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- Races | Halcyon D&D
Common Races Uncommon Races Outcast Races Advanced Races Hated Races Races of Halcyon A visit to one of the great cities of the Forgotten Realms—Waterdeep, Baldur's Gate, Neverwinter, Silverymoon—overwhelms the senses. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants. And the people themselves—people of varying size, shape, and color, dressed in a dazzling spectrum of styles and hues—represent many different races, from diminutive halflings and stout dwarves to majestically beautiful elves, mingling among a variety of human ethnicities. Scattered among these common peoples are less numerous folk: a hulking dragonborn here, pushing his way through the crowd, and a sly tiefling there, lurking in the shadows with mischief in her eyes. A group of gnomes laughs as one of them activates a clever wooden toy that moves of its own accord. Half-elves and half-orcs live and work alongside humans, without fully belonging to the races of either of their parents. And there, well out of the sunlight, is a lone drow—a fugitive from the subterranean expanse of the Underdark, trying to make his way in a world that fears his kind. Common Races The common races of the Forgotten Realms are plentiful and numerous, filling most governmental bodies and authoritative positions. Society, more often than not, is more accommodating to them, for they are the most familiar and the overwhelming majority. K eep in mind that these races have privileges afforded to them that others in different racial categories do not. It is up to you whether you take advantage of such privileges and treat those who do not as less-than, or if you extend sympathy and compassion to them. Dragonborn Dwarf Gnome Halfling Half-Elf High Elf Human Wood Elf Uncommon Races Though they are a less common sight than their counter parts, it would not take much searching to spot one of these races roaming the Forgotten Realms. They are largely accepted within most civilized places, save for those where their own actions have driven people to hostilities. For the most part, people of these races keep to themselves or stay within their own communities and live out their lives away from the hustle and bustle that the rest of the world is so privy to. Some might hold particular feelings towards these races, feeling that they have wronged them or their ancestors in the past, or perhaps they are just too foreign to be accepted into certain circles. Their life is not a difficult one in the context of privileges provided to most civilized races, but they are looked at with a cautionary eye by some. Aarakocra Genasi (Air) Genasi (Water) Satyr Aasimar Genasi (Earth) Goliath Sea Elf Firbolg Genasi (fire) Kenku Tabaxi Triton Outcast Races Whether they hail from cultures outside the boundaries of civilization, are the offspring of a taboo pairing, or are the product of otherworldly influences that mark them as strange or grotesque to the commonfolk of the Forgotten Realms, there are a great many races that are treated less-than for their peculiarity and lack of numbers. While the every day adventurer may not scorn them, the authorities and high powers often view them with distrust, or simply consider them an afterthought to the majority. Intentional or otherwise, they are usually thrust headfirst into poverty beyond that of the common races, though a seldom few do manage to claw their way from the disadvantages placed upon them at birth. Keep in mind that these races may not have had an easy life, or if they have, there should be a reason for it. How they react to others more privileged should also be given thought. Are they bitter? Are they envious? Are they content or indifferent? Such detail is yours to craft. Duergar Kobold Half-Orc Reborn Hexblood Shifter Svirfneblin Tiefling Advanced Races Beyond those who lay on the fringe of society, there are beings that are seldom seen, tied to the world in ways that very few know. Their intricacies are notable, enwrapped in the deepest histories of the Forgotten Realms. While not necessarily more powerful than the other, more well-known races of the lands, Advanced Races may have unique qualities to them. To the other races of the Forgotten Realms, these individuals may be mistaken as another, more prevalent people, or may be seen as something wholly alien and unknown, bringing forth reactions of curiosity or extreme wariness. These races are all Application Only. You must submit a DM ticket and have it approved prior to playing one. Some have limited slots and are not allowed to gain Afflictions. Players are expected to know the lore and adhere to it, failure to do so may result in retirement. Astral Elf Dhampir Goblin Avariel Fey'ri Githyanki Changeling Shadar-Kai Eladrin Hated Races There are those that wish to thrive, or exist, within the boundaries of civilization, and then there are those who wish to take from it to better their own ways of life. Often categorized as "monsters" to the civilized folk of the Forgotten Realms, the races aligned with darker powers or what the majority find to be more bestial cultures are met with aggression by the authorities of the civilized world, making their lives far more difficult and dangerous than any other collection of races. If you wish to play a Hated Race, please submit a Hated Race Whitelist Ticket via our Discord. It is the same as every other whitelist with the added stipulation of being presented with an accompanying clause that must be agreed to: Do you plan on adhering to the historical tendencies of this race? Should you act outside the historical tendencies of your chosen Hated Race, your character may be subject to retirement. You agree to this, and acknowledge you are aware of this higher level of expectation upon being officially whitelisted with this character. The only worthy callout as an exception to this ruling are Eilistraeen drow; they are allowed to deviate from the norm for their race. Furthermore, you are hereby acknowledging that your character may be subject to higher levels of aggression due to the nature of your race within the setting. You are also aware that you do not have access to the same facilities as other non-hated races and will have to disguise one's self or navigate to other areas in order to conduct your business in peace. Characters are expected to treat these races with an increased level of disdain and distrust unless their personal backstory warrants a change of that treatment, especially for Common and Uncommon races. Most people do not interact with these races often and have only heard horror stories of their transgressions. They are not welcomed in civilized areas for a reason. Drow Lizardfolk Oni Orc Yuan-ti
- 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.
- Dhampir | Halcyon D&D
Dhampir Basic Traits Racial Traits Dhampir Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampir a taste of a vampire's deathless prowess in the form of dark vision and innate abilities. Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reason to indulge. All dhampirs have red eyes regardless of race due to their cursed origin and all are human. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: As per original race Max: As per original race Langua ges As per original race This does not include the 'Choose One' option. Life S pa n A dulthood: As per original race Longevity: As per original race Mo vement 3 ti le s per turn Race Expectations Dhampirs should not be played as a "daywalking" vampire. Characters of this nature tend to devalue both the characters and effort put in by those with an actual vampirism affliction. As such we expect all Dhampirs to stay within the mold of despising their vampiric h eritage and not feed on people. They should abhor drinking blood, feeding on anyone, and have little to no love lost for full vampires. You will need DM approval to roleplay a Dhampir outside of these bounds. Failure to adhere to his will result in immediate character retirement. Racial Traits Bite Attack A finesse-based attack action that deals 1d6 damage and heals you by 1d6. Darkvision You have superior vision in dark and dim conditions, negating the Perception present at nighttime and in the dark areas of the world. Deathless Nature You do not need to breathe. Spider Climb You have a climbing speed equal to your movement speed. You can move up, down, and along vertical surfaces while keeping your hands free. While climbing a surface you may only make a single melee attack against a target within 1 tile (regardless of your own reach). If you take any other action (such as casting a spell, or swapping weapons) you fall to the ground below and are subject to the usual fall damage.
- Combat Guide | Halcyon D&D
Combat Guide Halcyon utilizes a custom RPR system for our player versus player combat based around the Dungeons and Dragons 5e systems. This guide will serve to explain many of those systems to those unfamiliar and serve as a point of reference. Many of the restrictions are hard-coded into the RPR system itself and require little input from the user to function correctly. RPR Basics Turn Economy Status Effects Wounded Levels General Combat Rules Weapon Abilities Conquest Event Rules Ability Scores Each character has six different ability scores that points can be assigned to. They are: Strength - measuring physical power. Dexterity - measuring agility. Constitution - measuring endurance. Intelligence - measuring reas oning and memory. Wisdom - measuring perception and insight. Charisma - measuring force of personality. Hit Points All players start with 25 hit points. Each point into the Constitution Attribute grants 6 additional hit points. This is added onto the hit poi nts you receive for your class. Skills There are a total of 19 different skills, all of which have a base attribute. Your skill increases by 1 for each attribute point matching the appropriate skill. Skill values can only be increased in this way, by proficiencies earned through races and classes, or through acquired items. Chosen Attributes During character creation, you may select two ability scores to increase b y 1. These may not be stacked onto the same ability. Once you reach level 12, you may increase a single attribute by 1. Character Level Players begin at level 8 and may advance through various means. When first setting up your character sheet, you will have 8 skill points available to spend in RPR. Place these into your character level skill or you will not be assigned the correct abilities. Point Buy Each character has 13 points to spend on improving their ability scores. Each ability score sta rts at -1. Points may only be added until any one score reaches 2. Attack Actions When you choose to take the attack action on your turn , you may make a number of basic attacks as determined by your class and subclass. This is displayed on your character's stat sheet as "Attack Actions". If you are wielding a weapon in each hand, you may use a Bonus Action to make another weapon attack after making your allotted basic attacks. Spells and Cantrips, unless stated otherwise, each take up your entire Attack Action. You may not make additional attacks even if you have remaining Attack Actions after casting a spell, or cantrip, unless you have a class feature that allows it. Bonus Action Every character has one bonus action to use on their turn. This may be used on any class or racial ability, or spell that states it requires one bonus action. Reactions A reaction is used outside of your turn. This can range from abilities provoked from opponents making attacks on yourself, allies, spell conditions, or from moving away from a player and provoking attack of opportunity. Other Turn Actions On your turn you may choose to the do the following instead of making any attacks, or casting any spells that make use of your action or using any other full round action: Interacting with an object. (Opening a door is your action, locking the door is a second action.) Swapping a single weapon or equipment piece. (Drawing a sword and shield for example is two actions. Initiative & Pre-Buffing / Pre-Drawing Whe n you roll initiative to begin combat, you may immediately either draw your weapons (including shields) or cast a singular self-target buff on yourself. Self target buffs do not include cases where your equipment is the target , for things li ke weapon buffs, and does not include potion use of any kind regardless of the effect. Blood Hunter's Crimson Rite is the only exemption to weapon buffs. Movement Action On your turn, you may move a number of tiles equal to your "Movement Speed (Tiles)" stat. When you begin moving, you'll need to toggle the track movement option on the left side of the RPR menu. You may move before, between, or after taking any other actions. For example, you may make an attack, move, then make your second. Moving out of someone's "threatened tile" allows them to provoke an attack of opportunity. A threatened tile is the entire area around a character that they can reach with a basic attack. A character who has a weapon with a 2 tile reach can trigger an attack of opportunity at a greater distance around them. Additionally, if you have a class feature or ability that grants you a flying speed, you may move an additional amount of tiles equal to the bonus. In the case of flying, you may move vertically with ease; however, when you end your turn, you drift harmlessly to the ground to the nearest tile. You may hover for flavor, but you must be no more than 1 tile above the ground. If you wish to climb an object, such as a wall, during your movement, you do so at half speed. For example, climbing 1 tile costs 2 tiles of movement. Features that allow you climb walls or grant a climb speed allow you to move up vertical surfaces at a normal 1:1 speed. While climbing you may not take any actions, bonus actions, or do anything other than use your movement to climb. If you wish to swim, and you are not a race that has innate swim speed, you will move at half speed in water. Regardless of if your class or a buff provides features to dash, or any ability that counts as a dash you may only do so once per turn. Dash grants Fleet of Foot (+1 tile speed) and doubles the caster's movement (maximum of 4) until the end of their turn. Asleep ᶻz The creature is incapacitated, can't move or speak, and are unaware of their surround ings. The creature also falls prone . Blinded Creature has -2 to attack, spell bonus, and AC while they are blinded. Burning 2d6 additional fire damage will occur at the end of the creature's turn if the "Help" action is not used to clear it Charmed ♥ A charmed creature regards the charmer as a friendly, and it will not attack the charmer unless it is provoked. It is charmed by you until the spell ends or until you or your companions do anything harmful to it. This includes apply a negative status effect to the charmed creatures such as restrained, slowed, etc... Disarmed 🗡 The creature's weapon has been disarmed, they must spend an action to pick it up, or switch weapons. Exhaustion Exhaustion works depending on it's current stacks, as follows: -2 All saves -4 All saves, -2 AB & SB -6 All saves, -2 AB & SB, -1 Movement -8 All saves, -4 AB & SB, -2 Movement -10 All saves, -6 AB & SB, No movement. Wounded. Exposed An exposed creature has it's AC lowered by 2 Frightened The frightened creature cannot willingly move closer to the source of their fear, and receive -2 to attack and spell bonus. Illuminated An exposed creature has it's AC lowered by 2 and may not go invisible Incapacitated A n incapacitated creature cannot take any actions or reactions on their turn. Invisible Creature cannot be targeted whilst they are invisible with a melee attack or single target spell that requires sight, but a creature can attac k where they were with an AOE. Knocked Prone A prone creature can move at half speed, or can use half movement to stand up. They suffer -2 AC while prone. Poisoned A poisoned cre ature receives -2 to attack and spell bonus. Polymorphed The polymorphed creature can still move, but cannot take any actions or reactions outside of movement . Restrained Restrained cre atures cannot move, but can still take actions. S haken Shaken works depending on it's current stacks, as follows: I -1 All saves, Proficiency II -2 All saves, Proficiency, -1 Spell Slots III -3 All saves, Proficiency, -2 Spell Slots IV -4 All saves, Proficiency, -3 Spell Slots S ilenced A creature cannot do anything that requires a verbal action/component. Slowed Reduces movement speed by half, -2 AC, -2 Dexterity Saving Throws, and -1 Reaction. Stunned A stunned creature is considered incapacitated, and cannot take any actions or reactions on their turn . Wounded Lasts for 72 hours or can be healed prior to that by a 3rd level Cure Wounds spell or having surgery performed. Healing this status reduces it to Recovering (Light) for 8 hours. Acquired upon the loss of any PvP that ends with you at 0 hit points. You receive the following debuffs: -30 HP -5 Attack & Spell Bonus Severely Wounded Permanent. Cured by a 4th level Cure Wounds spell or having surgery performed. Healing this status reduces it to Recovering (Moderate) for 16 hours then Recovering (Light) for 8 hours. Surgery reduces this to the Wounded status. Acquired upon ending PvP with the Wounded status alrea dy applied to your character. Or as a consequence applied following a non-skirmish PvP encounter. You receive the following debuffs: -40 HP -10 Attack & Spell Bonus -2 Movement Speed Death's Door Permanent. Cured by a 5th level Cure Wounds spell. This is only inflicted in the prior stages to a Character Kill (CK) attempt, as a consequence to the failure of a particularly potent magical ritual, or as part of a DM event. Death saving throws will need to be rolled per the DM's discretion if appropriate healing is not administered quickly enough. You receive the following debuffs: -200 HP -10 Attack & Spell Bonus -Cannot perform actions, bonus actions, reactions, or movement Recovering (Light) Lasts for 8 hours. You receive the following debuffs: -10 HP -1 Saving Throws -1 P roficiency Bonus Recovering (Moderate) Lasts for 16 hours. You receive the following debuffs: -15 HP -2 Saving Throws -2 P roficiency Bonus Recovering (Heavy) Lasts for 48 hours. You receive the following debuffs: -80 HP -8 Saving Throws -4 P roficiency Bonus -2 Movement Speed Maimed Permanent. Cured through a magical Regeneration Ritual, or a Potion of Regeneration. Acquired upon being imposed the Maim PvP consequen ce as part of a second PvP encounter or more. You receive the following debuffs: Arm: -4 Sleight of Hand, Loss of Off Hand. Eye: -2 Proficiency Bonus, -4 Perception, +2 Intimidation. Leg: -2 Movement Speed, -4 Athletics, -4 Acrobatics. Tongue: Silenced. Bloodless Lasts for 72 hours. Cured through a magical Lesser or Greater Restoration Ritual, or a Vitality Potion. Acquired upon having blood removed as a PvP consequence. You receive the following debuffs: -1 Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. -1 Saving Throws -10 HP Cursed Permanent. Cured through a magical Remove Curse or Greater Restoration Ritual. Acquired as a PvP consequences. You receive the following debuffs: -2 Proficiency Bonus -2 Saving Throws One Secondary Effect from the curse table. AoE Spells Area of Effect spells can be angled and point targeted to the ground, however all friendlies within' 1 tile of a target inside of an AoE must also be targeted. If you are within' 1 tile of the enemy you are targeting, this includes yourself unless you are using a cone or single-line AoE spell. This can be circumvented by the Careful Spell metamagic, and Sculpt Spells feature from Evocation wizard. What is an Attack? An attack is anything that targets AC. Martial attacks from weapons such as short swords, great swords, longbows and some spells like guiding bolt and inflict wounds go against AC and are Attacks. If it targets a save it is not an attack. This includes spells like Blight, class abilities like Warping Implosion and anything else that does not go against AC is NOT an attack. Restraints When a creature is restrained its movement changes to 0. This means that a climbing creature or flying creature no longer have climb or fly speed. If the creature is climbing, they immediately fall and if a creature that normally can fly falls, they take fall damage while restrained. Teleporting only removes the Grappled status and not Restrained. Healing Downed Individuals If you are knocked to 0 in combat, and are not friendly sparring you must exit combat to receive your wounded status. If you are healed while down and the combat is still going, you may NOT return to combat. You will remain incapacitated until combat is over. Initiative Ties If you tie with another character on Initiative roll, whichever of the two of you has a higher DEX modifier will go first. If you have the same DEX modifier, roll a /d20 between the both of you. Whomstever then gets the highest roll, will go first. Jumping When needing to cross gaps in PvP a player can jump at half movement speed. Lighting A 1 tile radius around a light source (Such as a torch, candle, or illuminated object such as a weapon affected by Rite of Dawn) is considered bright light. The area one tile beyond that is considered to be dim light during night time. During the day time, anything in the presence of the sun (if you can look up and see the sky) is considered to be in bright light. Day is any time between 06:00 and 17:59 in game time. Night is any time between 18:00 and 05:59 in game time. During PvP, for the purpose of determining lighting rules the time is locked to the moment of the PvP declaration. For example if you declare PvP at 05:50 in game time that instance is locked to Night lighting rules. Additionally, being inside of buildings during the day is considered dim lighting. Being near a light source adjusts this accordingly. For the purpose of determining shadows for class abilities. You may use the shadows of objects around the world. Players, NPCs, and other moveable objects do not leave shadows for use by these abilities. When an area is within darkness it is also considered a shadow. Caravan Escort For this event the team to start it shall have to push a cart by expending an action to push the cart. This will be an automated system that will take the user's action for their turn and the cart will move to the next spot 3 tiles ahead. The defenders must push the cart to the other side of the road to win. Retrieve Supply Crate For this event the team to start it shall have to push to the other side of the arena and spend an action to take the crate. Once this is done they must bring it back to their starting zone and deposit it. Bringing the crate to the attacking team's side will end with a victory for the attackers. Stand your Ground For this event there will be three locations for people to go and claim for their side. The objective of this event is to claim as many points for their own side. To claim a point it will take the user's action and accrue it for the team. The team with the most points at the end will claim victory as long as they are not all wounded. Cleaving Strike As a bonus action after landing an attack with your weapon you may attempt to follow the attack through. Striking up to two additional targets within range for 1d8 + Strength damage on a success. Concussive Smash As a bonus action after landing an attack with your weapon you may sunder your target. Giving them a -2 to Proficiency Bonus until the end of their next turn. Crippling Strike As a bonus action after landing an attack with your weapon you may knock your target prone. Hindering Strike As a bonus action after landing an attack with your weapon you may slow your target until the end of their next turn. Lacerate As a bonus action after landing an attack with your weapon you silence the target of that attack and remove their reaction until the end of their next turn. Polearm Master When a target moves into your weapon's range on their own turn, you may use your reaction to immediately make an attack of opportunity against them. Pommel Strike As a bonus action after landing an attack with your weapon you leave the target dazed. Giving them disadvantage on Wisdom Saving Throws and removing their reaction for this turn.
- Warlock | Halcyon D&D
Warlock Class Features Spellcasting Archfey Celestial Fiend Great Old One Hexblade Undying Warlock A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or a fey enchantress—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf. Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant student’s mind is opened to realities beyond the material world, to shadow or undeath. Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure. Subclasses Class Features Basics Base Hit Po ints: 56 Hit Points per Advancement: 14 Actions: 1 Attack, 1 Bonus, 1 Reaction Pact Magic Level 8: + 2 Level 12:+1 (3) Casting Attribute: Charisma Starting Kit: Dagger (x2) Leather Armor Proficiencies Armor: Light Armor Weapons: Simple weapons Sav ing Throws: Wisdom, Charisma Skills: Arcana, History Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Armor of Shadows You can cast mage armor on yourself at will, without expending a spell slot or material components. A protective magical force surrounds you u ntil the end of combat. The target’s AC becomes 13 + DEX. Fiendish Vigor Bolster yourself with a necromantic facsimile of life. You gain 12 temporary hit points. Grasp of Hadar | Repelling Blast When you successfully hit a creature with Eldritch Blast, you can use this feature to pull or push the creature up to 2 tiles toward or away from you in a straight line. Applies before all reactions. Agonizing Blast Eldritch Blast will deal additional damage equal to the caster's Charisma score. Otherworldy Leap Requires Level 10 Acquire the ability to cast Jump on yourself as your next move action. This can be a vertical movement as long as there is a suitable location to find within a 6 tile range. Eldritch Master Requires Level 12 Once per long rest you may draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. As an action, and at the cost of your bonus action, reaction and before you have used any movement on this turn you may regain two spent Pact Magic Slots. Shroud of Shadow Requires Level 12 You surround yourself with a veil of shadow, rendering you invisible to your foes up until you take any action. Usable once per Combat. Otherworldly Patrons The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals. Choose your otherworldly patron (subclass) from the six available: The Archfey, the Celestial, the Fiend, the Great Old One, the Hexblade, and the Undying. These will be unlocked at Level 10 and reach their full potential at Level 12. Spellcasting Your arcane research and the magic bestowed on you by your patron have given you facility with spells. Pact Magic Slots Level 8 Pact M agic: 2 Level 12 Pact M agic: 3 Combat Spells The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters. Cantrips Pact Magic Mind Spike Shadow Blade Witch Bolt Misty Step Counterspell Mind Spike Divination 1 Action S You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 6 d8 psychic damage on a failed save or half as much damage on a successful one. On failed save, the caster knows the targets location for the duration of combat and gains +2 on tracking attempts on the target for 2 hours after combat ends. Witch Bolt Evocation 1 Action V, S A beam of crackling, blue energy lances out towards a creature within range. Make a ranged spell attack against the creature. O n a hit, the target takes 5d12 lightning damage and you are able to deal damage (2d12) to the target a gain on the next turn without needing to roll to hit again or taking the cost of a spell slot. If you choose to take any other action, the effect will fade. (1d20 + Spell Bonus vs AC) Misty Step Conjuration 1 Bonus Action V Briefly surrounded by a silvery mist, you teleport up to 3 tiles to an unoccupied space that you can see. Acquired at 10th Level Shadowblade Illusion 1 Bonus Action V, S You weave together threads of shadow to create a sword of solidified gloom in your main hand. This magic sword lasts for the duration of combat, dealing 2d8 psychic dam age a hit. Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. Acquired at 12th Level Chill Touch Eldritch Blast Frostbite Lightning Lure Poison Spray Chill Touch Necromancy 1 Action V, S You create a ghostly, skeletal hand in the space of a creature within range. On a hit the target cannot regain hit points until the start of your next turn. 3d8 Necrotic Damage (1d20 + Spell Bonus vs AC) Eldritch Blast Evocation 1 Action V, S A beam of crackling energy streaks towards up to two creatures within range. 1d10 + Charisma Force Damage or fire both at a single target to cause 2d10 + 2xCharisma Force Damage. (1d20 + Spell Bonus vs AC) Frostbite Evocation 1 Action V, S You cause numbing frost to form on one creature that you can see within range. 3d6 Cold Damage (8 + Spell Bonus vs CON Save) Acquired at Level 10 Lightning Lure Evocation 1 Action V You create a lash of lightning energy that strikes at one creature of your choice that you can see within 2 tiles. The target must succeed on a Strength Saving Throw or be pulled 1 tile towards you and take 3d8 lightning damage. (8 + Spell Bonus vs STR Saving Throw) Poison Spray Conjuration 1 Action V, S You extend your hand toward a creature and project a puff of noxious gas from your palm. 2d12 Poison Damage (8 + Spell Bonus vs CON Save) Flavor Spells The following spells are included in the warlock's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a rol eplay sc enario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 8 Control Flames Create Food or Water Illusory Script Mage Hand Major Image Minor Illusion Plant Growth Prestigidation Unseen Servant Control Flames Transmutation 1 Action S You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Create Food or Water Conjuration 1 Action V, S You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. T he water is clean and doesn't go bad. Illusory Script Illusion 1 Minute S, M You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature w ith truesight can read the hidden message. Mage Hand Conjuration 1 Action V, S A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. Unseen Servant Conjuration 1 Action V, S, M This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. Prestidigitation Transmutation 1 Action V, S This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Plant Growth Transmutation Special V, S This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. Major Image Illusion 1 Action V, S, M You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. Minor Illusion Illusion 1 Action S You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Ritual Spells Spells that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does. If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand. Level 12 Dream Scrying Scrying Divination 1 0 Minutes V, S, M Class Required: Bard Druid Warlock Wizard Components Required: 1x Crystal Ball 30x Arcane Residue Item from Target of Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a DC 15 Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Secondhand (you have heard of the target): +5 Save Modifier Firsthand (you have met the target): +0 Save Modifier Familiar (you know the target well): -5 Save Modifier Connection Likeness or drawing/painting: -2 Save Modifier Possession or garment: -4 Save Modifier Body part, lock of hair, bit of nail, or the like: -10 Modifier On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. Dream Illusion 1 Minute V, S, M Class Required: Cleric: Twilight Dom ain Druid: Circle of Dreams Bard: College of Glamour Warlock Component Required: Ground up Valor Bell (Flavor) Ground up Brisk Leaf (Flavor) Ground up Mother's Leaf (Flavor ) This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. Subclass: Pact with the Archfey Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. Bonus Proficiencies Skills: Nature Pact of the Tome Your patron gives you a grimoire called a Book of Shadows, which grants access to the Shocking Grasp, Acid Splash, and Sword Burst cantrips. Fey Presence Project a beguiling and fearsome presence of the fey, attempting to charm up to 10 humanoid targets within a 1 tile range of you. Each target must make a Wisdom Saving Throw. The creatures that fail their saving throws are all charmed by you until the end of their next turn. Usable once per short rest. Misty Escape You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible, and teleporting up to 6 tiles away. You can remain invisible until the start of your next turn, or until you attack or cast a spell. Usable once per short rest. Beguiling Defenses Requires Level 12 Your patron taught you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for the duration of the fight or until the creature takes any damage. Pact Spells Cantrips Pact Magic Calm Emotions Charm Person Crown of Madness Faerie Fire Sleep Synaptic Static Charm Person Enchantment 1 Action V, S You attempt to charm a humanoid you can see within range. It must make a Wisdom Saving Throw. If it fails the saving throw it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns. (8 + Spell Bonus vs WIS Save) Faerie Fire Evocation 1 Action V Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. Synaptic Static Enchantment 1 Action V, S You choose a point within range and cause psychic energy to explode there. Each creature in a 2 tile radius sphere centered on that point must make an Intelligence Saving Throw (DC 8 + Spell Bonus).A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. Acquired at 12th Level Calm Emotions Enchantment 1 Action V, S You attempt to suppress the strong emotions in a group of people. Each humanoid in a 2 tile radius created at a spot you choose within range must make a Charisma Saving Throw. A creature may choose to fail this save if they wish. On a failure all charmed and frightened effects are ended. The target is also indifferent about any current hostilities that you choose. Acquired at Level 12. Crown of Madness Enchantment 1 Action V, S One humanoid of your choice that you can see within range must succeed on a Wisdom Saving Throw or become charmed by you for the remainder of combat. While charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On each of its turns it can make a Wisdom Saving Throw against your spell DC to end the effect. (8 + Spell Bonus vs WIS Save) Acquired at Level 12 Sleep Enchantment 1 Action V, S Attempt to put the target into a magical slumber. They must succeed a Constitution Saving Throw (DC 8 + Spell Bonus) or be put to sleep and fall prone until the end of their next turn. If the creature is attacked while asleep they will wake up early. Acquired at 10th Level Acid Splash Shocking Grasp Sword Burst Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Shocking Grasp Evocation 1 Action V, S Lightning springs from your hand to deliver a shock to a creature you try to touch. On a hit, the target cannot take reactions until the end of their next turn. 2d8 Lightning Damage (1d20 + Spell Bonus vs AC) Subclass: Pact with the Celestial Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes to your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world. Bonus Proficiencies Skills: Medicine Class Resources Level 10: +8 Level 12: +12 Pact of the Tome Your patron gives you a grimoire called a Book of Shadows, which grants access to the Shocking Grasp, Acid Splash, and Sword Burst cantrips. Healing Light As a bonus action, you can heal one creature you can see within 6 tiles for 4d6 hit points for the cost of 4 Class Resources. Celestial Resilience When you complete a long or short rest you gain temporary hit points equal to your Character Level + Charisma score. Grants: Tough Feature. Searing Vengeance Requires Level 12 The radiant energy you channel allows you to resist death. When you reach 0 hit points at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. If you have remaining class resources, consume all remaining CR, healing 1d6 per CR. Each creature within 3 tiles that you choose takes 2d8 + Charisma points of radiant damage and are also blinded until the end of their next turn. Pact Spells Cantrips Pact Magic Acid Splash Shocking Grasp Sword Burst Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) Shocking Grasp Evocation 1 Action V, S Lightning springs from your hand to deliver a shock to a creature you try to touch. On a hit, the target cannot take reactions until the end of their next turn. 2d8 Lightning Damage (1d20 + Spell Bonus vs AC) Cure Wounds Guilding Bolt Lesser Restoration Greater Restoration Cure Wounds Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 5d8 + Spell Bonus. Guiding Bolt Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit , the target takes 8d6 radiant damage and is exposed until the end of their next turn. Lesser Restoration Abjuration 1 Action V, S You touch a creature and can end either one disease, poisoned, or blinded effect. Greater Restoration Abjuration 1 Action V, S You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target. One curse, including the target's attunement to a cursed magic item. Any reduction to one of the target's ability scores. One effect reducing the target's hit point maximum. Flavor Spells Cantrips Light Light Evocation 1 Action V You touch one object that is no larger than 10 feet in any dimension. For up to an hour, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. * Flavor spell; not reflected in RPR. Used for roleplay. Ritual Spells Level 12 Greater Restoration Regenerate True Resurrection True Resurrection Necromancy 1 Hour V, S, M Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: Diamonds worth 25,000 Gold 1,000 Gold 50x Arcane Residue 50x Daisy You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. Regenerate Transmutation 1 Minute V, S, M Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: 4x Holy Water 35x Arcane Residue You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. Greater Restoration Abjuration 1 Action V, S Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: 1 Precio us Gemstone 25x Arcane Residue 90 Gold You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target. One curse, including the target's attunement to a cursed magic item. Any reduction to one of the target's ability scores. One effect reducing the target's hit point maximum. Subclass: Pact with the Fiend You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. Bonus P roficiencies Skills: Deception Pact of the Tome Your patron gives you a grimoire called a Book of Shadows, which grants access to the Shocking Grasp, Acid Splash, and Sword Burst cantrips. Dark One's Blessing When you reduce a hostile creature to 0 Hit Points, you heal CHA+Lvl. Hurl Through Hell Requires Level 12 When you hit a creature with a melee attack or any spell/cantrip that targets AC, you can choose to briefly banish them to the lower planes. The creature disappears, and cannot be targetted until they return. At the end of their next turn, they return to their former position and take 5d6 psychic damage from the horrific experience if they are not a fiend. Usable once per long rest. Pact Spells Cantrips Pact Magic Burning Hands Command Fireball Fire Shield Command Enchantment 1 Action V You speak a single word command to a creature you can see within range. The target must succeed on a Wisdom Saving throw or follow the command. The command may be: Move - The target moves to a location and ends its turn. Prone - The target drops prone and ends its turn. Halt - The target stays in place and ends its turn. This has no effect on undead. (8 + Spell Bonus vs WIS Save) Fire Shield Evocation 1 Action V, S Thin and wispy flames wreathe your body for the duration, shedding bright light for 1 tile and dim light for 1 tile beyond that. Whenever a creature hits you with a melee attack, you may use your reaction to have the shield erupt with flame, dealing 2d8 fire damage to the attacker. Provides Cold resistance. Acquired at 12th Level Burning Hands Evocation 1 Action V, S As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth in a 2 tile cone. Each target must make a Dexterity Saving Throw. A creature takes 7d6 fire damage on a failed save or half as much on a success. (8 + Spell Bonus vs DEX Save) Fireball Evocation 1 Action V, S A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.. Each creature in a 2 tile radius sphere centered on that point must make a Dexterity Saving Throw. A creature takes 6d6 fire damage on a failed save, or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Acquired at 12th Level Acid Splash Shocking Grasp Sword Burst Shocking Grasp Evocation 1 Action V, S Lightning springs from your hand to deliver a shock to a creature you try to touch. On a hit, the target cannot take reactions until the end of their next turn. 2d8 Lightning Damage (1d20 + Spell Bonus vs AC) Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Ritual Spells Level 12 Hallow Hallow Evocation 24 Hours V, S, M Class Required: Cleric Warlock: Pact of the Fiend Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 30x Arcane Residue You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 6 tiles, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. Holy - Undead and Fiends which start their turn within the area take 1d6 radiant damage. Additionally, any non-undead or fiend is cured of any frightened status at the start of their turn while on hallowed ground. Unholy - Any non-undead or fiends that start their turn within the area take 1d6 necrotic damage. Additionally, all undead and fiends gain a +1 bonus to attack roles while fighting on unholy ground. Both areas allow Clerics, Paladins, and Divine Soul Sorcerers to create holy water using a first level spell slot and a vial. Each cleric may only hallow a single location and a clan may only possess one hallowed location. Subclass: Pact with the Great Old One You have made a pact with a patron of a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Bonus P roficiencies Skills: Insight Entropic Ward When a creature makes an attack roll against you, you can use your reaction to impose disadvantage to them. This can cause the attack to miss. You also gain advantage on your own attacks until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. Thought Shield Your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. Create Thrall Requires Level 12 As a consequence, take a psychic imprint of a wounded target for use later. Granting you 2 Thrall for use with your Summon Thrall ability. Summon Thrall Requires Level 12 When Summon one of your available thrall. You may control one minion at a time, it shares your AC and Saving Throws but has its own hit points. As a bonus action on each of your turns you may have your minion attack a target within 10 tiles, or guard you and your allies.. It returns to your side at the end of every turn. Thrall Abilities Requires Level 12 As a bonus action on each of your turns, you may blast a target within 10 tiles with psychic energies. The target must succeed an Intelligence Saving Throw or take 1d8 psychic damage.Summon one of your available thrall. You may control one minion at a time, it shares your AC and Saving Throws but has its own hit points. As a bonus action on each of your turns, you may shield yourself and any allies within 1 tile with psionic energies. Granting them +1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma Saving Throws until the end of their next turn. Pact Spells Pact Magic Dissonant Whispers Evard's Black Tentacles Tasha's Hideous Laughter Evard's Black Tentacles Conjuration 1 Action V,S Squirming, ebony tentacles fill a 2 tile square on the ground that you can see within range. A creature in the affected area must succeed on a Dexterity Saving Throw or take 6d6 bludgeoning damage and be restrained until the end of their next turn. A creature that succeeds on the Dexterity Saving Throw takes 3d6 bludgeoning damage. Dissonant Whispers Enchantment 1 Action V You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom Saving throw (DC 8 + Spell Bonus). On a failed save it takes 7d6 psychic damage and must use its reaction to move up to 2 tiles from you. On a successful save it takes half as much damage and doesn’t have to move away. Tasha's Hideous Laughter Enchantment 1 Action V, S A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom Saving Throw or fall prone. (8 + Proficiency Bonus + Spell Bonus vs WIS Save) Subclass: Pact with the Hexblade You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends. Bonus P roficiencie s Armor: Medium armor, shields Weapons: Martial weapons Skills: Athletics Extra Attack You gain an additional Attack Action for a total of 2 per turn. Hexblade Attack In the place of a normal weapon attack, you may pull upon the magic of your hexblade to attack instead, supplanting Attack Bonus for Spell Bonus when using any 1d6 or 1d8 weapon. Hexblade's Curse You place a baleful curse on someone within 6 tiles of you. The curse remains for the remainder of combat and is usable once per combat. Hexblade's Curse (Feed) Once the target you cursed falls in battle, you can exhume their life essence and regain 10 + Charisma worth in hit points. Eldritch Smite Once per turn when you hit a creature with your pact weapon, you can expend a pact magic slot to deal an extra 4d8 damage and knock the target prone. Relentless Hex Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 3 tiles to an unoccupied space you can see within 1 tile of the target cursed by your Hexblade's Curse. To teleport in this way, you must be able to see the cursed target. Armor of Hexes Requires Level 12 If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a 1d10. On a 6 or higher, the attack instead misses you, regardless of its roll. Pact Spells Pact Magic Phantasmal Killer Phantasmal Killer Illusion 1 Action V, S You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom Saving Throw. On a failed save, the target takes 5d10 psychic damage and becomes frightened until the end of their next turn. (8 + Spell Bonus vs WIS Save) Subclass: Pact with the Undying Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock’s Crypt, and Gilgeam, the God-King of Unther. B onus P roficiencie s Skills: Perception Class Resources Level 10: +3 Level 12: +3(6) Pact of the Tome Your patron gives you a grimoire called a Book of Shadows, which grants access to the Shocking Grasp, Acid Splash, and Sword Burst cantrips. Indestructible Life You partake of some of the true secrets of the Undying. On your turn, you can use a bonus action and one class resource to regain hit points equal to 1d8 +12 aslong as you have not taken fire or radiant damage in the last or current turn. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. Defy Death Requires Level 12 For the cost of your reaction and two class resources, you may return yourself or a creature you can see within' 6 tiles back to combat when they hit 0 HP, healing them for 1d8+CON. Must be done the very moment they hit 0 HP. Cannot be used on the same target twice, unless you are the target. Pact Spells Cantrips Pact Magic Blight Death Ward Negative Energy Flood Ray of Sickness Silence Vampiric Touch Ray of Sickness Necromancy 1 Action V, S A ray of sickening greenish energy lashes out towards a creature within range. Target must succeed a CON save or take 5d8 poison damage and the Poisoned Status. Vampiric Touch Necromancy 1 Action V The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 5d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Acquired at 12th Level Negative Energy Flood Illusion 1 Action V, S You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution Saving Throw, taking 5d12 necrotic damage on a failed save, or half as much on a successful one. If the target is undead they instead heal for 5d6 hit points. (8 + Spell Bonus vs CON Save) Death Ward Abjuration 1 Action V, S You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point and the spell ends. Blight Necromancy 1 Action V, S Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution Saving Throw. The target takes 7d8 necrotic damage o n a failed save, or half as much damage on a successful one. This spell has no effect on Undead or Constructs. Silence Illusion 1 Action V, S Create a 2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of their next turn. Acquired at 10th Level Acid Splash Shocking Grasp Sword Burst Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) Shocking Grasp Evocation 1 Action V, S Lightning springs from your hand to deliver a shock to a creature you try to touch. On a hit, the target cannot take reactions until the end of their next turn. 2d8 Lightning Damage (1d20 + Spell Bonus vs AC) Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Ritual Spells Level 12 Legend Lore Legend Lore Divination 10 Minutes V, S, M Class Required: Bard: College of Lore Cleric Wizard Warlock: Pact of the Undying Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 30x Arcane Residue Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on han d, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips." P lease open a Ritual DM Ticket in order to begin the process of casting this ritual.
- Genasi (Earth) | Halcyon D&D
Earth Genasi Basic Traits Racial Traits Earth Genasi Tracing their ancestry to dao, the genies of the Elemental Plane of Earth, earth genasi inherit dao’s steadfast strength and control over earth. An earth genasi’s skin can be the colors of stone and earth or a human skin tone with glittering sparkles like gem dust. Some earth genasi have lines marking their skin like cracks, either showing glimmering gemlike veins or a dim, yellowish glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal. Earth genasi tend to be strong and tough, but are often stubborn and oblivious. They tend to be indifferent to others of their kind and thus in many cases isolate themselves. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 150 cm (4'11") Max: 190 cm (6'3) Languages Common Primordial Life Spa n Adulthood: 18 years Longevity: 120 years Movement 3 ti les 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. Damage Resistance Covered in hardy, stone-like scales or gems, earth genasi shrug off more physical damage than most. You gain physical resistance (-2 to all physical damage sources). This does not stack with other sources of physical resistance. Earth Walk You are immune to knockdown effects caused by surface spells, such as grease or sleet storm.
- Genasi (Fire) | Halcyon D&D
Fire Genasi Basic Traits Racial Traits Fire Genasi Descended from efreet, the genies of the Elemental Plane of Fire, or severe exposure to fire elemental energy, the fire genasi channel the chaotic and often destructive nature of flame. They show their heritage in their skin tones, which can range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke. Fire genasi are generally energetic, quick to act, and impatient. They often care a great deal about their appearance, dressing flamboyantly. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Min: 150 cm (4'11") Max: 190 cm (6'3) Languages Common Primordial Life Spa n Adulthood: 18 years Longevity: 120 years Movement 3 ti le s per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Natural Magic (Fire) Reaching to the blaze of the Elemental Plane of Fire, all fire genasi know the basics of fire magic. You know the Produce Flame cantrip, and can cast Burning Hands for free once per long rest. Fire Resistance You are resistant to fire damage.
- Item Catalog | Halcyon D&D
Item Catalog Light Armors Medium Armors Heavy Armors Shields Simple Weapons Martial Weapons Ranged Weapons Ammunition Potions Tools Apparel Item Catalog On Halcyon we have lots of different items in our world which our players work towards crafting their weapons, armor, potions and even magical items! Here is a catalog for all of these different items you may come across in your journeys. Light Armors Leather Armor Armor AC 11 + DEX Buy: 145 | Base: 194 | Sell: 242 Studded Leather Armor AC 12 + DEX Buy: 202 | Base: 270 | Sell: 338 Medium Armors Chain Shirt Armor AC 13 + DEX (2 Max) Buy: 124 | Base: 166 | Sell: 207 Scale Mail Armor AC 14 + DEX (2 Max) Buy: 342 | Base: 456 | Sell: 570 Half-Plate Armor AC 15 + DEX (2 Max) Buy: 729 | Base: 972 | Sell: 1215 Heavy Armors Chain Mail Armor AC 16 Requires 1 point of Strength Buy: 168 | Base: 224 | Sell: 280 Splint Armor Armor AC 17 Requires 2 points of Strength. Buy: 436 | Base: 582 | Sell: 727 Plate Armor Armor AC 18 Requires 2 points of Strength. Buy: 967 | Base: 1290 | Sell: 1612 Shields Shield Armor Off Hand, +2 AC Buy: 118 | Base: 157 | Sell: 196 Simple Weapons Spear Simple Weapon One Handed, Versatile, Reach, 1d6 + STR Polearm Master Buy: 72 | Base: 96 | Sell: 120 Dagger Simple Weapon One Handed, 1d4 + STR/DEX Lacerate & +2 Skinning Buy: 40 | Base: 53 | Sell: 66 Quarterstaff Simple Weapon Two Handed, Versatile, 1d8 + STR/DEX Crippling Strike Buy: 72 | Base: 96 | Sell: 120 Wooden Club Simple Weapon One Handed, 1d4 + STR Crippling Strike Buy: 40 | Base: 53 | Sell: 66 Mace Simple Weapon One Handed, 1d6 + STR Concussive Smash Buy: 72 | Base: 96 | Sell: 120 Staff Simple Weapon Two Handed, 1d8 + ST R Crippling Strike Buy: 72 | Base: 96 | Sell: 120 Sickle Simple Weapon One Handed, 1d4 + STR +2 Herbalism Buy: 43 | Base: 58 | Sell: 72 Pickaxe Simple Weapon One Han ded, 1d4 + STR +2 Mining Buy: 43 | Base: 58 | Sell: 72 Martial Weapons Halberd Mar tial Weapon Two Handed, Heavy, Reach, 1d10 + ST R Polearm Master Buy: 140 | Base: 187 | Sell: 234 Warhammer Mar tial Weapon Two Handed, Heavy, 1d10 + STR +4 Breach Concussive Smash Buy: 109 | Base: 145 | Sell: 181 Greataxe Mar tial Weapon Two Handed, Heavy, 1d12 + STR Cleaving Strike Buy: 140 | Base: 187 | Sell: 234 Katana Martial Weapon Two Handed, Finesse, 1d10 + STR/DEX Flourish Buy: 184 | Base: 246 | Sell: 307 Greatsword Martial Weapon Two Handed, Heavy, 2d6 + STR Pommel Strike Buy: 184 | Base: 246 | Sell: 307 Battleaxe Martial Weapon One Handed, 1d8 + STR Cleaving Strike & +2 Logging Buy: 78 | Base: 104 | Sell: 130 Longsword Martial Weapon One Handed, Versatile, 1d8 + STR Pommel Strike Buy: 94 | Base: 125 | Sell: 156 Whip Martial Weapon One Hand ed, Finesse, Reach, 1d4 + STR/DEX Buy: 78 | Base: 104 | Sell: 130 Shortsword Martial Weapon One Handed, Finesse, 1d6 + ST R/DEX Flourish Buy: 72 | Base: 96 | Sell: 120 Rapier Martial Weapon One Handed, Finesse, 1d8 + STR/DEX Flourish Buy: 94 | Base: 125 | Sell: 156 Scythe Martial Weapon Two Hand ed, Finesse, 1d10+ STR/DEX Laceration Buy: 140 | Base: 187 | Sell: 235 Ranged Weapons Hand Crossbow Simple Ranged Weapon 1d6 + DEX When offhanded deals d4 4 tile range Buy: 72 | Base: 96 | Sell: 120 Crossbow Simple Ranged Weapon Two Handed, 1d8 + DEX 6 tile range Buy: 110 | Base: 146 | Sell: 182 Heavy Crossbow Martial Ranged Weapon Two Handed, 1d10+ DEX 10 tile range Buy: 151 | Base: 202 | Sell: 252 Shortbow Simple Ranged Weapon Two Handed, 1d6 + DEX 7 tile range Buy: 72 | Base: 96 | Sell: 120 Longbow Martial Ranged Weapon Two Handed, 1d8 + DEX 14 tile range Buy: 151 | Base: 202 | Sell: 252 Ammunition & Throwables Arrows (40x) Ammunition Longbow & Shortbow Ammo Buy: 80 | Base: 106 | Sell: 132 Bolts (40x) Ammunition Crossbow Ammo Buy: 80 | Base: 106 | Sell: 132 Throwing Knives (10x) Ammunition 2d4 + D E X/STR and have a 4 tile range. Buy: 79 | Base: 106 | Sell: 132 Net (4x) Ammunitio n Grants the ability "Throw Net" to restrain th e target on a failed STR sav e in a 10 tile range. Buy: 58 | Base: 77 | Sell: 96 Bola (4x) Ammunitio n Grants the ability "Throw Bola" to restrain th e target on a failed DEX sav e in a 10 tile range. Buy: 58 | Base: 77 | Sell: 96 Caltrops (8x) Ammunition Grants the ability "Throw Caltrops" to slow th e target on a failed DEX sav e in a 10 tile range. Buy: 52 | Base: 70 | Sell: 87 Potions & Oils Potion of Healing Potion Heals 4d4+4 HP. Buy: 124 | Base: 166 | Sell: 207 Potion of Greater Healing Potion Heals 6 d4+6 HP. Buy: 325 | Base: 434 | Sell: 542 Potion of Superior Healing Potion Heals 8 d4+8 HP. Buy: 578 | Base: 771 | Sell: 964 Potion of Supreme Healing Potion Heals 10 d4+20 HP. Not Sold Potion of Growth Potion Grants Enlarged status for combat. Buy: 156 | Base: 208 | Sell: 260 Potion of Heroism Potion Gain 10 Temp 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 Wounded, Disease, Poison, and Bloodless effects. Buy: 210 | Base: 280 | Sell: 350 Potion of Regeneration Potion Restores lost limbs and removes Maimed status akin to Regeneration spell. Not Sold Tools Apothecary's Tools Off hand +2 Crafting Bonus Not Sold Blacksmith's Tools Off hand +2 Crafting Bonus Not Sold Craftsman's Tools Off hand +2 Crafting Bonus Not Sold Surgeon's Tools Off hand Requires 4 points in Medicine and Medical proficiency to remove wounded and severe wounds Not Sold Thieves' Tools Off hand +1 Sleight of Hand and allows for lockpicking Not Sold Apparel Bag Accessory +1 Equipment use Not Sold Belt Waist +1 Athletics Not Sold Boots Feet +1 Acrobatics Not Sold Cloak Back +1 Stealth Not Sold Holy Symbol Focus +1 Religion Not Sold Robe Body +1 Arcana Not Sold Gloves Hands +1 Sleight of Hand Not Sold Necklace Neck +1 Performance Not Sold Tome Focus +1 History Not Sold Hat Head +1 Persuasion Not Sold Ring Ring +1 Deception Not Sold
- Wizard | Halcyon D&D
Wizard Class Features Spellcasting Bladesinging Enchantment Evocation Necromancy Wizard Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds. Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study. Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic. The lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. Subclasses Class Features Basics Base Hit Po ints: 40 Hit Points per Advancement: 10 Actions: 1 Attack, 1 Bonus, 1 Reaction Casting Attribute: Intelligence Starting Kit: Quarterstaff Tome Proficiencies Armor: None Weapons: Dagger, Staff, Crossbow Sav ing Throws: Intelligence, Wisdom Skills: Arcana, Investigation Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Arcane Recovery Once per long rest, you may recover a 1st, 2nd, and 3rd level spellslot while out of combat. Arcane Traditions The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques. Choose your arcane tradition from the four available: Bladesinging, the School of Enchantment, the School of Evocation, and the School of Necromancy. These will be unlocked at Level 10 and reach their full potential at Level 12. Spellbooks Through arcane research or experience, wizards are able to document and expand their own arcane knowledge through spells located within spellbooks. These are broken down into three levels of spellbooks. Minor, Basic, and Advanced. Which can be created by wizards at 8th, 10th, and 12th level respectfully once every three days. Additionally beginning at 12th level, once every two weeks a wizard may copy any spellbook in their possession. The requirements to create or copy a spellbooks are one tome, 2 arcane residue per spell level held within, and 50 gold per spell level held within. Enchantment (Minor) 1st Level 2nd Level Charm Person Tasha's Hideous Laughter Charm Person Enchantment 1 Action V, S You attempt to charm a humanoid you can see within range. It must make a Wisdom Saving Throw. If it fails the saving throw it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns. (8 + Spell Bonus vs WIS Save) Tasha's Hideous Laughter Enchantment 1 Action V, S A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom Saving Throw or fall prone. (8 + Proficiency Bonus + Spell Bonus vs WIS Save) Crown of Madness Crown of Madness Enchantment 1 Action V, S One humanoid of your choice that you can see within range must succeed on a Wisdom Saving Throw or become charmed by you for the remainder of combat. While charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On each of its turns it can make a Wisdom Saving Throw against your spell DC to end the effect. (8 + Spell Bonus vs WIS Save) Illusion (Minor) 2nd Level 4th Level Invisibility Shadow Blade Invisibility Illusion 1 Action V, S A creature you touch beco mes 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. Shadowblade Illusion 1 Bonus Action V, S You weave together threads of shadow to create a sword of solidified gloom in your main hand. This magic sword lasts for the duration of combat, dealing 2d8 + STR/DEX psychic dam age a hit. Additionally you may make a ranged attack against a target within 6 tiles. Recalling the blade to your hand requires a bonus action. Phantasmal Killer Phantasmal Killer Illusion 1 Action V, S You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom Saving Throw. On a failed save, the target takes 4d10 psychic dama ge and becomes frightened until the end of their next turn. (8 + Spell Bonus vs WIS Save) Transmutation (Minor) 2nd Level 3rd Level 4th Level Dragon's Breath Dragon's Breath Transmutation 1 Bonus Action V, S You touch a willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the end of combat, the creature can use an action to exhale energy of the chosen type in a 2 tile cone. Erupting Earth 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) Polymorph Polymorph Transmutation 1 Action V, S This spell transforms a creature that you can see within range into a helpless critter. The target must succeed a Wisdom Saving Throw or be transformed for two turns. Any damage reverts the target back to its original shape. Conjuration (Basic) Cantrips 1st Level 2nd Level 3rd Level 4th Level Sword Burst Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Grease 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. Evard's Black Tentacles Evard's Black Tentacles Conjuration 1 Action V, S Squirming, ebony tentacles fill a 2 tile square on the ground that you can see within range. A creature in the affected area must succeed on a Dexterity Saving Throw or take 6d6 bludgeoning damage and be restrained until the end of their next turn. A creature that succeeds on the Dexterity Saving Throw takes 3d6 bludgeoning damage. Web 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. Sleet Storm 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. Evocation (Basic) Cantrips 1st Level 2nd Level 3rd Level 4th Level Frostbite Frostbite Evocation 1 Action V, S You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution Saving Throw. On a failed save the target takes 3d6 cold damage and has disadvantage on weapon attacks until the end of its next turn. ( 8 + Spell Bonus vs CON Save) Burning Hands Burning Hands 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) Ice Storm Ice Storm Evocation 1 Action V, S A hail of rock-hard ice pounds to the ground in a 2 tile radius centered on a point within range. Each creature must make a Dexterity Saving Throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs DEX Sav e) Melf's Acid Arrow Melf's Acid Arrow Evocation 1 A ction V, S A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of it's next turn. 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) Necromancy (Basic) Cantrips 1st Level 2nd Level 3rd Level 4th Level 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) Ray of Sickness 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. 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 take s 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 Con structs. (8 + Spell Bonus vs CON Save) 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 (DC 8 + Spell Bonus). If it fails the target is blinded until the end of combat. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. Vampiric Touch Vampiric Touch Necromancy 1 Action V, S The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage and you regain hit points equal to half the amount of damage dealt. (1d20 + Spell Bonus vs AC) School specific books, such as Evocation and Necromancy, may only be created by wizards who follow those arcane traditions. Beginning at 12th Level, any wizard may take a minor and basic spellbook they possess and combine it into an Advanced Spellbook which grants the spells of both books at once. 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: +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 Disguise Self Ice Knife Mage Armor Magic Missile Shield Thunderwave Ice Knife Conjuration 1 Action V, S You create a shard of ice and fling it at one creature within range. Hit or miss, the shard explodes. The target and each creature within 1 tile of the point where the original target is located must succeed on a Dexterity Saving Throw or take 2d6 cold damage. Granted at 10th Level. Mage Armor Abjuration 1 Action V, S You touch a willing creature who isn’t wearing armor. A protective magical force surrounds it until the end of combat. The target’s AC becomes 13 + DEX. 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. 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 including against the triggering attack. Can be cast at any time on your turn, or when struck. You take no damage from magic missile. 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 y ou may not disguise as an Advanced Race or a different gender than your own. 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. Granted at 10th Level. Acid Splash Fire Bolt Poison Spray Ray of Frost 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) 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. 3d8 Lightning Damage (1d20 + Spell Bonus vs AC) Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) Ray of Frost 1 Action V, S A frigid beam of blue-white light streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 cold damage, and its speed is reduced by 1 tile until the end of their next turn. (1d20 + Spell Bonus vs AC) Granted at 12th Level. Bestow Curse Dispel Magic Fear Fireball Mind Spike (3rd) Slow Tidal Wave Dispel Magic Abjuration 1 Action V , S Choose one creature within range. Any magical effects on the target end. Mind Spike Divination 1 Action S You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 4 d8 psychic damage on a failed save or half as much damage on a successful one. On failed save, the caster knows the targets location for the duration of combat and gains +2 on tracking attempts on the target for 2 hours after combat ends. Fireball Evocation 1 Action V, S A bright streak flashes from your p ointing 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 6d6 fire damage on a failed save, or half as much on a successful one. Tidal Wave Conjuration 1 Ac tion 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 (DC 8 + Spell Bonus). 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. Bestow Curse Necromancy 1 Action V , S You touch a creature and they become cursed. Granting them a -2 to Spell Saving Throws and Proficiency Bonus until removed. Additional you may choose a lingering effects from the Minor Curse list. May only be applied as a PvP Consequence. Requires 10th Level. Fear 3rd Level Spell, Illusion 1 Action V, S You project a phantasmal image of a creature’s worst fear. Each creature in a 3 tile cone must succeed on a Wisdom or become frightened until the end of it's next turn. (8 + Spell Bonus vs WIS Save) Granted at 12th Level. Slow Transmutation 1 Action V, S You alter time around up to three creatures of your choice in a 4 tile cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell until the end of their next turn. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. Acquired at 12th Level Immolation Cloud Kill Immolation Evocation 1 Action V Flames wreathe one creature you can see within range. The target must make a Dexterity Saving Throw. It takes 7d6 fire damage and burns on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) 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) Enlarge Gust of Wind Knock Mind Spike Misty Step See Invisibility Scorching Ray Silence 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. Mind Spike Divination 1 Action S You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save or half as much damage on a successful one. On failed save, the caster knows the targets location for the duration of combat and gains +2 on tracking attempts on the target for 2 hours after combat ends. Misty Step Conjuration 1 Bonus Action V Briefly surrounded by a silvery mist, you teleport up to 3 tiles to an unoccupied space that you can see. 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 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 Scorching Ray Evocation 1 Ac tion V, S You create three rays of fire and hurl them at targets within range making a ranged spell attack for each ray. On a hit the target takes 2d6 fire damage. (1d20 + Spell Bonus vs AC) Knock Transmutation 1 Action V Choose a door, or set of manacles that you can see within range. The target that was held shut by mundane locks, or barred becomes unlocked or unbarred. Doors are unlocked, and opened at the same time. If the target was held shut by an Arcane Lock, the spell is suppressed for ten minutes, or the remainder of combat. Granted at 10th Level. 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) Banishment Banishment Abjuration 1 Action V, S You attempt to send one creature that you can see to another plane of existance. The target must succeed on a Charisma Saving Throw or be banished. (8 + Spell Bonus vs CHA Save) 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 Galder's Tower Leomund's Tiny Hut Major Image Tiny Servant Galder's Tower Conjuration 1 Action V, S You conjure a two-story tower made of stone, woo d, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 1 tile tall and has an area of up to 10 tiles. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell: A bedroom with a bed, chairs, chest, and magical fireplace. A study with desks, books, bookshelves, parchments, ink, and ink pens. A dining space with a table, chairs, magical fireplace, containers, and cooking utensils. A lounge with couches, armchairs, side tables and footstools. A washroom with toilets, washtubs, a magical brazier, and sauna benches. An observatory with a telescope and maps of the night sky. An unfurnished, empty room. The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear. You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year. Major Image Illusion 1 Action V, S You create the image of an object, a creature, or some other visible phenomenon that is no larger than 2 0-foot cube in a 12 tile range. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can dete rmine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. 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. Leomund's Tiny Hut Evocation 1 Action V, S A 1 tile immobile dome of force springs into existence around and above you and remains stationary for 8 hours. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area ever includes a larger creature or more than nine creatures. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Control Flames Dancing Lights Gust Light Mage Hand Mending Minor Illusion Mold Earth Prestidigitation Shape Water Illusory Script Silent Image Unseen Servant Continual Flame Levitate 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. 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. 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. 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. Minor Illusion Illusion 1 Action S You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 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. 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. 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. Illusory Script Illusion 1 Action S You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for 10 days . To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature under the effect of Truesight can read the hidden message. Silent Image Illusion 1 Action V, S You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. Unseen Servant Conjuration 1 Action V, S This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the sp ell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 2 tiles and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 6 tiles away from you, the spell ends. Continual Flame Evocation 1 Action V, S A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. 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 Level 12 Detect Magic 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! Legend Lore Private Sanctum Scrying Teleportation Circle Private Sanctum Abjuration 10 Minutes V, S, M Class Required: Wizard Components Required: 40x Arcane Residue 10x Unstable Essence 10x Strange Shards You make an area within range magically secure. The area may encompass an entire room or small building. The spell is permanent u ntil dismissed. You may only have one per clan. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: Sound can't pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area can't be targeted by divination spells. Nothing can teleport into or out of the warded area. Planar travel is blocked within the warded area. Please o pen a Ritual DM Ticket in order to begin the process of casting this ritual. You must also open a ticket if you've already created a private sanctum and wish to dispel it. 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. P lease open a Ritual DM Ticket in order to begin the process of casting this ritual. Legend Lore Divination 10 Minutes V, S, M Class Required: Bard: College of Lore Cleric Wizard Warlock: Pact of the Undying Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 30x Arcane Residue Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on han d, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips." Teleportation Circle Conjuration 1 Minute V, M Class Required: Bard Sorcerer Wizard Components Required: 20x Unstable E ssence 50x Arcane Residue 400 Gold As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle connected to the network of other teleportation circles in the region. You may only have one of these per clan. This grants the clan a clan warp that can be used to access other clan warps as well as the main warp netw ork. Additionally you may use this to create "wormhole" warps for your clan. Allowing transport within your base. These require approval and must make sense and encourage roleplay. Arcane Lock Remove Curse Water Breathing Water Breathing Transmutation 1 Action V, S , M Class Required: Artificer Bard Ranger Wizard Sorcerer Components Requir ed: 10x Feral Claws 6x Holy Water 30x Arcane Residue This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. The spell ends when PvP Intent is dropped. 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. Remove Curse 3rd Level Spell slot Abjuration 1 Action V, S , M Class Required: Cleric Wizard Components Requir ed: 3x Feral Claws 3 Precious Gemstones 15x Valorbell 15x Arcane Residue At your touch, all minor curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks the owner's attunement to the object so it can be removed or discarded. Subclass: Bladesinging Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade . Bonus P roficiencies A rmor: Light Skills: Performance Class Resource: Level 10: +3 Level 12: +1 (4) Bladesong For the cost of a class resource, use your bonus action to invoke an elven magic called the Bladesong for the remainder of combat, provided you aren’t wearing medium or heavy armor, and are using a single one handed weapon with a free offhand. It graces you with supernatural speed, agility and focus. You gain an additional bonus to your AC equal to your Intelligence modifier and y our movement speed increases by 1 tile; and you gain proficiency with one type of one-handed melee weapon of your choice. Ends early if you are stunned, fall asleep, or your are disarmed. Extra Attack You can attack twice instead of once whenever you take the Attack Action on your turn. Moreover, you can use this to follow up a cantrip with a single attack. Song of Defense You direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction and a 1st/2nd/3rd level spellslot to reduce the damage by 4/8/12. Song of Victory Requires Level 12 You deal extra damage with your melee attacks equal to your Intelligence score while in Bladesong. Subclass: School of Enchantment As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. Bonus P roficiencies Skills: Persuasion Hypnotic Gaze Attempt to use your soft words and enchanting gaze to magically enthrall another creature. Choose one creature you can see within 1 tile. If the target can see and hear you, it must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or be charmed by you until the end of their next turn. The charmed creature’s speed drops to 0 and they may take no actions. Once this effect ends, or the creature succeeds the saving throw, they are immune to this effect until you finish a long rest. Instinctive Charm When a creature within 4 tiles of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom Saving Throw (DC 8 + Spell Bonus). On a failed save, the attacker must target the creature that is closest to it, not including you or itself. A lter Memory Requires Level 12 You have the ability to mak e a creature unawar e of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, yo u can alter one creature’s understanding so that it remains unaware of being charmed. Enchantment Spells 1st Level 2nd Level 5th Level Sleep Dissonant Whispers Sleep Enchantment 1 Action V, S Attempt to put the target into a magical slumber. They must succeed a Constitution Saving Throw (DC 8 + Spell Bonus) or be put to sleep and fall prone until the end of their next turn. If the creature is attacked while asleep they will wake up early. Acquired at 10th Level Dissonant Whispers Enchantment 1 Action V You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom Saving throw (DC 8 + Spell Bonus). On a failed save it takes 3d6 psychic damage and must use its reaction to move up to 2 tiles from you. On a successful save it takes half as much damage and doesn’t have to move away. Tasha's Mind Whip Tasha's Mind Whip Enchantment 1 Action V You psychically lash out at one creature you can see within range. The target must make an Intelligence Saving Throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a bonus action until the end of its next turn. On a successful save, the target takes half as much damage and suffers none of the spell’s effects. (8 + Spell Bonus vs INT Save) Synaptic Static Counterspell Synaptic Static Enchantment 1 Action V, S You choose a poi nt within range and cause psychic energy to explode there. Each creature in a 2 tile radius sphere centered on that point must make an Intelligence Saving Throw (DC 8 + Spell Bonus). A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. Subclass: School of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. B onus P roficiencie s Skills: Perception Sculpt Spells You are able to create pockets of relative safety within the effects of your evocation spells. Choose up to 3 targets within the area of effect to exclude from the damage. Empowered Evocation Requires Level 12 Your evocation spells deal additional damage equal to your Intelligence score. E vocation Spells 2nd Level 4th Level 5th Level Witch Bolt (2nd) Witch Bolt (2nd) Evocation 1 Action V, S A beam of crackling, blue energy lances out towards a creature within range. Make a ranged spell attack against the creature. O n a hit, the target takes 2d12 lightning damage and you are able to deal damage to the target again on the next turn without needing to roll to hit again or taking the cost of a spell slot. If you choose to take any other action, the effect will fade. (1d20 + Spell Bonus vs AC) 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 at tacker. Provides Cold resistance. Dawn Cone of Cold Counterspell Dawn Evocation 1 Action V, S The light of dawn shines down on a location you specify within range. A 3 tile radius of bright light glimmers at the location. This light is sunlight. Each creature within the radius must make a Constitution Saving Throw. Taking 4d10 radiant damage on a failed save or half as much on a success. Cone of Cold Evocation 1 Action V, S A blast of cold air erupts from your hands. Each creature in a 4 tile cone must make a Constitution Saving Throw. A creature takes 6 d8 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs CON Save) Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. Subclass: School of Necromancy The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies. B onus P roficiencie s Skills: Intimidation Grim Harvest You may reap the life energy from creatures you hit with your spells. Once per turn, when you damage a creature with a spell using a spellslot of 1st level or higher, you may regain 5 hit points. Does not work on Undead. Undead Thralls When you cast animate dead you raise on additional minion. Additionally your Undead Minions gain 12 bonus hit points and do 4 additional damage with each of their attacks. Inured to Un death Requires Level 12 You gain resistance to necrotic damage. Command Undead Requires Level 12 As an action, choose one un dead you can see within 6 tiles of you. That undead must make a Charisma saving throw (8 + Spell Bonus Vs CHA). On save failure, the undead must use it's full turn to adhere to any movement commands and action commands you make to the best of their ability, including reactions and spell use. Usable once per day. Necromancy Spells 1st Level 3rd Level 5th Level False Life False Life Necromancy 1 Action V, S Bolster yourself with a n ecromantic facsimile of life. You gain 12 temporary hit points. Life Transference Spirit Shroud Life Transference Necromancy 1 Action V, S You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which cannot be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. Spirit Shroud (Necrotic) 3rd Level Spell, Necromancy 1 Bonus Action Call forth the spirits of the dead, which flit around you for the duration. Until the spell ends, once on each of your turns, attacks you make deal 1d8 additional necrotic damage to a creature within 1 tile. Any creature that takes this damage cannot regain hit points until the end of their next turn. Negative Energy Flood Counterspell Negative Energy Flood Necromancy 1 Action V You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution Saving Throw, taking 5d12 necrotic damage on a failed save, or half as much on a successful one. If used on Undead, will instead heal 5d6 with no save. (8 + Spell Bonus vs CON Save) Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. Ritual Spells 12th Level Animate Dead Animate Dead Necromancy 1 Action V, S Components Required: 1 Resilient Heart 1 Blood Vial 6 Arcane Residue This spell creates an undead servant. You will be given 3 Undead Minion runes that can be consumed in combat to summon a minion to fight at your side.
- Server Info | Halcyon D&D
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