may use them to teleport 1 tile to an unoccupied space that you can see. ​ Enhanced Arcane Focus Requires: Equipped Non-Magical Staf f As a Full Round Action enhance your staff, granting a +2 bonus to spell attack rolls for the remainder of combat. ​ You may do this as a pre-buff when drawing a staff. ​ Enhanced Defense Requires: Equipped Non-Magical Shield (10th Level) As a Full Ro und Action enhance your shield, granting a +1 bonus to armor class for the remainder of combat. ​ You may do this as a pre-buff when drawing a shield. ​ ​ Enhanced Weapon Requires: Equipped Non-Magical Weapon As a Full Round Action enhance your weapon , granting a +2 bonus to melee and ranged attack rolls for the remainder of combat. ​ You may do this as a pre-buff when drawing a weapon. ​ Spell Storing Item Requires 12th Level Once per long rest, you may spend an action to use the sto red spell within' an object to regain one 1st level, or 2nd level spell slot. ​ Artificer Specialist All artificers train to hone their specific craft. Mastering the art of alchemical creations, arcane modification or magical bombardment. These will be unlocked at Level 10 and reach their full potential at Level 12. Class Expectations Artificers must adhere to a minimal tech fantasy when representing their characters. This means no steam engines, gears, cogs or other mechanisms of this kind. Your equipment is entirely magical in nature. Meaning it is mundane objects infused with arcane magic, not working machines. As such each subclass is limited to representation of their given abilities. Alchemists are allowed their potions and elixirs. Armorers are allowed magical gauntlets (This should not look like mechanical fists.). Artillerists may deploy a single shoulder mounted floating turret of their desired design in combat after using the ability in RPR. ​ Other things such as infused shields, staves, boots, and magical looking augments to armor (Such as adding glowing crystals in moderation) to represent the RPR abilities are acceptable. ​ Failure to adhere to these guidelines will result in a single warning before your character is retired and you are restricted from playing the class on future characters. Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. ​ ​ Spell Slots Level 8 1st: +3 2nd: +2 Level 10 ​ 1st: +1 2nd: +1 3rd: +1 Level 12 ​ 3rd: +1 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 Cure Wounds Disguise Self Faerie Fire False Life Grease Jump 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. Grease Conjuration 1 Action V, S ​ Slick grease covers the ground in a 2 tile square centered on a point within range. Each creature in its area must succeed on a Dexterity Saving Throw (8 + Spell Bonus) or fall prone. 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. False Life Necromancy 1 Action V, S Bolster yourself with a necromantic facsimile of life. You gain 1d4+4 hit points. Disguise Self Illusion 1 Action V, S You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for two hours or until you use another action to dismiss it. You can seem 1 foot taller or shorter and can appear thin, fat, or in between. You can’t change your body type so you must adopt a form that has the same basic arrangement of limbs. ​Any changes created by this spell are purely visual. You cannot grow additional body parts with this spell, and if someone touches a part of your illusion that does not match with your physical being by shape or texture, they will immediately be aware that an illusion is at play. If someone for any reason whatsoever suspects you for being disguised, they may roll Investigation against your Spell Bonus + 8 as the DC to learn an illusion is in use. This spell will be automatically dispelled upon entering combat. ​ Acquired at 10th Level and may not disguise as an Advanced Race or a different gender than your own. Jump Transmutation 1 Action V, S You touch a creature. It may jump up to 6 tiles as their next move action. Fire Bolt Poison Spray Shocking Grasp Sword Burst Thorn Whip Acid Splash 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) Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Poison Spray Conjuration 1 Action V, S You extend your hand toward a creature and project a puff of noxious gas from your palm. 2d12 Poison Damage (8 + Spell Bonus vs CON Save ) Shocking Grasp Evocation 1 Action V, S Lightning springs from your hand to deliver a shock to a creature you try to touch. On a hit, the target cannot take reactions until the end of their next turn. 2d8 Lightning Damage (1d20 + Spell Bonus vs AC) Acquired at 10th Level. 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 Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) Dispel Magic Elemental Weapon Haste Flame Arrows Dispel Magic Abjuration 1 Action V , S Choose one creature within range. Any magical effects on the target end. Flame Arrows Transmutation 1 Action V, S You touch a quiver containing arrows or bolts. For the duration of combat when a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. Elemental Weapon Transmutation 1 Action V, S A nonmagical weapon you touch becomes a magic weapon. Choose one of the following types: acid, cold, fire, lightning, or thunder. For the duration of combat the weapon has a +1 to Attack Bonus and deals an additio nal 1d6 damage of the chosen type when it hits. Does not work on ranged weapons. ​ Acquired at Level 10 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. ​ Acquired at 12th Level. Aid Cure Wounds (2nd) Enlarge Heat Metal Silence See Invisibility Web 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. Aid Transmut ati on Abjuration 1 Action V, S Your spell bolsters your allies with toughness and resolve. Up to three creatures within range gain 5 Temporary Hit Points. Acquired at Level 10. 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) ​ See Invisibility Divination 1 Ac tion V, S For the duration, you see invisible creatures and objects as if they were visible. ​ Acquired at 10th Level Web Conjuration 1 Action V, S You conjure a mass of thick, sticky webbing at a point of your choice within range. The fills a 4 tile cube from that point. Each creature within that area must make a Dexterity Saving Throw (8 + Spell Bonus). On failed save the creature is restrained until the end of their next turn. Silence Illusion 1 Action V, S Create a 2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of their next turn. ​ Acquired at 10th Level 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. Flavor Spells ​ The following spells are included in the wizard'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 Tiny Servant Tiny Servant Transmutation 1 Action V, S You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control for a maximum of 8 hours. ​ As a bonus action, you can mentally command the creature if it is within 12 tiles of you. You decide what action the creature will take and where it will move, or you can issue a simple, menial task command, such as to fetch a key, stack some books, or send an item to your merchant. If you issue no commands, the servant does nothing other than try defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. If the servant takes any damage, it reverts to its original form, and any remaining damage carries over to that form. Dancing Lights Light Mage Hand Mending Prestidigitation Levitate Dancing Lights Evocation 1 Action V, S You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. ​ Y ou can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. Light Evocation 1 Action V You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. ​ If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mage Hand Conjuration 1 Action V, S A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. ​ You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. ​ The hand can't attack, activate magic items, or carry more than 10 pounds. Mending Transmutation 1 Action V, S This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. ​ This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. 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. Levitate Transmutation 1 Action V, S ​ One creature or loose object of your choice that you can see within range rises vertically, up to 2 tiles, and remains suspend ed there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. ​ The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 2 tiles in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. ​ When the spell ends, the target floats gently to the ground if it is still aloft. Ritual Spells ​ Spel ls that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does . If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand. Level 8 Level 10 Detect Magic Detect Magic Divination 1 Action V, S , M ​ Components Required: 1x Unstable Essence 5x Arcane Residue ​ 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. Arcane Lock Knock Water Breathing Water Breathing Transmutation 1 Action V, S , M ​ Class Required: ​ ​ Artificer Bard ​ Wizard Sorcerer ​ Components Requir ed: 10x Feral Claws 6x H oly Water 20x Arcane Residue ​ This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. ​ The spell lasts for 2 hours from the time of successful casting, once the timer is up the ritual must be recast to retain the effects. Another roll is required. If PvP is initiated while the ritual is in effect the effect remains until PvP is concluded. Arcane Lock Abjuration 1 Action V, S, M ​ Class Required: ​ ​ Artificer Wizard ​ Components Required: 4x Unstable Essence 250x Gold Coin 10x Arcane Re sidue You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed by knock.​ ​ While affected by this spell, the object may not be forcibly opened by mundane means. (You may not break in or picklock an arcane locked door.) Knock must be cast in order to by pass the arcane lock. ​ You may only have one arcane lock per cl an. You must also open a ticket if you've already created an arcane lock and wish to dispel it. Knock Transmutation 1 Action V, M ​ Class Required: ​ ​ Artificer Bard Wizard Sorcerer ​ Components Requir ed: 4x Precious Gemstone 30x Sand 30x Arcane Residue ​ Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. ​ A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. ​ If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. ​ When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. Subclass: Alchemist An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace. ​ Bonus P roficiencies ​ Skills: Medicine Class Resource Level 10: +3 Level 12: +1 (4) ​ Experiment al Elixir (Healing ) Requires Apothecary Tools ​ Creating an experimental elixir requires you to have Apothecary Tools equipped. As a bonus action and the cost of one class resource create and use your experimental elixir on yourself or a target within 1 tile. They regain 2d4 + Intelligence hit points. ​ Experiment al Elixir (Resilience) Requires Level 12 and Apothecary Tools ​ Creating an experimental elixir requires you to have Apothecary Tools equipped. As a bonus action and the cost of one class resource create and use your experimental elixir on yourself or a target within 1 tile. They gain a +1 bonus to AC for the remainder of combat. ​ Experiment al Elixir (Swiftness ) Requires Apothecary Tools ​ Creating an experimental elixir requires you to have Apothecary Tools equipped. As a bonus action and the cost of one class resource create and use your experimental elixir on yourself or a target within 1 tile. They gain a +1 movement speed for the remainder of combat. ​ A lc hemical Savant (Healing) You've developed a masterful command of magical chemicals, en hancing the healing you create through them. Whenever you cast a leveled healing spell , or drink a potion (Not your Elixir) you may heal additional hit points equal to your Intelligence score to one target. ​ A lc hemical Savant (Damage) You've developed a masterful command of magical chemicals, enhancing the damage you create through them. Whenever you cast a leveled spel l or cantrip you gain a bonus to the damage done by acid, fire, necrotic, or poison damage equal to your Intelligence score to one target. ​ Restorative Reagents Requires Apothecary Tools ​ You may cast Lesser Restoration without spending a spell slot twice per long rest. ​ Chemical Mastery Requires Level 12 ​ You have been exposed to so many chemicals that they pose little risk to you. You gain resistance to acid and poison damage and you are now immune to the poisoned condition. ​ Alchemist Spells ​ 1st Level 2nd Level 3rd Level Healing Word Ray of Sickness Tasha's Caustic Brew Healing Word Evocation 1 Bonus Action V A creature of your choice that you can see within range (not yourself) regains hit points equal 1d4 + Spell Bonus. ​ This has no effect on undead or constructs. Ray of Sickness Necromancy 1 Action V, S ​ A ray of sickening greenish energy lashes out towards a creature within range. Target must succeed a CON save or take 2d8 poison damage and the Poisoned Status. 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. Healing Word (2nd) 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. Mass Healing Word Mass Healing Word Evocation 1 Bonus Action V As you call out words of restoration, up to six creatures of your choice that you can see within range (not yourself) regain hit points equal to 1d4 + Spell Bonus. ​ This spell has no effect on Undead or Constructs. ​ Acquired at 12th Level Subclass: Armorer An artificer who specializes as an Armorer modifies special armored gauntlets to function almost like a second skin. The gauntlets are enhanced to hone the artificers magic, and unleash potent attacks. They are configurable on the fly with the correct tools depending on their moment to moment needs. ​ Bonus P roficiencies ​ Skills: Athletics ​ Heavy Armor ​ Extra Attack You gain an additional Attack Action for a total of 2 per turn. ​ Tools of the Trade You have heavy armor proficiency. Additionally, your gauntlets cannot be disarmed from you in combat. ​ Armor Mo del: Guardian Use your Blacksmith Tools to configure your non-magical gauntlets to be in the front line of combat. This can be used as a pre-buff when drawing Blacksmith tools. Guardian grants you the following features until the end of combat or you re-configure your gauntlets: ​ Thunder Gauntlets While at least one of your hands is empty, you may make a melee spell attack against a target within one tile, dealing 1d12 thunder damage on a hit. A creature hit has disadvantage (-2) proficiency modifier until the end of their next turn. Cannot benefit from any buff that turns an item into a magical item. ​ Perfected Armor: Guardian Requires: 12th Level When a creature you can see ends it's turn within 3 tiles of you you can use your reaction to magically force the creature to make a strength saving throw against your Spell DC, pulling the creature up to 3 tiles towards you to an unoccupied space and immediately making an attack of opportunity against them. ​ Armor Model: Infiltrator Use your Blacksmith Tools to configure your gauntlets for more subtle undertakings. This can be used as a pre-buff when drawing Blacksmith tools. Grants you the following features until the end of combat or you re-configure your gauntlets: ​ Lightning Launcher A gemlike node appears on one of your armored fists, capable of firing lightning. While at least one hand is free, you may make a ranged spell attack against a target within range, dealing 1d10 lightning damage on a hit. Cannot benefit from any buff that turns an item into a magical item. ​ Lightning Launcher (Expose) Requires: 12th Level Once per turn you may deal an additional 1d6 damage to a target hit by your lightning launcher and expose them until the end of their next turn. ​ Armorer Spells 1st Level 2nd Level 3rd Level Magic Missile Thunderwave Magic Missile Evocation 1 Action V, S You create three glowing darts of magical force. Each dart hits a creature of your choice within range. The darts deal 1d4+1 force damage to its target. 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. On a failed save, a creature takes 2d8 thunder damage and is knocked prone. Taking half as much damage on a success. (8 + Spell Bonus vs CON Save) Shatter Shatter Evocation 1 Action V, S A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 2 tile radius must make a Constitution Saving Throw (DC 8 + Spell Bonus), taking 3d8 thunder damage on a failed save or half as much on a success. ​ ​ Acquired at 10th Level. 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) Subclass: Artillerist An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: “It’s about time we fixed things instead of blowing them all to hell.” ​ B onus P roficiencie s ​ Skills: Perception ​ Eldritch Cannon: Flamethrower Requires Craftsman's Tools Deploy your eldritch cannon at the cost of one Class Resource, so long as you have Craftsman Tools equipped in your offhand. As a bonus action on your turn you may order the cannon to exhale fire in a 2 tile cone that you designate. Each creature i n that area must make a Dexterity Saving Throw against your spell save DC, taking 3d6 fire damage on a failed save or half as much damage on a successful one. ​ You may only have one cannon type deployed. ​ Eldritch Cannon: Force Ballista Requires Level 12 and Craftsman's Tools Deploy your eldritch cannon at the cost of one Class Resource, so long as you have Craftsman Tools equipped in your offhand. As a bonus action on your turn make a ranged spell attack at one creature within 12 tiles. On a hit the targets takes 3d6 force damage and is pushed back 1 tile. ​ You may only have one cannon type deployed. ​ Eldritch Cannon Swap You may dismiss your current Eldritch Cannon and prepare to summon a new one. Spend one 1st Level Spell Slot to gain 1 Class Resource. ​ Arcane Firearm By combining your tools with your staff,you turn your staff into an arcane firearm, a conduit for your destructive spells. You are able to equip Craftsman Tools in your offhand as if it were any other off-hand weapon alongside a mundane staff, despite the staff being a two-handed weapon. When you have both equipped and cast leveled damage spells through this staff, you deal an additional 1d8 damage to one target of the spell. ​ This does not trigger off your Eldritch Cannon. ​ Artillerist Spells 1st Level 2nd Level 3rd Level Shield Thunderwave 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. On a failed save, a creature takes 2d8 thunder damage and is knocked prone. Taking half as much damage on a success. (8 + Spell Bonus vs CON Save) Shield Abjuration 1 Reaction V, S An invisible barrier of magical force appears and protects you. Until the start of your next turn you have a +2 bonus to AC. Can be cast at any time on your turn, or when struck. Scorching Ray Shatter 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) Shatter Evocation 1 Action V, S A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 2 tile radius must make a Constitution Saving Throw (DC 8 + Spell Bonus), taking 3d8 thunder damage on a failed save or half as much on a success. ​ ​ Acquired at 10th Level. Fireball Fireball Evocation 1 Action V, S A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 2 tile radius sphere centered on that point must make a Dexterity Saving Throw (DC 8 + Spell Bonus). A creature takes 6 d6 fire damage on a failed save, or half as much on a successful one.

  • Progression Guide | Halcyon D&D

    Progression Guide Adventurers of Halcyon will begin their journey through three level brackets. These are represented in-game as Level 8, 10, and 12. These are, however, not 1:1 representations from Dungeons and Dragons 5th Edition to here. A 12th level player in the aforementioned game system is reaching the level of a demi-god and is a world influencing force. This largely invalidates many threats and places them in the realm of trivial tasks. ​ These levels were chosen as a base for selecting abilities from the source material. We see our players filling the role of veteran adventurers once they reach our 12th level bracket and more along the lines of 8th level in source material. ​ 1,500 Character Experience is needed to reach 10th Level. 4,000 Character Experience is needed to reach 12th Level. ​ Experience Acquisition Every 3 days a character may seek out training at Silvergarde or New Ascalhorn. You will receive 500 experience per visit. Players may exchange 3 Marks of Service to receive 500 experience. ​ Character Adva ncement Upon reaching the required amount of experience characters need to visit the Fountain of Advancement found in either Silvergarde or New Ascalhorn. You will be granted an RPR ability that, once used, will print a message into your chat to screenshot. Open up a Character Advancement Ticket via our Discord and a staff member will update your character sheet. ​ Class / Profession Change In order to go about changing your class or profession, you must undergo 3 sessions (each separated by at least 3 days) with a mentor that belongs to the class or profession you are trying to change to. A player is responsible for taking screenshots of the entire roleplay (minimum of 1 hour) from start to finish. Timest amps must be included in the screenshots or they will be voided. Please use the /timestamp before and after the session. Please submit all three sessions in one ticket, at the same time, via a Character Change ticket under our Progression Ticket Requests . These sessions will be review ed by staff and will be approved on grounds of effort, growth, and engagement displayed. ​ When your class is changed you will become level 8. You cannot class change into the following classes: Blood Hunter ​ Subclass Cha nge In order to go about changing your subclass, you must undergo 2 sessions (each separated by at least 3 days) with a mentor that belongs to the subclass you are trying to change to. A player is responsible for tak in g screenshots of the entire roleplay (minimum of 1 hour) from start to finish. Timestamps must be included in the screenshots or they will be voided. Please use the /timestamp command before and after each session. Please su bmit both sessions in one ticket, at the same time, via a Character Change ticket under our Progression Ticket Requests . These sessions will be reviewed by staff and will be approved on grounds of effort, growth, and engagement displayed. When your subclass is changed you will be lowered to level 10. You cannot subclass change into the following subclasses: Oathbreaker (Paladin).

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