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Culture Documents
IKRPG B B v2
IKRPG B B v2
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2
TABLE OF CONTENTS
THE FREEHOLDS
Following the defeat of the infernals, Rhul authorized a
practice that has changed the dwarven nation in a way not
seen since the arrival of the ogrun: the establishment of
freeholds. Rhul had been a largely static society for many
centuries, but after seeing the suffering of the displaced
peoples of the Iron Kingdoms and the anguish of the
Nyss and Iosans who had been driven out of their forest
homes, the Stone Lords agreed to allow more widespread
colonization of their own lands. They invited those who
needed shelter to resettle in Rhul and constructed cities for
the refugees in the lowlands of their mountains.
The opening of Rhul’s borders to a more cosmopolitan
blend of peoples has proven both rewarding and challenging.
Many new settlers, keenly aware of the hospitality they
have been extended, are eager to repay the Rhulfolk for
this kindness, but their ignorance of Moot law has placed
additional stress on the nation’s judiciary. Conversely, the
influx of new residents has created fresh opportunities for
HISTORY OF IOS
Few remember a time when the borders of Ios were not
closed or when the forests around the elven lands were not
a foreboding place. The Iosans have never been known for
their openness, whether as individuals or as a people, but
their reticence is warranted. Like their Nyss cousins, the
Iosans have been beset by tragedy and upheaval stretching
back to the time when their ancestors were the elves of the
Empire of Lyoss.
GAZETTEER
of their guiding philosophy has come from their dwarven
neighbors. Unlike trollkin, ogrun offer their prayers much
less ostentatiously and do so in a manner that reflects more
Rhulic sensibilities. Their shamans are universally and highly
respected individuals whose word is law, and they often serve IOS
as mediators and arbiters whenever disputes arise in their The elves of Ios have known more than their share of calamity
communities. and trouble despite seemingly being insulated from many
Little is known about how the farrow conduct themselves of the most devastating wars and disasters that have rocked
with respect to Dhunia, whom they refer to as the Great the Iron Kingdoms. But of all of the cataclysms the Iosans
Sow. Other Dhunian races consider the farrow to be one of have faced, perhaps none has ever changed the face of their
them even if they do so only in a mildly dismissive fashion, nation more completely than what followed on the heels of
but the farrow themselves are ambivalent about confirming the Claiming. Already a stricken people struggling against the
or denying this and typically do not have strong beliefs about decline of their remaining gods and warring with their fair-
any matter unrelated to war and thievery. Even though weather allies, the skorne, the Iosans were dealt an irrevocable
farrow villages have their shaman equivalents—typically blow when two of their own number—disciples of the newly
bone grinders—belief rarely factors into their practices redeemed and now murdered Goreshade—carried out their
except for cursory mentions in ritual incantations. They former master’s plan and slew Scyrah and Nyssor, the last of
derive their power not from zealous belief in any god but the elven gods. The result was something that few, if any,
from the inherent properties of blood, bone, sacrifices, and could have anticipated. The Iosans had long enjoyed a special
slain enemies. bond with their deities, and the complete severing of that bond
Rural gobbers, on the other hand, are extremely changed the elves within the borders of Ios just as completely.
superstitious. In stark contrast to their urban cousins, these For decades, an ever-increasing number of elves had been
creature find mischief in everything around them and tend to born without souls, and the black-eyed soulless had become
overreact to events they consider beyond their control. As a nearly as numerous as their ensouled brethren by this time.
result, they pray to Dhunia for almost everything. These elves were left unchanged by the death of their gods.
A substantial number of those who live in the wilds The others, however, were not so lucky. Many of the elves
pay obeisance to the Devourer Wurm. Unlike Dhunia’s with souls who were within the borders of Ios at the time of
worshippers, whose piety takes many forms, those who Scyrah’s and Nyssor’s deaths were slain instantly and terribly,
dedicate themselves to the Beast of All Shapes, as this deity is their spiritual death shriek warping the land and shaking the
sometimes known, are nearly universal in how they express cosmos. The rest were irrevocably changed in both body and
their reverence—and they do so almost entirely through spirit, transformed into the twisted, hungry beings known
violence and bloodletting. Worship of the Devourer Wurm as eldritch. Within Ios, not a single elf escaped the effects
demands constant blood offerings, and many such rituals are of their deities’ deaths. Every living ensouled elf within the
centered around Caen’s moons, with feasts and violent hunts elven nation’s borders was either changed or destroyed, and
typically held when Calder is new or full. Those who are able in the wake of this terrifying cataclysm, Ios became a haunted
realm of silence and death.
ELDRITCH IN IOS
At one time in Ios’ history, all soulless were put to death
at birth. Even when these unfortunate elves were later
allowed to live, they were often raised by the Retribution and
generally looked upon with pity, viewed as a curse visited
upon the elves by the disappearance and decline of their
gods. Today, however, the soulless make up the rank and
file of the Iosan military and industry, and they defend the
borders of their haunted realm with blade, bow, and unique
Iosan firearms.
The soulless are eerily silent and inscrutable to outsiders,
yet they are not the worst creatures waiting in Ios for those
brave or foolish enough to venture past its borders. If the
soulless were viewed with pity and unease, the eldritch were
once considered abominations, and not without reason.
Indeed, ritual murder was but one of the terrible prices an
Iosan had to pay in order to transform into one of these
immortal fiends. The death of Scyrah and Nyssor changed
all that, as it changed so many other things. For some time
before the gods’ demise, the energies of Lord Ghyrrshyld
had allowed several soldiers among the Retribution and
other Iosan forces to rise as eldritch without the need
for dark bargains and heinous acts. When Scyrah was
slain, that same transformation spread throughout all the
living, ensouled elves within Ios with the will to continue
existing. Thus, whereas an elf once had to be willing to
engage in unspeakable acts to become one of the undead
eldritch, Ios today is populated by hundreds of eldritch
who simply underwent the transformation suddenly
and unexpectedly, bringing to their new state a slate of
ambitions, temperaments, hopes, and fears as varied as any
that ever occupied the minds of the living elves who once
ruled this land.
Yet even though the eldritch who make up the new
nobility of Ios are far from a monolithic evil, they cannot be
said to be wholly blameless, for they still feed, as their more
nefarious predecessors did, on the life force of the living, and
they must still perform unspeakable acts in order to maintain
their unnatural existence. That this life force is sometimes
drawn from the soulless who make up the majority of the
Iosan population may help soothe the consciences of the
newly made eldritch, but it only does so much to blunt the
horror of their predation, especially to those few outsiders
who have encountered them.
HOUSES DIVIDED
Prior to the Sundering, as the deaths of the last elven gods
came to be called, the high houses that made up the Consulate
Court numbered fifteen, each with its own specialty and area
of focus and the support of countless fallytyr. Some of these
ITHYLS OF IOS
In the language of the Iosans, ithyl means “heart,” and it
is the name given to the provinces of the elven nation, as
established by the Divine Court when their people first
settled these lands. Just as the gods themselves once were, the
ithyls are eight in number, with each one serving as home to
the primary fane of the now-departed elven deity after whom
the ithyl was named.
The largest of the eight ithyls is Ayisthyl, the gateway
to Ios for most of the Iron Kingdoms when such travel
was permitted. Here, along the borders of Llael and the
Glimmerwood, the Gate of Mists guards entry to the nation.
Now devoid of major active cities, Ayisthyl is home only to
the ruins of Issyrah, once home to the Fane of Ayisla.
Lacyrthyl has long been the most densely populated of
all the ithyls, a fact that is truer today than ever before. This
centrally located ithyl is home to the capital city of Shyrr
and the Great Fane of Lacyr, and its modest size belies its
substantial population.
After Ayisthyl, Lurynthyl is the largest ithyl in Ios.
It is named for the long-departed Armsmaster of Lyoss,
SHAEROSS
LYNSHYNAL The damage dealt to the cities of Ios during the Rivening is
If Iryss is the one place where it is easiest to pretend—if only almost impossible for an outsider to comprehend, and no city
for a while—that the tragic events that followed the Claiming was devastated more than Shaeross. The city was once the
never struck Ios, then the industrious city of Lynshynal is seat of the Fane of Ossyris, Incissar of Hours and Sovereign
where life, such as it still exists in the elven nation, most of Conflict, but the priests of that departed god had long since
closely follows the patterns that it did before that disaster. left his fane behind, choosing to live among the populace
Hidden by the treetops of the vast Archenbough Forest, instead and serve its military.
Lynshynal was every bit as important to the functioning and No one knows for certain what happened in Shaeross, but
military might of Ios as Shyrr or any of its border fortresses, when emissaries from Shyrr reached the city, they found
for it was home to most of the nation’s arcanists and center of nothing but a tomb. The streets were piled with the dead,
production for the bulk of its myrmidons. and those who had escaped being hacked to pieces by their
Even in the wake of the Sundering, all this remains own kinfolk had fallen on their own blades. Not a single soul
true. Though the city itself remains hidden even from had survived.
those who pass within a few hundred feet of it, its forges For centuries afterward, Shaeross was a ghost town, and
and laboratories blaze day and night as they always have, so it experienced little change following the deaths of Scyrah
churning out the weapons and engines of war used by the and Nyssor, at least at first. Yet the soldiers of the nearby
soulless soldiers who make up the army of this new Ios, as Aeryth Ellowuyr—many among them soulless and therefore
well as the myrmidons commanded by those among the not prone to exaggeration or speculation—have reported
eldritch who have the warcaster’s gift. seeing lights and movement in the abandoned city during
For centuries, two hallytyr—House Shyeel and House dark nights, especially around the vanished god’s former fane,
Vyre—have been responsible for much of Ios’ arcane might. now known as the Forbidden Temple.
The former designed and fabricated most of the nation’s MISTBOUGH
myrmidons and arcanika, and the latter developed broader Back when outsiders were permitted to enter Ios, most of
applications of arcane lore. A healthy (and sometimes heated) them passed through the Gate of Mists, a massive fortress
rivalry has long existed between the two houses, which have that bars the way to the forest of Mistbough, which is so
often sought to best one another in ways both aboveboard named because the mists that cloak much of the land hang
and underhanded. House Vyre’s reputation had been tainted particularly heavy here. This forest was once home to
by the actions of Lord Ghyrrshyld and the War of the Houses hundreds of archers of House Rhysslyr. Renowned for their
before the Claiming, but the Sundering marked a turning unerring aim, these expert snipers hid in countless ambush
point. Among the high houses, none had more members sites, ready to pepper interlopers with arrows both mundane
survive as eldritch than House Vyre. Whether this was because and alchemical should they stray from their designated path
they were better versed in the kinds of arcane theory that or dare to travel deeper into the elven nation without the
could have prepared them for such a transition or because proper escort.
Ghyrrshyld had already paved the way by example—or, as Today, anyone who plans to venture into Ios from the
Adventure Hook
A tribe of rival bogrin believe that the great beast that
the Drek bogrin venerate is actually a hoax cooked up by
the tribe’s chieftain, Rakgularakog. They plan to launch a
midnight raid on the island to bring back proof. Trouble is,
they’re wrong—quite wrong.
39
CHAPTER 1: BORDERLANDS AND BEYOND
40
The Bloodstone Marches and the desert beyond have
BLOODSTONE MARCHES not changed much since the skorne’s defeat. This hostile
There was a time when no one sought to claim the area cannot be subdued, no matter how much any would-
Bloodstone Marches, as it was an undesirable stretch of land be conquerors believe themselves to be its masters. The
with nothing but dirt and frequent opportunities for death. Iosans control much of the region north of the Bitter Sea
Only the druids of the Circle Orboros saw value in a few key and Chalice Peaks, but the territory they hold consists of
locations—those that stood upon nodes within the network nothing but dry rocks and ornery predators and is almost
of ley lines that helped the blackclads keep the Devourer entirely without value. The skorne themselves only “ruled”
Wurm sated and distracted. Likewise, the Idrian tribes that the Bloodstone Marches in the sense that they built roads and
made the southwest Bloodstone their home were accustomed fortresses to serve as stepping stones toward the conquest
to the travails of life in its harsh environment, and they have of western Immoren, and the Iosans now rule the same land
maintained their presence here despite their subjugation by only to keep the skorne east of the Abyss. Given the current
the Sul-Menites of the Protectorate. state of Ios, no one knows whether the living elves will
The Bloodstone Marches have weathered the boots of maintain their military presence as far east as the Abyssal
many advancing armies, not just those of the Protectorate. Fortress for long.
The largest hosts came from the east as the skorne invaded
the west, first as part of Vinter IV’s attempt to reclaim the SKORNE REMNANTS
throne of Cygnar, then purely for conquest after Supreme Even though the Iosans utterly defeated the skorne and
Archdomina Makeda ousted Vinter as ruler of the Skorne threw them back across the Abyss, they did not entirely
Empire. After being repulsed from Corvis and other eradicate their foes from the west. Ever a reclusive people,
Cygnaran objectives, the skorne turned upon the Protectorate the elves had never ventured so far from their homeland
to the south and the Iosans to the north. They established in such force, and a quick victory was their only objective.
what was known as the Tor of the Western Reaches, whose Consequently, they neglected to send troops toward Tower
fortresses served as their headquarters and strongholds Judgement or anywhere south of Caerly’s Crag. Many skorne
throughout the Bloodstone. forces stationed in the south were called north to fight
TERNON CRAG
The long-lawless backwater of Ternon Crag seems even
more so these days, with many survivors from throughout
western Immoren having descended upon it in search of
new opportunities. In an unlikely turn of events, mercenary
companies operating out of Ternon Crag have taken on
eclectic membership, including displaced elves and even
a rare few skorne. Early on, animosity between these two
groups regularly led to violent encounters that resulted in
numerous deaths, but the more pragmatic among them
eventually came to terms with their former enemies.
In Ternon Crag, it is paradoxically noteworthy yet
mundane to see a skorne and an elf discussing the terms
of a contract with perfect civility, whether as part of the
same company or as client and mercenary. Even so, some
employers err on the side of caution. Many humans, as well as
some trollkin, are unwilling to stoke the ire of either of these
fiercely martial races, and notices for work commonly feature
a condition such as “No farrow!” or “No Iosans or Nyss!”
at the bottom, depending on the advertiser’s preferences.
These prohibitions also extend to some taverns that were the
unfortunate recipients of collateral damage from skirmishes
between gangs of elves and skorne, and the owners of several
local watering holes have banned both groups just to be
sure. Ironically, this practice reduced violence throughout
the town in an unexpected fashion, as it led enterprising
trollkin mercenaries to open establishments that specifically
RACES
cities of the Iron Kingdoms, most notably in the pirate city
Five Fingers. While bogrin are the more aggressive goblin
species, forming raiding parties to attack farmsteads and
Humanoids of all kinds call the territories on the edge of the caravans, they will not look for a fight until the numbers are
Iron Kingdoms their home. The playable races in this section on their side. The centuries of preying on the early nations
are among the most common found in the borderlands. of humans and claiming lands populated by giant, ferocious
Bogrin. These clever goblinoids are tougher and more beasts have instilled bogrin culture with tenaciousness,
ferocious than their gobber cousins. Able to thrive in teamwork, loyalty, and a keen sense of deception and
the harshest environments, they are a common sight in trickery. Rarely do they attack their targets and enemies
the Bloodstone Marches, mountains, and forests of the head-on, choosing instead to lure them into well-laid traps,
borderlands. bottlenecks, and dead ends. These tribes are still led by the
Farrow. Though the humans of the Iron Kingdoms think strongest and most devious members, who enjoy the best cuts
these boar-like humanoids to be simple creatures, the farrow of meat and have the first choice of the spoils of battle.
are a complex people who thrive as opportunistic scavengers
LITTLE THIEVES ARE HANGED, BUT
and mercenaries.
Marchfolk. The members of these Idrian tribes have GREAT ONES ESCAPE
preserved their way of life, despite many of their kind While outsiders may think of bogrin as savage annoyances
being forced under the yoke of Menite rule. These to traders traveling the roads of western Immoren, bogrin
hardy and adaptable humans live across the Bloodstone do have a well-developed society. They are practiced in
Marches and Desert following traditions that stretch back bushcraft, alchemical arts, and skinning, and they happily
thousands of years. trade their wares and trinkets with outsiders. Before the
Pygs. Also called the pygmy trolls, they are cousins to the coming of the Orgoth, the bogrin tribes were part of the
larger trollkin. The blood of trolls runs thick and undiluted larger community of Molgur peoples, aiding their larger
through their veins, making them incredibly resilient and spiritual cousins in raids upon the Menite pilgrims who were
hardy. Pygs are cleverer than most true trolls and are a invading the Molgur’s ancestral lands. Despite the collapse
common part of trollkin kriels in the borderlands. of the Molgur alliance, the bogrin still follow their spoken
Soulless. The soulless are a strange byproduct of the decline traditions and myths, praying to the Devourer Wurm and
of the elven gods. Born without souls, these beings are
dispassionate and fearless and have an innate ability to muffle
the power of magic in their presence.
BOGRIN
Some folk still tend to look disparagingly on gobbe
rs, but in large
part, this undeserved reputation is the fault of
their next of kin,
the inhospitable bogrin. These contentious critte
rs thrive in hostile
regions and tend toward barbarism and savagery,
quite unlike
their smaller relatives. Evolution is a mystery.
MARCHFOLK TRAITS
Your Marchfolk character has the following traits in common
with other Marchfolk.
PYG
More commonly known as pygs, pygmy trolls are small—very
small. Once, they lived on the fringe of the trollkin society,
but the recent struggles of the trollkin kriels have allowed
pygs to earn a larger place with the trollkin. Their natural
talent for scavenging and knack with firearms has garnered
them respect and even prestige within the United Kriels.
Much like their larger kin, pygs tend toward pale gray skin
Ability Score Increase. Your Wisdom and Constitution tinged with blue and green. Pygs have four fingers and
scores each increase by 1. toes as well as the typical spiny protrusions on the backs of
Age. Marchfolk reach adulthood in their late teens and live their heads and necks. Their adaptability and eagerness are
less than a century. allowing pygs to find their own place in the larger world.
Alignment. Marchfolk can be of any alignment, though
most have neutral tendencies. Their observance of ritual Pygs have come a lon
g way in a short tim
to be no more than a e. These little ones us
sometimes clashes with the constant flux of their nomadic nuisance to us, more ed
of us found uses for civilized trollkin. Some
lifestyle, making for a blend of lawful and chaotic adherents them, like the ones th
Since Ironhide found at carry my kegs of
in any tribe. ed the United Kriels, ale.
their place with us. W pygs have really found
Size. Marchfolk vary widely in height and build, from ith their knack for us
made firearms and th ing the smaller, huma
barely 5 feet to over 6 feet tall. Your size is Medium. eir natural gravitatio n-
primal cousins, pygs n toward our more
Speed. Your base walking speed is 30 feet. are no longer the sava
ges they used to be.
A Life of Caution. The Marches are a dangerous place, and
every member of a tribe is expected to come to its defense —Borka Kegslayer
WOODLAND PYGMY
As a woodland pygmy troll, you came of age within one of
the other forested areas of western Immoren. The woods
can be unforgiving and dangerous places, but you are
appears that many pygs have only a first name, but a growing
more comfortable sleeping alone beneath the trees of your
number are adopting surnames from their associated kriel.
homeland than resting within a city or township.
Optional Pyg Nicknames: Ace, Ant, Armrest, Biggie, Birdie,
Ability Score Increase. Your Constitution score
Boomer, Bug, Cookie, Drag, Fawn, Froggy, Gunner, Hawk,
increases by 1.
Hopper, Hunter, Keg, Krump, Muggs, Mush, Pest, Pet,
Woodland Survivalist. Nonmagical difficult terrain within
Pockets, Pop, Pup, Rock, Slick, Slurp, Smigg, Snack, Snag,
forests doesn’t slow your travel. Additionally, you have
Splat, Spud, Tiny, Tip, Toots, Tot, Trapper, Trip
advantage on Wisdom (Survival) checks to hunt wild game
within forests.
PYGMY TROLL TRAITS
Your pygmy troll has the following traits in common with NORTHKIN PYGMY
other pygmy trolls. Hailing from the frozen north, the Northkin are a mighty
Ability Score Increase. Your Dexterity and Wisdom scores alliance of resolute trollkin and pygmy troll warriors. Born
each increase by 1. into a warrior culture, you have endured hardships that few
Age. Pygmy trolls mature at the same rate as humans but other races could hope to survive. War and honor are the
do not live as long as their trollkin counterparts. Pygmy trolls foundations of your life.
live about 85 years on average. Ability Score Increase. Your Strength score increases by 1.
Alignment. Pygmy trolls are mostly lawful, and most of Northkin Resilience. Accustomed to the harsh winters of
their current society follows the trollkin kriel to which they your homeland, you are naturally adapted to cold climates
belong. Pygmy trolls are often good-natured but can become and have resistance to cold damage.
cruel and unruly when their kriel is threatened.
Size. Pygmy trolls stand between 4 and 5 feet tall and
average about 160 pounds. Your size is Small.
Speed. Your base walking speed is 30 feet.
Born to Be Wild. You have proficiency in the Survival skill.
Ceaseless Stamina. Like their trollkin cousins, pygmy
trolls do not tire easily and can undertake long marches or
A WELL-KEPT SECRET
No one in western Immoren has kept secrets better than the
Iosans. They tightly patrol their borders and expel or outright
kill any unwanted guests. Thus, little is known of the nation
of Ios, much less of their people and ongoing plight. While
once a rarity, the soulless are now the majority and one of the
darkest secrets kept by the Iosan people. Starting not long after
the Rivening and the return of the goddess Scyrah, Iosan births
were marred with the unique circumstance of infants born
without souls. With the death of the goddess Ayisla, Suzerain
of the Fallen, Iosan souls could no longer be reincarnated into
a new vessel. The result of which has finally come full circle
with the Sundering: the assassination of the remaining Iosan
gods, Nyssor and Scyrah. Partnered with their eldritch allies,
the soulless are now the only living Iosans within the nation of
Ios. Those coming to the edge of the borders of Ios—or worse,
beyond its borders—are likely to find the last things they see are
a pair of onyx eyes and a blade edge.
Prior to the Sundering, Iosans were rarely seen outside
of their homeland. Soulless, by comparison, are nearly
nonexistent outside of Ios. Those that are living abroad are
either agents of the Retribution of Scyrah or former agents
of the Retribution that never returned home. Since the
Sundering, soulless have been seen more and more as they
work tasks their eldritch allies cannot.
Your soulless character has some traits similar to those of When a friendly creature within 5 feet of you is targeted by an
arcane spell or a divine spell, you can use your reaction to take
Iosans but several that set you apart from Iosans as well.
damage as you shunt the arcane energy into your own body
Ability Score Increase. Your Intelligence score increases by and away from your ally. The allied creature is not affected by
2, and your Dexterity score increases by 1. the spell. You take damage equal to the level of the spell + the
Age. Soulless mature around the same age as humans but spellcaster’s proficiency bonus. If this damage reduces you to
live longer. Most soulless will live at least a century, with a 0 hit points, the caster takes damage equal to the level of the
rare few living to around 120 years old. spell + the spellcaster’s proficiency bonus. Once you use this
feat, you can’t use it again until you finish a short or long rest.
Alignment. The soulless have always run the gamut of
alignments with a tendency toward neutrality, but recent
events have shown their truer natures, which lean more
toward chaos. Darkvision. As with Iosans, the soulless have superior
Size. Soulless are similar in height to humans but tend to be vision in dark and dim conditions. You can see in dim light
leaner. Your size is Medium. within 60 feet of you as if it were bright light and in darkness
Speed. Your base walking speed is 30 feet. as if it were dim light. You can’t discern color in darkness,
Arcane Anathema. You can’t cast spells, even if you have only shades of gray.
taken levels in a class that grants the spellcasting ability. Keen Senses. You have proficiency in the Perception skill.
In addition, when you are targeted by a spell, you have Martial Society. When you make an attack roll and roll a
advantage on saving throws to resist the spell’s effect. If 1, you can reroll the die but must use the new roll, even if it
you are subjected to a spell that allows you to make a saving is another 1.
throw to take only half damage, you instead take no damage Skill Versatility. The longer lifespan of soulless gives them
if you succeed on the saving throw and only half damage if the opportunity to master many skills and crafts. You have
you fail. You can use magical weapons as normal. proficiency with any combination of two other skills or tools
of your choice.
Languages. You can speak, read, and write Shyr and one
other language you have picked up in your travels.
CLASSES
Saving Throw Armor & Weapon
Class Description Hit Die Primary Ability Proficiencies Proficiencies
Bone A feral alchemist who d8 Intelligence Constitution Light armor,
Grinder wrings power out of the & Intelligence medium armor,
tissue of dead creatures simple weapons,
bone grinder’s kit,
cook’s utensils
Shaman A follower who wields potent d6 Wisdom Wisdom Light armor,
rites in service of one of & Charisma simple weapons
the primal gods of Caen
Warlock A powerful battle mage with d8 Wisdom Wisdom Light armor,
the ability to telepathically & Charisma medium armor,
control a group of warbeasts simple weapons
SUBCLASSES
Level
Class Subclass Available Description
Barbarian Path of the Long Rider 3rd A primal warrior who goes to battle astride a mount
Barbarian Path of the Runeshaper 3rd A mystic champion who wields elemental power
Barbarian Path of the Warchief 3rd A tribal champion who leads others in battle
Cleric Judgment Domain 1st A cleric who upholds and arbitrates laws and renders judgment
as required
Cleric Void Domain 1st A priest of a dead or vanished god who draws power from a new,
unknown source
Fighter Ryssovass 3rd A heavily armored warrior who defends the defenseless
Fighter Trooper 3rd A committed professional soldier who fights as part of a team
Gunfighter Ghost Sniper 3rd A stealthy sniper whose ability to shoot unseen is unrivaled
Mechanik Arcanist Mechanik 3rd A mechanik who blends magic and engineering
Mechanik Rhulic Mechanik 3rd A sturdy pragmatist who commands steamjacks
Monk Way of Lys Healing 3rd A practitioner of the mystical arts who heals the injured and aids
those in need
Monk Way of the Battle Mage 3rd A martial artist who wields potent arcanikal weaponry
Monk Way of the Gun 3rd A gun-wielding warrior who channels energy into powerful weapons
Paladin Oath of Edicts 3rd A holy warrior who upholds the rule of divine law
Paladin Oath of the Custodian 3rd A defender sworn to protect holy sites and people from harm
Ranger Nyss Hunter 3rd A hunter of the enemies of the Nyss people, especially blighted
creatures
SERVANTS OF THE
GODS
Shamans are the wild equivalent
of the clergy in the domesticated
world. Like priests and clerics,
shamans perform sacred rites and
see to the spiritual needs of their people.
The beings they revere, in turn, grant
them a measure of primal power in
reward for their sacrifices and worship.
BONUS CANTRIP
UNBOUND RITUALS When you choose this domain at 1st level, you learn
Starting at 14th level, you can expend a spell slot of 6th level your choice of one of the following cantrips in addition
or higher to regain one use of Shamanic Rites. to your chosen cantrips: chill touch, fire bolt, ray of frost, or
shocking grasp.
MASTER OF RITES
At 20th level, you have mastered the practice of a shaman’s MOTHER’S WHISPER
rituals. As a bonus action, you can cause your next rite to At 1st level, you gain proficiency with your choice of Animal
have one of the following effects. Handling, Nature, or Persuasion. You gain advantage on skill
Extensive Rite. When you choose a Shamanic Rite effect checks made with the chosen skill.
that targets one creature, you can extend its effects to another
SHAMANIC RITES: ASPECT OF THE
creature within range.
Irrefutable Rite. Creatures have disadvantage on saving MOTHER
throws against your rites. At 2nd level, you learn a new rite. Choose either The
Prolonged Rite. You increase the duration of one of your Mother’s Balm or The Mother’s Wrath.
rites to 1 minute. The Mother’s Balm. As a reaction when you or when
another friendly creature within 60 feet of you regains hit
SHAMANIC points, you or that creature also gains temporary hit points
equal to 5 + your proficiency bonus. These temporary hit
DOMAINS points last for 1 minute.
The Mother’s Wrath. As a reaction when a friendly creature
The great gods or spirits worshipped by shamans shape their hits another creature with a melee attack, the target takes
powers and beliefs. Each of the most powerful shamanic extra cold, fire, or lightning damage (your choice) equal to
deities governs some aspect of life and death on Caen. 5 + your proficiency bonus.
The two most significant such entities are Dhunia the
Great Mother and the Devourer Wurm. MOTHER’S REBUKE
Starting at 6th level, your melee attacks count as magical
MATRON DOMAIN for the purpose of overcoming resistance and immunity to
Shamans of the matron domain look to the Great Mother, nonmagical attacks and damage
a spirit or goddess who represents both the nurturing and
HEALING AURA
protection of the natural world and the wrath that is incurred
Also at 6th level, whenever you cast a 1st level or higher spell
by harming those she chooses to protect.
you or a friendly creature within 60 feet of you regains hit
Among the peoples of the western Immoren wilderness,
points equal to 1d4 + your proficiency bonus..
many revere the mother-goddess Dhunia. The majority of
Dhunian races, including bogrin, gobbers, farrow, ogrun, POTENT CANTRIPS
and trollkin, worship her devoutly. Dhunian shamans are Starting at 8th level, when you deal damage with a cantrip,
counselors and priests who serve their communities by aiding you can add your Wisdom modifier to the damage.
the sick and wounded and taking up arms in their defense.
Though typically supportive, such shamans are both powerful MOTHER’S PROTECTION
and terrifying when angry. They do not fear battle, for death Starting at 17th level, you extend the protection of Dhunia to
is simply a part of the cycle of life. Worship of Dhunia is all who fight by your side. As a bonus action, you can expend
largely a personal affair, but her shamans serve their tribes a spell slot of 1st level or higher to grant resistance to a
and families by conducting rites during equinox feasts, births, damage type of your choice to one willing creature within 30
deaths, and other significant events. feet of you. You can expend a spell slot of 2nd level or higher
to either affect another willing creature or grant an additional
DOMAIN SPELLS type of damage resistance for each spell slot over 1st level.
You gain domain spells at the shaman levels listed in the This damage resistance lasts for 10 minutes.
Matron Domain Spells table. See the Shamanic Domain class
feature for how domain spells work. The names of new spells
described in chapter 3 are set in bold.
DOMAIN SPELLS
You gain domain spells at the shaman levels listed in the
Predator Domain Spells table. See the Shamanic Domain class
feature for how domain spells work. The names of new spells
described in chapter 3 are set in bold.
BONUS PROFICIENCIES
When you choose this domain at 1st level, you gain proficiency
with martial weapons, medium armor and shields.
DEVOURER’S HUNGER
Beginning at 1st level, your guiding spirit rewards you when
you feast upon a defeated foe. When you reduce a creature
other than a construct to 0 hit points, you can use your
reaction to ritually consume its blood or flesh. If you do so, you
gain temporary hit points equal to your shaman level + your
Wisdom modifier.
Additionally, your hit point maximum increases by 2 and
increases by 2 again whenever you gain a level in this class.
THE WARLOCK
Proficiency Fury Cantrips Spells Maximum
Level Bonus Features Points Known Known Spell Level
1st +2 Spellcasting, Warbeast Bond, 2 1 1 1st
Warlock Resonance feature
2nd +2 Fury Manipulation 2 1 1 1st
3rd +2 Awaken Animus 2 1 1 2nd
4th +2 Ability Score Improvement 2 2 2 2nd
5th +3 — 3 2 2 3rd
6th +3 Warlock Resonance feature 3 2 2 3rd
7th +3 — 4 2 2 4th
8th +3 Ability Score Improvement 4 2 2 4th
9th +4 — 5 2 2 5th
10th +4 Warlock Resonance feature 5 4 3 5th
11th +4 Enhanced Control, Transfer Damage 5 4 4 5th
12th +4 Ability Score Improvement 6 4 4 5th
13th +5 Reave Fury 6 4 4 5th
14th +5 Warlock Resonance feature 7 4 4 5th
15th +5 Spirit Healing 7 4 4 5th
16th +5 Ability Score Improvement 7 4 4 5th
17th +6 Stir the Spirit 8 4 5 5th
18th +6 Warlock Resonance feature 8 4 5 5th
19th +6 Ability Score Improvement 8 4 5 5th
20th +6 Spirit Bond 8 4 5 5th
AWAKEN ANIMUS
WARBEAST BOND At 3rd level, you learn to tap into and awaken the innate
At 1st level, you gain the ability to mentally bond with certain magical potential, or animus, of a warbeast that is bonded to
creatures, allowing you to command them as warbeasts. you. While a bonded warbeast is within your control range,
In combat, a warbeast under your control acts during your you can cast its animus as if it were a spell you know. The
turn. It can move and use its reaction on its own but can spell doesn’t count against your number of spells known.
normally only take the Dodge action or make a single attack. Additionally, you can force a warbeast to cast its own
A bonded warbeast is always considered a willing creature animus. When you do so, the warbeast gains fury points equal
for the purpose of your spells unless it is frenzied. to the spell level of the animus. A warbeast can’t cast its animus
if doing so would cause the warbeast to exceed its threshold.
BONDING
To forge a bond, you must touch a creature that you share
a resonance with and make a Wisdom (Animal Handling)
ABILITY SCORE
check contested by the warbeast’s Wisdom check. If you IMPROVEMENT
win the contest, you can attune to the creature’s spirit as if When you reach 4th level, and again at 8th, 12th, 16th, and
attuning to a magic item. If you lose the contest, the creature 19th level, you can increase one ability score of your choice
is immune to your attempts to bond with it for 24 hours. by 2, or you can increase two ability scores of your choice
Being bonded to a warbeast counts as being attuned to a by 1. As normal, you can’t increase an ability score above 20
magic item. At 1st level, you can attune to only one warbeast using this feature. If your campaign uses the optional feats
at a time. At 4th, 7th, and 10th level, you can attune to one rule, you can forgo taking this feature to take a feat of your
additional warbeast at a time. choice instead.
Your bond with a warbeast persists until the warbeast dies
or you voluntarily sever the bond as an action. ENHANCED CONTROL
If you are incapacitated in combat, each warbeast bonded to When you reach 11th level, and again at 13th and 15th level,
you acts according to its own instincts until you are no longer the maximum challenge rating of warbeasts you can bond to
incapacitated, as determined by the GM. increases by 1.
The total challenge rating of all warbeasts you are bonded to
can’t exceed half your warlock level. Don’t round this number. TRANSFER DAMAGE
FORCING WARBEASTS Starting at 11th level, you gain the ability to mystically
You can force a warbeast you are bonded to that is currently transfer damage you take to one of your warbeasts. When
within your control range. Each ability that forces a warbeast you would take damage, you can use your reaction and spend
will specify when you can force the warbeast and what type 1 fury point to cause one of your warbeasts to take all the
of action it will require, if any. Each time a warbeast is forced, damage and resulting effects instead. If the amount of damage
it gains at least 1 fury point, depending on the ability used. taken is greater than the warbeast’s current hit points, any
Each day, a warbeast can safely gain a number of fury points damage left over after the warbeast drops to 0 hit points is
up to its threshold. After that, any further attempts to force a dealt to you.
warbeast may result in losing control of your warbeast for a
time. Complete rules for warbeasts are described in chapter 6. REAVE FURY
Starting at 13th level, you can capture the fury of a warbeast
FURY MANIPULATION even if it slips away into death. As a reaction, when a bonded
warbeast within your control range drops to 0 hit points, you
Starting at 2nd level, you can harness raw fury to boost your
own combat abilities. You can spend fury points for one of can gain fury points equal to the warbeast’s current fury total.
the following effects. You must finish a short or long rest before you can use this
Attack Bonus. Before you make an attack with a melee feature again.
weapon, you can spend 1 fury point to make the attack roll
with advantage.
OUT OF MY WAY!
Also starting at 3rd level, while raging, if you move at least 20
feet straight toward a target and then you or your mount hit
it with a melee attack on the same turn, the target must make
a Strength saving throw with a DC of 8 + your Strength
modifier + your proficiency bonus. On a failed save, the
target is pushed up to 10 feet away from you and knocked
prone. If this movement causes the target to enter a space
occupied by another creature, that creature takes damage
equal to your Strength modifier + rage damage.
RUNESHAPER SPELLCASTING
Runeshaper Cantrips Spells —Spell Slots Per Spell Level—
Level Known Known 1st 2nd 3rd 4th
3rd 2 2 2 — — —
4th 2 2 3 — — —
5th 2 3 3 — — —
6th 2 3 3 — — —
7th 2 4 4 2 — —
8th 2 4 4 2 — —
9th 2 4 4 2 — —
10th 3 4 4 3 — —
11th 3 4 4 3 — —
12th 3 5 4 3 2 —
13th 3 5 4 3 2 —
14th 3 5 4 3 2 —
15th 3 5 4 3 2 —
16th 3 5 4 3 3 —
17th 3 5 4 3 3 —
18th 3 5 4 3 3 —
19th 3 6 4 3 3 1
20th 3 6 4 3 3 1
DIVINE STRIKES
At 8th level, you gain the ability to infuse your weapon Clerics of the Void
strikes with divine energy. When you hit a creature with a In the Iron Kingdoms setting, clerics of the Void domain are
Iosans and Nyss who were formerly priests of their respective
weapon attack, you can cause the attack to deal an extra 1d8 gods. This restriction reflects the story of clerics in the Iron
damage of the same type dealt by the weapon. When you Kingdoms, but your GM can lift it if it doesn’t apply to your
reach 14th level, the extra damage increases to 2d8. You can campaign setting or your GM’s version of the Iron Kingdoms.
use this feature only once per turn.
BONUS PROFICIENCIES
When you choose this domain at 1st level, the yawning void
touching your soul has an unsettling effect on most creatures.
You gain proficiency in the Intimidation skill.
EMPTINESS
At 1st level, you can use a bonus action to touch a willing
creature and instill in it a fragment of the emptiness that
has taken the place of your gods. The chosen creature’s next
weapon attack deals an extra 1d6 psychic damage until the
start of your next turn. You can use this feature a number of
times equal to your Wisdom modifier (a minimum of once).
You regain all expended uses when you finish a long rest.
The extra damage increases to 2d6 at 6th level, 3d6 at 11th
level, and 4d6 at 16th level.
AWAKENING
Beginning at 6th level, your very presence can throw others
into a state of doubt. One hostile creature of your choice
within 30 feet of you has disadvantage on Charisma checks
and saving throws. This effect lasts until the creature moves
out of range or makes a successful attack roll against you.
FIGHTER ways. With the Nyss once again living as refugees among
the Iron Kingdoms, the ryssovass have begun something
that would once have been unthinkable: teaching their
All manner of people within and beyond the Iron Kingdoms unique martial practice to non-Nyss. If the Nyss people are as
make professional soldiering their life. Beyond the national doomed as seems to be the case, these warriors would see the
militaries of the human, dwarven, and elven kingdoms, practice of their art outlive them.
fighters are found in numerous mercenary companies and
martial traditions across the civilized world and wilderness RYSSOVASS FEATURES
communities. Fighter Level Feature
3rd Precision Strike
MARTIAL 7th Armored Expertise
ARCHETYPES 10th
15th
Blade Shield
Warden
At 3rd level, a fighter gains the Martial Archetype feature. 18th Dying Breath
The following options are available to a fighter, in addition
to those offered in Iron Kingdoms: Requiem: the Ryssovass and
the Trooper. PRECISION STRIKE
Beginning when you select this archetype at 3rd level, you
can strike with unerring accuracy. When you attack using
RYSSOVASS a weapon with the finesse property and miss, you can use
The ryssovass were once the defenders of the Nyss homeland your reaction to reroll the attack roll. If you hit on the second
in the Shard Spires. They stood as stalwart guardians of the roll, the target takes extra weapon damage equal to your
mountain passes, ensuring that none threatened the nomadic proficiency modifier.
tribes. When the Nyss were driven from their lands, they You can use this feature three times. You regain all
protected their people as best they could across all the refugee expended uses when you finish a long rest.
encampments in the Iron Kingdoms. For a time, the ryssovass
defenders thought they had found a purpose and a home back
in the forests of Ios, but that land, too, was stolen from them.
VENGEFUL RETALIATION
At 15th level, you begin to instinctively bond with your
comrades-in-arms and fight for them as surely as they fight
for you. When an enemy attack damages a friendly creature
within 10 feet of you, as a reaction, you can move up to 10
feet and make a melee weapon attack against that enemy
creature. You gain a +1 bonus to attack and damage rolls for
this attack, and this movement doesn’t provoke opportunity
attacks. Once you use this feature, you can’t use it again until
you finish a short or long rest.
SPEARHEAD
Starting at 18th level, you are first into the fray, eager to
drive into enemy lines in a brutal assault. If your first attack
during the first round of combat is a ranged attack, you can
immediately take the Dash action before making your second
attack. If you move at least 10 feet straight toward a target
and then hit it with that attack, the target must succeed on
a Strength saving throw (DC equal to 8 + your proficiency
bonus + your Strength modifier) or be knocked prone.
TRADITIONS
You know the Ayisla’s Cleansing discipline and one other
discipline of your choice, which are detailed in the “Healing
Disciplines of Lys” section below. You learn one additional
At 3rd level, a monk gains the Monastic Tradition
healing discipline of your choice at 6th, 11th, and 17th level.
feature. The following options are available to a monk, in
Whenever you learn a new healing discipline, you can
addition to those offered in Iron Kingdoms: Requiem: the
choose one healing discipline you know and replace it with
Way of Lys Healing, the Way of the Battle Mage, and the
another discipline.
Way of the Gun.
Casting Spells. Some of the healing disciplines allow you
to cast spells. To cast one of these spells, you use its casting
WAY OF LYS HEALING time and other rules, but you don’t need to provide material
When an Iosan or Nyss feels a pull to heal others, the path components for it.Once you reach 5th level in this class,
of the Lys healer becomes open to them. They learn to focus you can spend additional ki points to increase the level of a
their ki in ways that allow them to perform healing feats healing discipline spell that you cast, provided that the spell
comparable to or even stronger than most clerical orders. has an enhanced effect at a higher level, as cure wounds does.
The spell’s level increases by 1 for each additional ki point
you spend. For example, if you are a 5th-level monk and
use Truth of Ossyris to cast healing word, you can spend 2 ki
points to cast it as a 2nd-level spell (the discipline’s base cost
of 1 ki point plus 1).
The maximum number of ki points you can spend to
cast a spell this way (including its base ki point cost and
any additional ki points you spend to increase its level) is
determined by your monk level, as shown in the Spells and Ki
Points table.
TENETS OF EDICTS
Paladins who commit to the Oath of Edicts swear to uphold
and enforce the ancient laws of their deity. They share the
following tenets.
Authority. Your actions are irrefutable. You do not protect
or harm others for personal gain or a fleeting mortal agenda.
You simply act in harmony with divine decrees and ensure
that others live their lives by the same standard.
Law. You understand the difference between the laws
of mortals and the laws of gods. Mortal laws that conflict
with divine laws are to be disregarded. When a divine law
FINAL WORD
At 20th level, you can quote holy law to rebuke criminals
with enough divine force to crush their spirits. When
RANGER the attack. Once you use this feature, you can’t use it again
until you finish a short or long rest.
When you reach 11th level in this class, the extra damage
Rangers are commonplace in the lands outside the Iron increases to 2d8.
Kingdoms. Within the kingdoms, rangers are most often
found within the militaries of the great human nations, acting VOLLEY FIRE
as scouts in dense wilderness like the Thornwood Forest. At 7th level, you become skilled at unleashing a rapid volley
Those on the edges of human civilization fulfill a much more of arrows upon your prey. When you make a ranged weapon
traditional role, acting as guides and hunters for their tribes. attack, you can make another ranged weapon attack as part of
the same action. You can use this feature only once per turn.
RANGER You can use this feature once each short or long rest.
ENDLESS ANIMOSITY
Starting at 3rd level, when you choose this archetype, you
gain a new favored enemy: blighted. Additionally, you gain
proficiency with Nyss bows and Nyss claymores.
PINNING
At 3rd level, you learn how to pin your prey in place with
precisely aimed shots. When you make a ranged weapon
attack, before making the attack roll, you can choose to
attempt to pin down the target. If your attack hits, the target
takes an extra 1d8 damage of the weapon’s type and can
use its reaction to go prone. If the creature chooses not to
“Nyss” Hunters
Despite the name, not every character who chooses this
archetype needs to be a Nyss elf. Indeed, in the years following
the Claiming and the events that befell Ios, many who live
near the Nyss in Rhulic freeholds or other refugee towns have
studied this hunting art.
ROGUISH
17th Shootist
ARCHETYPES CRACKSHOT
Starting at 3rd level, you are skilled at lining up the perfect shot
At 3rd level, a rogue gains the Roguish Archetype feature.
against a target. If you move no more than half your movement
The following options are available to a rogue, in addition
speed, you can use a bonus action to aim a ranged weapon
to those offered in Iron Kingdoms: Requiem: the Bushwhacker
attack. If you do so, you can use your Sneak Attack against that
and the Mage Slayer.
target even if you don’t have advantage on the attack roll but
not if you have disadvantage on it. Once you use this feature,
BUSHWHACKER you can’t use it again until you finish a short or long rest.
Bushwhackers are outstanding wilderness hunters, snipers,
and forward scouts. They are the expert ambushers of the SILENT SURVIVOR
wilds, both valued and feared for their deadly skill with long Starting at 3rd level when you choose this archetype, you gain
arms. Talented bushwhackers are often hired as mercenaries proficiency in the Survival skill. You also gain proficiency
or inducted into criminal bands. Their ability to mount with your choice of martial pistols or martial rifles.
sudden ambushes makes them extremely important to the Additionally, you learn a signal language of coded gestures
raiding parties who take on the better-armed caravans and that allows you to communicate silently with others. You
military patrols of the Iron Kingdoms. An experienced can instruct other intelligent creatures to interpret your
bushwhacker can name their price despite the brigands for signal language with 1 minute of instruction. Any creature
hire who litter the remote roads of you instruct can understand your signal language but can’t
western Immoren. communicate with it.
GO TO GROUND
Starting at 9th level, you make the most of any cover
available to you. When you use your Cunning Action to
hide, you gain the benefit of three-quarters cover if you don’t
already have it. This cover lasts until you move from your
hiding spot. This cover is not effective against creatures
within 10 feet of you.
SLIP AWAY
At 13th level, you can move up to your speed immediately
after you use your Uncanny Dodge. You must finish a short
or long rest before you can use this feature again.
SHOOTIST
Starting at 17th level, the attacks you make from hiding
reliably put down your targets. When you use your
Crackshot feature on a creature, you can reroll any Sneak
Attack damage dice but must use the new roll.
WARCASTER
TRADITIONS
At 1st level, a warcaster gains the Warcaster Tradition
feature. The following options are available to a warcaster,
in addition to those offered in Iron Kingdoms: Requiem: the
Arcane Assassin, the Arcanika Adeptis, the Rhulic Warcaster,
and the Void Touched.
ARCANE ASSASSIN
Your skills are particularly suited to tracking and killing
arcane and divine spellcasters. There is nowhere they can
hide that you cannot find, and their spells are no match
for your counters. The mage hunters of the Retribution of
Scyrah have taught you their tricks for manipulating and
dissipating arcane energies.
IMPROVED BOND
At 10th level, you strengthen your ability to use arcanika.
You can bond with one additional arcanikal weapon or suit
of warcaster armor in your possession that you are proficient
with. Your bond with that item does not count toward the
total number of items you can be attuned to. When you
gain a level in this class, you can sever your bond with your
bonded item and replace it with another arcanikal weapon or
suit of warcaster armor instead.
ARCANIKAL REFINEMENT
Starting at 14th level, you learn how to use your focus to
further augment your attacks. As a bonus action, you can
spend 1 focus point to touch one of your bonded arcanikal
weapons and grant it a bonus when you attack with it. While
affected by this bonus, the weapon scores a critical hit on a
roll of 19 or 20. This bonus lasts for 1 minute or until you use
this feature again.
WIZARD does not affect the spell’s casting time. If your hands are
bound, you can’t use this feature.
In addition, you gain proficiency in the Intimidation skill if
Beyond the magical traditions of the Order of Wizardry, you don’t already have it.
Greylords Covenant, and similar groups found in the Iron
Kingdoms, the people of Rhul and Ios have, for many
thousands of years, studied and refined the art of magic.
Indeed, these groups possessed a capacity for magic granted
New Item
Arcantrik Harness
by their gods for countless years before humanity’s ill-fated Wondrous item, uncommon (requires attunement)
bargain for the Gift of Magic, and so their arcane traditions This item has 3 charges and regains 1d3 expended charges
predate their human equivalents by an equally long span. daily at dawn. A piece worn on the chest paired with matching
gauntlets, the arcantrik harness generates an arcane field
ARCANE that protects its wearer from physical harm. When you take
bludgeoning, force, piercing, or slashing damage from an
TRADITIONS attack, you can use your reaction and expend 1 charge to
reduce that damage by 2d6 + your proficiency bonus.
At 2nd level, a wizard gains the Arcane Tradition feature.
The following options are available to wizards, in addition to
those offered in Iron Kingdoms: Requiem: the Magister and the
Tactical Arcanist. FORCE OF LAW
At 2nd level, you learn how to manipulate the field generated
MAGISTER by your arcantrik harness to reinforce your blows. When
connected to the harness, each gauntlet counts as a simple
Masters of kinetic field technology, the Magisters of Shyeel speak
melee weapon that deals 1d6 force damage on a hit. A Medium
with the authority of one of Ios’ most powerful houses. Even
or smaller creature hit by your unarmed strike must succeed
Dawnguard scyirs will present their orders more as requests than
on a Strength saving throw with a DC of 10 + your proficiency
demands. Trained to manipulate those same forces that allow
bonus or be pushed up to 5 feet away from you. If the saving
their myrmidons to function, magisters defend Shyeel’s interests
throw fails by 5 or more, the target is also knocked prone.
and deliver its edicts with bone-shattering authority.
In addition, you learn the magnetic bond cantrip, which
Houses of nobility, mercantile interests, guilds, and
doesn’t count against the number of wizard cantrips you know.
societies often have a reach stretching across borders and
even continents. While they may have spies and diplomatic FIELD BATTERY
envoys in court, it is the magisters who speak with the full At 6th level, manipulating your harness’ field has become
weight and authority of their sponsors, which they support second nature to you. You can inherently sense when it is
by their mastery of kinetic forces. weakening and can reinforce it with your own arcane power.
Magisters wear regalia clearly identifying their allegiance, As a bonus action, you can use your spell slots to recharge
lest there be any question whom they represent. These regalia your harness at a cost of 1 spell level per charge. You can
are not merely decorative; they generate a protective field also reverse the flow, drawing from your field’s strength to
that the magister can manipulate. While some may consider replenish spell slots at a rate of 1 charge per spell level.
it uncivilized, magisters will not shy away from enforcing an In addition, you learn the whip snap spell, which doesn’t
edict by means of a closed fist wrapped in a kinetic field. count against the number of wizard spells you know.
ARCANE SOLDIER
When you choose this tradition at 2nd level, you gain
proficiency with steam armor and one type of melee weapon
of your choice.
BATTLE WIZARD
Starting at 2nd level, when you reduce a creature to 0 hit
points with a melee attack, you can use your reaction to cast a
spell with a casting time of 1 action or 1 bonus action.
EXTRA ATTACK
Starting at 6th level, you can attack twice instead of once
whenever you take the Attack action on your turn. In
addition, you can cast one of your cantrips in place of one of
those attacks.
DESTRUCTIVE SYNCHRONICITY
At 10th level, you understand the chaos of battle and can
sense opportunities to gain an advantage on beleaguered
enemies. When a friendly creature deals damage to a creature
you can use your reaction to gain advantage on melee attack
FEATURE: IS IT SAFE?
Sometimes a limb just needs to be removed or a fever is best
dealt with using a lot of leeches. Your methods typically do
harm before the patient recovers. You have advantage on
Wisdom (Medicine) checks made to stabilize a creature. In
addition, when you stabilize a creature, you can remove any
d8 Personality Trait
1 A good job done is something to be enjoyed.
2 I have a terrible habit of regaling others about
surgeries that went wrong.
3 I’ve seen a lot of bloodshed, so it takes a lot to
shock me.
4 There’s nothing like a good song to lift me up.
5 A well-prepared satchel of remedies and tools
allows me to save as many lives as possible.
6 Every death is just something destined to
happen.
7 Even saving just one life can make a difference.
8 The mortal body is fascinating.
d6 Ideal
1 Torture. Pain is life, and your life is in my hands.
(Evil)
2 Fate. Life or death, I get a chance to try out new
techniques. (Chaotic)
3 Savior. No one will die on me. (Good)
4 Healer. I save lives even if they belong to my
enemies. (Lawful)
5 Loyalty. The company I belong to is like family,
and I do my duty. (Neutral)
6 Judgment. Some lives don’t deserve a second
chance. (Evil)
d6 Bond
1 I have saved many of my company, and they
would do anything for me.
2 I let a person die because I was intoxicated.
3 In my possession is the badge of a hero who died
in my arms.
4 I brought a child into this world, and I hope to
see them grow up.
5 An enemy slew my mentor on the field of battle,
and I will have my revenge.
6 The reference books on medicine in my
possession come from the University of Caspia.
d6 Flaw
1 I flee the moment a fight is not in my favor.
2 When it comes to food, I come first.
3 I put my foot in my mouth all the time.
4 Coin is all that matters to me.
5 I have a bad habit of misplacing things.
6 If I get woken up too soon, I will lash out.
BADLANDS RAIDERS along with any small group of traveling merchants. At this
tier, your marks are usually farmers and caravans with herds
A traveling caravan of traders has much to fear in their or goods with a total worth of no more than 100 gp. You
journeys as they plow a course from settlement to settlement. might operate as a small party of some larger group of bandits
Out in the wilderness, roving bands of raiders prey on the or outriders for a tribe.
weak, the foolhardy, and the naive. These brutal parties BENEFITS
of opportunistic marauders stalk their quarry and launch Your company gains the following benefits at this tier.
surprise attacks that use the landscape to their advantage. Hideout. You maintain a small camp somewhere in the
Some raiding parties travel on steeds, riding animals of all scrubland or in a cave in the shadow of the mountains. Here
varieties. Druidic peoples and their Tharn allies burst forth you tend to whatever steeds and animals you have captured.
from the forests armed with bow and spear and mounted You have tents for sleeping and a place where you stash your
on slavering duskwolves. Farrow emerge from well-hidden ill-gotten gains.
bolt-holes, blasting crude firearms and riding grunting razor Lay of the Land. You can scout the lands around you and
boars. From a distance, Nyss hunters assail their targets gather information from other locals and travelers about
with arrows and blasts of arcane energies. Each company of potential marks. You might gain the information through
raiders uses different methods, which they have refined over small bribes or while drinking at taverns and villages.
many escapades. Their motivations also differ: some attack to Spending downtime to gather such information requires an
protect their traditional lands while others do so for money. expenditure of 1d4 gp, which goes toward bribes and drinks.
Some raiders may even just do it for glory and pride. Gathering information takes 1d4 days.
PREREQUISITES Martial Hand Signals. You can choose one language you
Any character can belong to a Badlands Raiders company, but know and replace it with martial hand signals, which allows
it must include at least one character proficient in Survival. you and other members of your company to communicate
silently, thereby allowing you to plan attacks without
THIS IS A STICK UP revealing your position via speech.
Caravans and traders make for worthwhile sport and
even worthier targets, as do scouts from rival tribes. As TIER 2: HIGHWAY BANDITS
a downtime activity, any number of members from your At this tier, your company is a small number of armed
company can set out to ambush travelers and locals on the warriors who make a living raiding farms and small holdings,
roads. Each member of your company that goes out raiding along with any small group of traveling merchants. You
chooses and rolls a d4, d6, d8, or d10. Each roll of 1 and each might operate as a small party of some larger group of bandits
roll that is greater than the character’s Wisdom modifier + or outriders for a tribe.
proficiency bonus is considered a failure. The company gains
10 gp × the sum of the successful rolls. If the total number of BENEFITS
failures is greater than the maximum Wisdom modifier + Your company gains the following benefits at this tier.
proficiency bonus among all the company’s members, the raid Bandits. Novices and new recruits seek out your group to
results in a conflict with a well-armed force consisting of 3d4 learn your ways and make a life for themselves. You gain 1d4
creatures with a challenge rating of 1. These creatures can be hirelings with a challenge rating of 1/4 or lower.
an immediate encounter, as guards, or can arrive at a later Improved Steeds. Your company has invested in its steeds
inconvenient time, at the GM’s discretion. and mounts, improving both their quality and their tack.
While you are riding your steed, attack rolls targeting your
COMPANY ACCOMPLISHMENTS mount are made with disadvantage.
Your company’s prestige increases whenever you carve out Loyal Informants. Your network of contacts throughout
your hunting territory and prove your ability through acts the lands is such that you receive tips on valuable cargo
such as the following: being transported by caravans and on steamboats. You
• Hijacking a caravan, train, or steamboat now have leads on targets carrying 200 gp of valuables
• Destroying a rival tribe or company of raiders or the movement of herds of an equivalent value. Your
• Breaking someone out of prison awareness of the movements of the groups allows you to plan
• Stealing an item worth at least 1,000 gp better ambushes.
• Capturing and selling 1,000 gp worth of livestock
BENEFITS
KRIEL
Your company gains the following benefits at this tier. Your company is a tribe that lives deep in the Glimmerwood.
Laborers. You have much more cargo to move but can afford Here, within the dense forests and far from civilization and
to hire roustabouts—or perhaps even a battered laborjack—to interlopers from the Iron Kingdoms, your tribe is able to live
unload your wares. You gain your choice of 2d4 hirelings with off the land and conduct life in the traditional way of your
a challenge rating of 1/4 or lower or a clapped-out steamjack people. You tend to ancient holy sites and hunt the beasts that
(see Iron Kingdoms: Requiem) and a carriage and fuel for it. call the woods home. The Ryn, who live nearby, consider the
Regular Income. Thanks in part to the growth of your woods haunted and cursed, allowing the people of the woods
company and the value of the goods you trade, you can claim to live in seclusion and peace. Since the Claiming and the
a steady income of 100 gp after taxes and can buy new stock departure of the skorne, the Glimmerwood is once again free
to trade at the next town. to be explored and resettled. However, the Glimmerwood is
also more dangerous than ever, as it borders the mysterious
elven Kingdom of Ios, which has fallen disturbingly quiet.
TIER 3: MERCHANTS OF THE While trollkin typically form the kriels of the
IRON ROADS Glimmerwood, the ritual sharing of blood with the kulgat
At this tier, the company now controls a couple of caravans oath allows non-trollkin to join the kriel. In ages past, this
that trade along multiple routes simultaneously and return ritual was rarely performed with outsiders, but, since the
to a caravanserai to distribute funds, exchange goods, sign Claiming, attitudes have changed as lands are reclaimed,
contracts, and engage in community activities such as returning a seeming peace to the lands.
weddings, naming ceremonies, and honoring the dead.
PREREQUISITES
BENEFITS At least one member of a Glimmerwood Kriel company must
Your company gains the following benefits at this tier. be a trollkin. The other members of the company ideally
Caravanserai. You know the location of 1d4 caravanserai— should be trollkin, but they can instead be members of other
places along the main trade routes you travel that provide races that claim kinship with the trollkin and make their
stables, accommodations, and protection to all traders. You homes within the woods.
can easily take long rests at these locations and can withdraw
money owed to you or even take out up to 200 gp in credit.
COMPANY ACCOMPLISHMENTS
Your company’s prestige increases whenever you grow the
Heavy Metal Merchants. No matter how you approach life
kriel, claim territory, and become a prominent society within
on the road, some things are just too heavy to load into a
the Glimmerwood through acts such as the following:
wagon by hand. You gain a light laborjack—a Forager class
’jack with a cupernum-grade cortex. • Driving off a rival tribe or company from your people’s
ancestral land
TIER 4: GRAND CARAVAN • Rediscovering a lost holy site or krielstone
When you reach this tier, your merchant company or family • Slaying a dangerous beast
has grown to such a size that you have a number of caravans • Reclaiming an ancient Molgur relic worth at least 1,000 gp
along different routes in different kingdoms that are trading • Binding a large, monstrous troll to your kriel
goods, moving cargo and livestock, and ferrying messages
and wealth. Many lords are jealous of the influence and TIER 1: TRIBAL WOODSMEN
wealth you hold, and you must work hard to protect your At this tier, your company is a small enclave, building its first
valuable cargo from brigands and bandits. camp and permanent structures. At the center of the camp
BENEFITS is the first krielstone, upon which you record your ancestral
Your company gains the following benefits at this tier. tales and your own escapades.
Greasing the Gears. The arrival of your visibly wealthy
caravan is accompanied by awe and celebration, but the
REMNANT
Many adventuring companies have quirks that set them
apart from other such groups. Choose a quirk for your
adventuring company, or roll on the table below.
The Claiming came and, with it, the end of your gods. You
were far from the forests of Ios, having driven the skorne
d10 Quirk
back into the west. But soon victory turned to madness as
1 You have a few books from the city of Shyrr,
the priests within your ranks were driven wild by the death
of the gods and lashed out against their friends and kin. detailing operas you once saw within the city.
Ultimately, those few priests who remained were left only 2 Your company is made up of members
with a deep sense of loss within their souls. The journey back from numerous houses of Ios who are
to Ios would bring you all to a home unlike the one you had bound together by your shared existence as
left: a kingdom of the dead ruled by eldritch and filled with refugees.
the soulless. With the road ahead uncertain, the only option 3 You have skorne artifacts, including an
was back, out into the badlands and on to make some sort of
oculus, in your collection of loot.
life as soldiers with no kingdom or gods.
4 Members of your company all wears small
PREREQUISITES slivers of white marble with blue veins cut
All members of a Retribution Remnant company are from a stone taken from the very walls of the
presumed to be Iosans, with most being former members Great Fane of Lacyr.
of the Retribution of Scyrah. Given the itinerant life of 5 You have a patron who funds your company
these companies and the pragmatism required to survive,
in return for your loyalty and aid, one who
however, such companies may have accepted members from
other races and kingdoms, especially those who were once often asks for assistance when you least
temporary allies against the infernals. expect it.
6 Your company resides in an Iosan outpost
COMPANY ACCOMPLISHMENTS that is haunted by one of the riven. Since
Your company’s prestige increases when you help the Claiming, this spirit has become less
create a refuge for the living Iosans through acts such as
antagonistic and more of a morbid presence.
the following:
7 The last of a noble bloodline died in battle
• Recovering an Iosan myrmidon while leading some members of your
• Recovering an Iosan cortex
company. Your company has taken on the
• Finding some sign of the elven gods’ return
• Defeating a major raiding party that is attacking a camp of name of this Retribution leader out of
Iosan refugees respect.
• Negotiating a favorable mercenary contract 8 Your company includes some Nyss elves.
Your two peoples exchange culture and
TIER 1: ECHOES OF SCYRAH expertise in an effort to survive this new
reality.
Your company is a small traveling band of guns for hire. The
Retribution is gone, and your people outside of the borders 9 The loss of your gods has turned you toward
of Ios need protection and, perhaps, a glimmer of hope. more terrestrial deities, and, thanks to
You task yourself with their defense and holding on to what ogrun, trollkin, and others either within your
memories of your old kingdom that you can. company or the communities where you live,
you have begun to worship Dhunia or the
BENEFITS
Your company gains the following benefits at this tier. Wurm.
Arcanist Armorer. You have connections to one of the 10 You have a contact within the borders of Ios
few arcanist weaponsmiths remaining outside of the Iosan and are awaiting the right time to venture in
borders. This relationship allows you to repair some of your to claim a cache of weapons and devices.
weapons and to maintain what few myrmidons you have.
You receive a 10 percent discount on costs to repair your
weapons and gear with this trusted armorer.
The charter thus includes some of the following limitations
Mercenary Charter. Your company holds a mercenary
and regulations:
charter that allows you to legally fight within the borders
of the Iron Kingdoms. The charter is prescriptive, detailing • Civilians must be treated fairly and not harmed.
how you must act with civilians and distribute recovered • Loot recovered from enemy warbands is to be returned to
loot and defining what constitutes a breach of contract. its rightful owners if possible, after which any remaining
BENEFITS
Your company gains the following benefits at this tier.
Beacon of Ios. You command great respect among
your fellow Iosan refugees and mercenary companies.
When interacting with others, you can replace Charisma
(Persuasion) and Charisma (Intimidation) checks with
Intelligence (Religion) checks.
Militant Order. Your large company employs highly trained
soldiers. You gain 1d10 hirelings with a challenge rating of
2 or lower and 1d4 hirelings with a challenge rating of 4
or lower who work as your command staff. In place of half
the hirelings obtained this way, you can choose to gain a
myrmidon with a challenge rating of 4 or lower instead.
ODOM PREREQUISITES
Members of a Brand of Odom company are citizens of Rhul,
Rhul’s long history with magic predates that of the arcanists and at least one member should be a Rhulic arcanist. This
of Ios and those of the Iron Kingdoms. Through the arcanist is a member of the Brand and follows the oaths and
centuries, the conclaves of the Brand of Odom have passed laws laid down by Great Father Odom. Other members of
down their traditions, indoctrinating all Rhulic wizards into the company are also citizens of Rhul, and, while they may be
the Brand. Many of the members go on after their training fellow arcanists and masters of mechanika, they can also be
to work in the arcane forges of Rhul or as scribes within the warriors, artificers, explorers, and nobles. Rhul, of course, is
vast libraries hidden in the mountain fortresses. However, not only home to dwarves but also to ogrun, humans, elves,
some of these Rhulic arcanists are tasked with affairs of state, and many more since the Claiming. All of these characters are
employed by the Brand and overseen by the Rhulic arcanists.
COMPANY ACCOMPLISHMENTS
QUIRKS Your company’s prestige increases when you increase
Many adventuring companies have quirks that set them both your arcane prowess and the influence of the Brand
apart from other such groups. Choose a quirk for your throughout western Immoren through acts such as
adventuring company, or roll on the table below. the following:
CHAPTER 3: SPELLS
154
T
he characters of the borderlands have long subclasses in this book, which the GM can also use for
traditions of magic that stretch back millennia spellcasting monsters.
before the first human arcanists appeared. This
chapter contains new spells for the classes and
CHAPTER 3: SPELLS
155
SUBCLASS SPELL LISTS
ARCANE ASSASSIN SPELLS 4th Level OATH OF THE CUSTODIAN 2nd Level
1st Level Divination SPELLS Battering Ram
Bleed Fabricate 1st Level Shatter
Guided Blade 5th Level Alarm Trembler
2nd Level Greater Restoration Shield 3rd Level
Silence Winter’s Wrath 2nd Level Hex Hammer
Spellpiercer JUDGMENT DOMAIN Locate Object Meld into Stone
3rd Level SPELLS Spiritual Weapon Shockwave
Heightened Reflexes 1st Level 3rd Level 4th Level
Mortality Command Glyph of Warding Stone Shape
4th Level Sanctuary Summon Warden Stoneskin
Blackout 2nd Level 4th Level VOID DOMAIN SPELLS
Lamentation Word of Law Faithful Hound 1st Level
5th Level Zone of Truth Freedom of Movement Doubt
Chasten 3rd Level 5th Level False Life
Mislead Counterspell Hallow 2nd Level
Dispel Magic Steel Wind Strike Calm Emotions
ARCANIKA ADEPTIS
SPELLS 4th Level RHULIC WARCASTER Glimpse of the Void
1st Level Locate Creature SPELLS 3rd Level
Arcantrik Bolt Wall of Decrees 1st Level Commune with Nothingness
Power Siphon 5th Level Ensnaring Earth Fear
2nd Level Axiomatic Spear Explosivo 4th Level
Polarity Shield Dominate Person 2nd Level Black Tentacles
Redline MAGISTER SPELLS Heat Metal Phantasmal Killer
3rd Level Cantrip (0 Level) Redline 5th Level
Full Throttle Magnetic Bond 3rd Level Crushing Void
Velocity 3rd Level Full Throttle Dispel Evil and Good
4th Level Whip Snap Velocity VOID TOUCHED SPELLS
Accumulator Drain 4th Level 1st Level
OATH OF EDICTS SPELLS
Blackout 1st Level Staggering Smite Bolt of Darkness
5th Level Identify Star Fire Cloak of Fear
Gear Bombardment Parole 5th Level 2nd Level
Phantom Barrage 2nd Level Gear Bombardment Spellpiercer
Arcane Lock Wall of Stone Venom
ICE FORGED SPELLS
1st Level Confess RUNESHAPER SPELLS 3rd Level
Fog Cloud 3rd Level Cantrips (0 Level) Black Spot
Razor Wind Entrapment Arcane Hammer Dark Fire
2nd Level Tongues Blade Ward 4th Level
Branding Smite 4th Level Light Hellmouth
Cold Forging Flame Faithful Hound Mending Stygian Abyss
3rd Level Wall of Decrees Resistance 5th Level
Magic Circle 5th Level 1st Level Inky Tendril
Nondetection Axiomatic Spear Earth’s Cradle Oblivion Sphere
Scrying Rock Hammer
Thunderwave
CHAPTER 3: SPELLS
156
ANIMUS SPELLS
1st Level Grease 2nd Level Primal
Acidic Touch Icy Breath Aid Rush
Bane Inflict Wounds Alter Self Shatter
Bear Hands Jump Blur Swarm
Detect Poison and Disease Lightning Strike Boiling Blood Winter Coat
Earth’s Blessing Longstrider Darkvision
Elasticity Ornery Devourer’s Fury
Elusive Rage Gust of Wind
Flaming Fists Still as Death Pyg Farm
Animus Spell Descriptions
Because of the unique way in which they are sometimes acquired, animus spells have the animus tag. The list that follows each animus spell’s
description indicates which warbeasts can receive the animus.
Note that some preexisting spells are also available as animi. Those spells are listed under the specific resonances of the warbeasts
in chapter 6.
SPELL DESCRIPTIONS
The spells are presented in alphabetical order.
CHAPTER 3: SPELLS
157
AUTUMN’S DECAY BALEFUL HOWL
5th-level necromancy 4th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self (20-foot radius)
Components: V, S, R Components: V, S, R
Duration: Concentration, up to 1 minute Duration: Instantaneous
You advance the natural cycle of life in a target creature you You let loose a thunderous howl that shatters both the flesh
touch, causing it to feel the burden of age. The target must and the convictions of those nearby. Each creature in a
make a Constitution saving throw, rolling with disadvantage 20-foot-radius sphere centered on you must make a Strength
if it is a plant creature. On a failed save, the creature takes saving throw. On a failed save, a creature takes 5d8 thunder
6d6 necrotic damage, it has disadvantage on Strength and damage and is frightened for 1 minute. On a successful save,
Dexterity checks for the duration of the spell, and its speed the creature takes half as much damage and isn’t frightened.
is halved for the duration of the spell. On a successful At Higher Levels. When you cast this spell using a spell
save, the creature takes half as much damage, doesn’t have slot of 5th level or higher, the damage increases by 1d6 for
disadvantage on Strength and Dexterity checks, and doesn’t each slot level above 4th.
have its speed reduced.
BEAR HANDS
AXIOMATIC SPEAR 1st-level transmutation (animus)
5th-level evocation Casting Time: 1 bonus action
Casting Time: 1 action Range: Self
Range: 60 feet Components: R
Components: V, S, R Duration: 1 round
Duration: Instantaneous You instill raw primal force into the power of your strikes.
You throw a spear infused with lawful power at a creature of For the duration of the spell, when you hit a Large or
your choice within range. Make a ranged spell attack against smaller creature with a melee attack, you can push the target
the target. On a hit, the target takes 10d6 force damage, and if up to 15 feet away from you. After a creature is pushed in
it is chaotic, it is knocked prone and is stunned until the end this way, it must succeed on a Strength saving throw or be
of your next turn. knocked prone.
At Higher Levels. When you cast this spell using a spell Warbeasts: Widow bear
slot of 6th level or higher, the spell’s range increases by
20 feet for each slot level above 5th. In addition, the force BEFUDDLE
3rd-level enchantment
damage increases by 1d6 for each slot level above 5th.
Casting Time: 1 action
BALANCE OF NATURE Range: 60 feet
1st-level necromancy Components: R
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 30 feet Choose a creature that you can see within range. The
Components: V, S, R target must succeed on a Wisdom saving throw or
Duration: Instantaneous become incapacitated for the duration. While a creature is
Choose one willing creature within range. The chosen incapacitated, you can cause the creature to move up to 15
creature takes 2d8 necrotic damage, and one other friendly feet in a direction of your choice at the end of your turn. The
creature within range regains hit points equal to the damage creature can repeat the saving throw at the start of each of its
dealt. This spell has no effect on undead or constructs. turns, ending the effect on itself on a success. This spell has
At Higher Levels. When you cast this spell using a spell no effect on undead or constructs.
slot of 2nd level or higher, the damage increases by 1d8 for
each slot level above 1st. BLACK SPOT
3rd-level necromancy
Casting Time: 1 action
Range: 40 feet
Components: V, S, R
Duration: Concentration, up to 1 minute
You choose a creature you can see within range and mark it
with a black spot that weakens its defenses, allowing attackers
to strike at it more accurately until the spell ends. Make a
ranged spell attack against the target. On a hit, the creature
takes a −2 penalty to AC, and attacks against it are made
with advantage.
CHAPTER 3: SPELLS
158
BLESSING OF THE DEVOURER BOLT OF DARKNESS
2nd-level transmutation (ritual) 1st-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S, R Components: V, S, R
Duration: Concentration, up to 1 hour Duration: 1 round
You touch a creature and bestow a magical enhancement Dark energy streaks toward a creature of your choice within
upon it. Choose one of the following effects; the target gains range, chilling its flesh and causing its muscles and joints to
that effect until the spell ends. lock. Make a ranged spell attack against the target. On a hit,
Eyes and Ears of the Beast. The target has advantage on the target takes 4d6 cold damage, and the next attack roll
Wisdom (Perception) checks that rely on hearing or sight. made by the target before the end of your next turn is made
Fangs and Talons. The target grows sharp claws and with disadvantage.
oversized fangs. As a bonus action, the target can make At Higher Levels. When you cast this spell using a spell
an unarmed strike that deals piercing damage or slashing slot of 2nd level or higher, the damage increases by 1d6 for
damage equal to 1d6 + the target’s Strength modifier. The each slot level above 1st.
target can choose the damage type before each attack.
Flesh of the Predator. The target has advantage on Strength CARNIVORE
3rd-level transmutation
(Athletics) checks, and it gains a +2 bonus to AC.
Casting Time: 1 action
Move as a Beast. The target gains your choice of a climbing
Range: Touch
or swimming speed equal to its walking speed.
Components: V, S, R
Wurm’s Resolve. The target has advantage on Wisdom and
Duration: Concentration, up to 1 minute
Charisma saving throws.
You bestow the flesh-hungry craving of a predator upon a
At Higher Levels. When you cast this spell using a spell
willing creature you touch. Until the spell ends, the target’s
slot of 3rd level or higher, you can target one additional
unarmed strikes deal slashing damage equal to 2d6 + the
creature for each slot level above 2nd.
target’s Strength modifier, and it has advantage on unarmed
BLOOD POISONING strikes against humanoids. If the target damages a humanoid
1st-level transmutation with a melee attack before the spell ends, the target regains
Casting Time: 1 action hit points equal to half the amount of slashing, piercing, or
Range: 90 feet bludgeoning damage dealt.
Components: S, V, R At Higher Levels. When you cast this spell using a spell
Duration: Concentration, up to 1 minute slot of 4th level or higher, you can increase the duration of
You cause a creature’s organs to turn against the creature the spell by 1 minute for each slot level above 3rd.
itself. Choose a creature that you can see within range. The
target must succeed on a Constitution saving throw or take CLOAK OF THE PREDATOR
1st-level illusion
2d6 poison damage and be poisoned for the spell’s duration.
Casting Time: 1 action
This spell has no effect on undead or constructs.
Range: Touch
BOILING BLOOD Components: V, S, R
2nd-level transmutation (animus) Duration: Concentration, up to 10 minutes
Casting Time: 1 action You touch a willing creature and shroud it with a predator’s
Range: Self natural stealth. Until the spell ends, the creature makes no
Components: R sound while moving, and it becomes invisible while it is in a
Duration: 1 round lightly obscured area. The spell ends for a target that attacks
You cause your blood to boil with arcane fury upon contact or casts a spell.
with the air. When a hostile creature hits you with a melee At Higher Levels. When you cast this spell using a spell
weapon attack, you can use your reaction to end this spell. slot of 2nd level or higher, you can target one additional
If you do, you emit a 30-foot cone of boiling blood from the creature for each slot level above 1st.
wound. Each creature in the cone must make a Dexterity
saving throw. A creature takes 3d8 acid damage or 3d8
fire damage (your choice) on a failed save, or half as much
damage on a successful one.
Warbeasts: Pyre troll, slag troll
CHAPTER 3: SPELLS
159
COLD FORGING FLAME CRIPPLING GRASP
2nd-level transmutation 4th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: S, R Components: V, R
Duration: 8 hours Duration: 1 minute
You create a blue and white magical flame within range that A horrific, decaying phantom hand bursts up from the
fits within a 5-foot cube. This flame creates no heat, doesn’t ground, grabs a creature you can see within range, and
use oxygen, and is extremely cold. You can use the flame as drains away its vitality. Make a ranged spell attack against
a substitute for a real fire within a forge. The flame is still the target. On a hit, the target has disadvantage on Strength,
cold but will heat objects that are being forged as if they were Constitution, and Dexterity checks for 1 minute. The target
heated by a regular flame. A weapon forged with this flame can make a Constitution saving throw at the end of each of
is a magical weapon. Armor forged with this flame is magical its turns, ending the effect on itself on a success. This spell
and grants the wearer resistance to cold damage. has no effect on creatures that are immune to poison.
At Higher Levels. When you cast this spell using a spell
COMMUNE WITH NOTHINGNESS slot of 5th level or higher, you can target one additional
3rd-level transmutation
creature for each slot level above 4th. Make separate attack
Casting Time: 1 action
rolls against each target.
Range: Self
Components: V, S, R CRUSHING VOID
Duration: Concentration, up to 1 minute 5th-level conjuration
You open yourself to the divine emptiness that entwines your Casting Time: 1 action
soul, allowing yourself to slip into a liminal space between the Range: 90 feet
physical world and nothingness. Until the spell ends, you are Components: V, S, R
immune to being restrained, can’t be targeted by opportunity Duration: Instantaneous
attacks, can enter and occupy the space of another creature, You rip open a hole to the cosmic nullity where your gods’ spirits
have resistance to nonmagical damage, and have advantage once resided. Choose a point that you can see within range. Any
on Dexterity (Stealth) checks. object that is within 20 feet of the point and isn’t being worn or
While under the effects of this spell, you can’t talk or carried is attracted to the point as if the object were falling. Each
manipulate objects, and any objects you are carrying or Medium or smaller creature within 20 feet of the point must
holding can’t be dropped, used, or otherwise interacted with. make a Strength saving throw. On a failed save, the creature
In addition, you can’t attack or cast spells. is pulled to within 5 feet of the point. On a successful save, the
creature is knocked prone but isn’t pulled. After all creatures and
CONFESS objects are pulled toward the point, anything within 5 feet of the
2nd-level enchantment
point takes 8d6 bludgeoning damage, and any creature within 5
Casting Time: 1 action
feet of the point is knocked prone.
Range: 30 feet
At Higher Levels. When you cast this spell using a spell
Components: V
slot of 6th level or higher, the area of effect increases by 5 feet
Duration: 1 hour
for each slot level above 5th.
You compel a sentient creature that you can see within range
to confess its wrongdoings for the duration. The target DEVOURER’S FURY
must succeed on a Wisdom saving throw or begin truthfully 2nd-level transmutation (animus)
confessing any acts it has performed within the last week Casting Time: 1 action
that it either believes were wrong or knows are against local Range: Self
laws and traditions. The target can still take actions normally, Components: R
but it takes a −2 penalty to its save DC if it casts a spell that Duration: 1 minute
includes a verbal component or uses an ability that requires The blessing of the Devourer Wurm causes you to fly into a
it to use its voice (such as singing or performing a fell call) fury, allowing you to make several frenzied attacks. For the
while it is confessing. duration of the spell, if you have the Multiattack action, you
Once the target has confessed all its wrongdoings, can use it without being forced; otherwise, you gain the Extra
the spell ends. Attack trait described below if you do not already have it.
Extra Attack. You can attack twice instead of once
whenever you take the Attack action on your turn.
Warbeasts: Spine ripper, Thornwood mauler, widow bear
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DIRGE OF MISTS DOUBT
1st-level transmutation (ritual) 1st-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 30 feet
Components: V, S, R Components: V, S, R
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You cloak a willing creature in a supernatural mist that You whisper the truth of the emptiness you have witnessed
conceals it and flickers with horrifying visages of half- to a creature that you can see within range, attempting to
seen, monstrous faces. For the spell’s duration, the area fill it with crippling doubt. The creature must succeed on
immediately around the creature is considered to be lightly a Wisdom saving throw or have disadvantage on attack
obscured. A creature that attempts to attack the spell’s target rolls and ability checks for the spell’s duration. The creature
must succeed on a Wisdom saving throw or make the attack can repeat the saving throw at the end of each of its turns,
roll with disadvantage. ending the effect on itself on a success. This spell has no
At Higher Levels. When you cast this spell using a spell effect on undead, constructs, or creatures that are immune to
slot of 2nd level or higher, the duration of the spell increases being frightened.
by 1 minute for each slot level above 1st. At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can affect one additional
creature for each slot level above 1st. The creatures must be
within 30 feet of each other when you target them.
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161
EARTH’S BLESSING ENSNARING EARTH
1st-level evocation (animus) 1st-level conjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self Range: Self
Components: R Components: V
Duration: 1 minute Duration: Concentration, up to 1 minute
The earth rises up to firmly grip your feet and legs, granting The next time you hit a creature with a weapon attack before
you supernatural stability. For the spell’s duration, you can’t this spell ends, jaws of solid stone erupt from the ground and
be pushed, pulled, knocked prone, or petrified. clutch at the creature. The target must succeed on a Strength
Warbeasts: Common troll saving throw or have its speed reduced to 0 until the spell
ends. A Large or larger creature has advantage on this saving
EARTH’S CRADLE throw. In addition, a target that fails its saving throw takes
1st-level abjuration
1d6 bludgeoning damage at the start of each of its turns. A
Casting Time: 1 reaction
creature can use its action to make a Strength check against
Range: Self
your spell save DC, freeing itself or another creature within
Components: V, S, R
its reach on a success, ending the spell’s effect.
Duration: 1 round
At Higher Levels. When you cast this spell using a spell
In response to an enemy attack, the earth draws you into its
slot of 2nd level or higher, the damage increases by 1d6 for
protective grip. Until the end of your next turn, you gain 5
each slot level above 1st.
temporary hit points and resistance to bludgeoning, piercing,
and slashing damage from nonmagical attacks. ENTRAPMENT
At Higher Levels. When you cast this spell using a spell 3rd-level transmutation
slot of 2nd level or higher, the temporary hit points increase Casting Time: 1 action
by 5 for each slot level above 1st. Range: 100 feet
Components: V, S, R
ELASTICITY Duration: Concentration, up to 1 minute
1st-level transmutation (animus)
You place glowing runes on up to eight creatures of your
Casting Time: 1 bonus action
choice in a 40-foot cube within range. Each target must
Range: Self
succeed on a Wisdom saving throw or be affected by this
Components: R
spell for the duration. An affected target’s speed is halved, and
Duration: 1 round
it can’t take the Disengage, Dash, Dodge, or Hide action. If an
Your limbs become flexible and elastic. Until the spell ends,
affected target ends its turn more than 100 feet from you, it
your reach with melee weapons increases by 10 feet.
takes 21 (6d6) radiant damage and is knocked prone.
Warbeasts: Swamp troll
A creature affected by this spell makes another Wisdom
ELUSIVE saving throw at the end of its turn. On a successful save, the
1st-level transmutation (animus) effect ends for it.
Casting Time: 1 action
Range: Self ENTROPIC TOUCH
7th-level necromancy
Components: R
Casting Time: 1 action
Duration: 1 round
Range: 60 feet
You enhance your speed and dexterity. Until the spell ends,
Components: V, S, R
you can take the Disengage action as a bonus action on each
Duration: Instantaneous
of your turns. You can also spend 5 feet of movement on
You send necrotic energy surging through a creature that
each of your turns to gain a +2 bonus to AC against ranged
you can see within range, causing it intense pain. The target
weapon attacks and ranged spell attacks until the start of
must make a Constitution saving throw. It takes 7d8 + 20
your next turn.
necrotic damage on a failed save, or half as much damage on a
Warbeasts: Duskwolf
successful one.
Any creature killed by this spell is pulled into the Void,
which feeds on the creature’s energy and life force. The
creature is completely destroyed, and its soul, if it has one, is
also destroyed.
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EXPLOSIVO FULL THROTTLE
1st-level enchantment 3rd-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 50 feet Range: Self
Components: V, S, R Components: V, S, R
Duration: 1 minute or until triggered Duration: Concentration, up to 1 minute
You empower the attack of one of your allies with explosive Using the connection with your battlegroup, you concentrate
force. Choose a willing creature within range. That creature’s on making your steamjacks function at peak efficiency
next ranged weapon attack counts as magical for the purpose for the duration. During its turn, each bonded steamjack
of overcoming resistance and immunity to nonmagical attacks in your control range can use the Attack Bonus, Damage
and damage. If the weapon doesn’t have the AOE property, it Bonus, or Shake It Off effect described in the warcaster’s
gains AOE (5). Otherwise, the weapon’s AOE increases by 5. Focus Manipulation feature without spending a focus point.
Creatures in the AOE other than the creature directly hit by Additionally, the next attack roll made by a bonded steamjack
this ranged attack take damage as described in the AOE rule in your control range has advantage.
but aren’t otherwise affected by the attack. The spell expires
immediately after the affected creature’s next ranged attack. GEAR BOMBARDMENT
5th-level conjuration
FLAMING FISTS Casting Time: 1 action
1st-level transmutation (animus) Range: 150 feet
Casting Time: 1 bonus action Components: S, R, M (a handful of mundane gears)
Range: Self Duration: Instantaneous
Components: R You throw a handful of gears into the air and choose a point
Duration: 1 round you can see within range. Thousands of duplicate gears
Your hands become coated with unquenchable flames. Until appear in the air above that point, spinning quickly before
the spell ends, your hands emit bright light like a torch, you falling in a volley and then disappearing. Each creature in a
gain immunity to fire damage, and your attacks deal an extra 40-foot-radius, 30-foot-high cylinder centered on that point
2d6 fire damage. must make a Dexterity saving throw. A creature takes 8d8
Warbeasts: Pyre troll slashing damage on a failed save, or half as much damage on a
successful one.
FORCE BOLT
2nd-level evocation GLIMPSE OF THE VOID
Casting Time: 1 action 2nd-level enchantment
Range: 60 feet Casting Time: 1 action
Components: V, S, R Range: 60 feet
Duration: Instantaneous Components: V, S, R
A magical bolt of energy darts toward an enemy creature or Duration: Instantaneous
object within range. Make a ranged spell attack against the You choose a creature within range and show it a glimpse of
target. On a hit, the target takes 2d6 force damage. In addition, infinite emptiness. The creature must make a Wisdom saving
the target is automatically pushed 10 feet away from you. throw. On a failed save, the creature takes 2d6 psychic damage
At Higher Levels. When you cast this spell using a spell and becomes frightened for 1 minute. On a successful save, the
slot of 3rd level or higher, the damage increases by 1d6 for creature takes half as much damage and isn’t frightened.
each slot level above 2nd. At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for
FORTUNE each slot level above 2nd.
2nd-level divination (ritual)
Casting Time: 1 minute GUARDIAN BEAST
Range: 10 feet 3rd-level abjuration
Components: S, R Casting Time: 1 action
Duration: 10 minutes Range: Self
You bless one willing creature you can see within range with Components: R
an abundance of good fortune. When the chosen creature Duration: 10 minutes
fails an attack roll, an ability check, or a saving throw before Choose one willing warbeast within your control range. If a
the spell ends, it can dismiss this spell on itself to reroll the hostile creature moves within 30 feet of you before the spell
attack roll, ability check, or saving throw. Alternatively, when ends, the chosen creature can dismiss this spell on itself to use
the chosen creature is hit with an attack roll, it can dismiss its reaction to move its current speed and make one melee
this spell on itself to force the attacker to reroll the d20. attack against the hostile creature with advantage.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can target one additional slot of 4th level or higher, you can target one additional
creature for each slot level above 2nd. warbeast for each slot level above 3rd.
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163
HAND OF FATE INKY TENDRIL
2nd-level divination 5th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 90 feet
Components: V, S, R Components: V, S, R
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
Your spell subtly tweaks the weave of destiny in one willing Choose a creature that you can see within range. A shadowy
creature you can see within range. For the duration of the tendril comes out of the darkness and entwines itself around
spell, the creature can roll a d4 and add the number rolled to the target. The target must succeed on a Wisdom saving
any attack roll or skill check, and the creature’s attacks deal an throw or take 4d10 necrotic damage and be paralyzed for the
extra 1d4 damage. duration. The creature can repeat the saving throw at the end
At Higher Levels. When you cast this spell using a spell of each of its turns, ending the effect on itself on a success.
slot of 3rd level or higher, the extra damage increases by 1d4 At Higher Levels. When you cast this spell using a spell
for each slot level above 2nd. slot of 6th level or higher, you can target one additional
creature for each slot level above 5th level. The creatures
HELLMOUTH must be within 30 feet of each other when you target them.
4th-level conjuration
Casting Time: 1 action LIGHTNING STRIKE
Range: 60 feet 1st-level transmutation (animus)
Components: V, S, R Casting Time: 1 bonus action
Duration: Instantaneous Range: Self
A hole of pure blackness opens at a point you choose within Components: R
range and unleashes the forces of the endless Void upon any Duration: Instantaneous
nearby creatures. Each creature in a 15-foot-radius sphere You enhance your speed to blinding levels. When you
centered on that point must make a Dexterity saving throw. cast this spell, you immediately take the Disengage action
A creature takes 6d8 force damage on a failed save, or half as followed by the Dash action.
much damage on a successful one. Warbeasts: Duskwolf
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164
MOTHER’S EMBRACE OBLIVION SPHERE
4th-level abjuration 5th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 150 feet
Components: V, S, R Components: V, S, R
Duration: Concentration, up to 1 hour Duration: 1 round
You create a magical layer of protection around a willing An orb of pure darkness streaks from your fingers to a point
creature you touch. Until the spell ends, the creature gains you choose within range and then silently blooms into a
20 temporary hit points and resistance to acid, cold, fire, or sphere of absolute blackness. Each creature in a 20-foot-
lightning damage (your choice). radius sphere centered on that point must make a Wisdom
At Higher Levels. When you cast this spell using a spell saving throw. A creature takes 5d6 cold damage and 5d6
slot of 5th level or higher, the creature gains an additional 5 psychic damage on a failed save, or half as much damage on
temporary hit points and gains an additional resistance for a successful one. Each creature in the sphere has its vision
each slot level above 4th. reduced to 5 feet and is deafened until it leaves the sphere.
At Higher Levels. When you cast this spell using a spell
MUZZLE slot of 6th level or higher, the damage (both cold and psychic)
3rd-level abjuration
increases by 1d6 for each slot level above 5th.
Casting Time: 1 action
Range: 120 feet ORNERY
Components: V, S, R 1st-level enchantment (animus)
Duration: Instantaneous Casting Time: 1 action
You target a hostile warbeast you can see within range Range: Self
and quash its aggression with psychic force. The creature Components: R
must make a Wisdom saving throw. On a failed save, the Duration: 1 round
creature takes 4d8 psychic damage and becomes frightened You stoke your irascible nature. For the duration of the spell,
of you until the start of your next turn. On a successful if a hostile creature within reach hits you with a melee attack,
save, the creature takes half as much damage and doesn’t you can use your reaction to make a melee attack against the
become frightened. hostile creature.
At Higher Levels. When you cast this spell using a spell Warbeasts: Burrow-mawg, dust hog, gorax
slot of 4th level or higher, the damage increases by 1d8 for
each slot level above 3rd.
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165
PARASITE PYG FARM
2nd-level abjuration 2nd-level transmutation (animus)
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: Self
Components: V, S, R Components: R
Duration: Concentration, up to 1 minute Duration: 1 round
You lash out with a parasitic bolt of energy at one creature You enhance your attacks with a supernatural hunger that
you can see within range. The target creature must make greedily devours the flesh of your opponents in battle. Until
a Constitution saving throw. On a failed save, the creature the spell ends, you deal an extra 2d6 necrotic damage when
takes a −2 penalty to AC and you gain a +2 bonus to AC for you hit a target with a melee attack. If the target is not a
the duration of the spell. construct, you regain hit points equal to half the necrotic
damage dealt.
PAROLE Warbeasts: Biboar, giant farrow
1st-level evocation (ritual)
Casting Time: 1 minute POISONED GIFT
Range: Touch 1st-level transmutation
Components: V, S, R Casting Time: 1 action
Duration: 1 week Range: Self
You place an invisible ward onto a willing or restrained Components: V, S, M (a small piece of raw meat)
creature and name up to three laws. If the target breaks any Duration: 1 minute
of these laws, a mental alarm alerts you if you are within 10 You magically taint a piece of meat that instills a carnivorous
miles of the warded creature. This alert awakens you if you creature with unbridled, feral rage. Upon consuming it, a
are sleeping. You know which warded creature caused the creature immediately becomes wildly aggressive and will
alert, but not which law it has broken. attack any creature it can perceive other than you and your
At Higher Levels. When you cast this spell using a allies for the duration of the spell. When the spell ends,
spell slot of 2nd level or higher, you can either name two the creature gains one level of exhaustion and becomes
additional laws for each slot level above 1st or extend this hostile to you.
spell’s duration by 1 week for each slot level above 1st.
POISON VORTEX
PHANTASM 4th-level conjuration
4th-level illusion Casting Time: 1 action
Casting Time: 1 action Range: 90 feet
Range: 60 feet Components: V, R
Components: V, S, R Duration: Instantaneous
Duration: Concentration, up to 1 minute A vile green liquid appears at a point you choose within
You create illusory duplicates of a target creature within range and begins rotating in a vortex. Each creature in a
range. Until the spell ends, the duplicates move with the 30-foot-radius sphere centered on that point must make a
creature and mimic its actions, shifting position so as to make Constitution saving throw. On a failed save, a creature takes
it impossible to tell the illusions from the creature. 8d6 poison damage and becomes poisoned for 1 minute. On
Whenever any creature targets the target creature with a successful save, the creature takes half as much damage and
an attack or a harmful spell while a duplicate remains, the doesn’t become poisoned.
attacking creature rolls randomly to determine whether it At Higher Levels. When you cast this spell using a spell
targets the target creature or one of the duplicates. A creature slot of 5th level or higher, the damage increases by 1d6 for
is unaffected by this magical effect if it can’t see, if it relies each slot level above 4th.
on senses other than sight (such as blindsight), or if it can
perceive illusions as false (as with truesight). PRIMAL
2nd-level enchantment (animus)
A duplicate has the target creature’s AC and uses its
Casting Time: 1 bonus action
saving throws. If an attack hits a duplicate, or if a duplicate
Range: 30 feet
fails a saving throw against an effect that deals damage, the
Components: R
duplicate disappears.
Duration: 1 round
At Higher Levels. When you cast this spell using a spell
You incite a primal rage in one friendly creature you can see
slot of 5th level or higher, you create one additional duplicate
within range. Until the spell ends, the creature has advantage
for each slot level above 4th.
on Strength checks and Strength saving throws and rolls one
additional weapon damage die when determining damage
for a hit with a melee attack. If the creature is a warbeast, it
automatically frenzies at the start of its next turn.
Warbeasts: Farrow brute, gorax
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166
to the archon,
RAGE
1st-level enchantment (animus) it defends
Casting Time: 1 bonus action itself from
Range: Self hostile creatures
Components: R but otherwise
Duration: 1 round takes no actions.
You allow unbridled fury to fill you with strength. Until At the start of each of the
the spell ends, you have advantage on Strength checks and archon’s turns, if it has not
Strength saving throws and your melee weapon attacks deal dealt damage to another creature or
an extra 1d10 weapon damage. taken damage itself during the
At Higher Levels. When you cast this spell using a spell round, it must make a
slot of 2nd level or higher, the extra damage increases by Charisma saving throw.
1d10 for each slot level above 1st. On a failed save, the
Warbeasts: Common troll, giant farrow, goliath hog, spine archon remains friendly to
ripper, Thornwood mauler you and your companions
and continues to follow any
RAZOR FANGS commands you issue to it. On
1st-level transmutation a successful save, the archon is
Casting Time: 1 action freed from your control and acts
Range: Touch according to its own desires.
Components: V, S, R Depending on the circumstances,
Duration: Concentration, up to 1 minute the archon might continue
You touch a friendly creature and enhance the killing power fighting against your
of its natural weapons. For the duration of the spell, the enemies, become hostile
creature’s natural weapons, such as fangs, claws, and horns, to you if you ordered it
count as magical for the purpose of overcoming resistance and to act against its alignment,
immunity to nonmagical attacks and damage, and the creature or lash out against every
rolls one additional weapon damage die when it hits a target creature it sees.
with such a weapon. This spell has no effect on humanoids. The GM has the archon’s statistics.
ROCK HAMMER RUSH
1st-level conjuration 2nd-level transmutation (animus)
Casting Time: 1 action Casting Time: 1 bonus action
Range: 30 feet Range: Self
Components: V, S, R Components: R
Duration: Instantaneous Duration: 1 round
You gesture at a creature you can see within range, You imbue yourself with preternatural speed and
summoning a rock hammer to slam into the creature. Make agility. For the spell’s duration, your movement is
a ranged spell attack against the target. On a hit, the target unaffected by nonmagical difficult terrain, and your speed
takes 2d8 bludgeoning damage and must succeed on a increases by 10 feet.
Strength saving throw or be knocked prone. Warbeasts: Biboar, common troll
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d8 for SHOCKWAVE
each slot level above 1st. 3rd-level evocation
Casting Time: 1 action
ROUSE PRIMAL SPIRIT Range: 60 feet
9th-level conjuration Components: V, S, R
Casting Time: 1 minute Duration: Instantaneous
Range: 90 feet The earth around the area you point at begins to warp and
Components: V, S, R shift as a shockwave reverberates through the area. Each
Duration: Concentration, up to 1 hour creature in a 20-foot-radius sphere centered on that point
You summon an avatar of the primal spirit of the Devourer must make a Strength saving throw. On a failed save, a
Wurm, which appears in an unoccupied space that you creature takes 4d8 bludgeoning damage and is knocked
can see within range. The creature is a primal archon that prone. On a successful save, it takes half as much damage and
crumbles when it drops to 0 hit points or when the spell ends. isn’t knocked prone. The affected area permanently becomes
The archon is initially friendly to you and your difficult terrain.
companions. Roll initiative for the archon, which has its own At Higher Levels. When you cast this spell using a spell
turns. It obeys any verbal commands that you issue to it (no slot of 4th level or higher, the damage increases by 1d8 for
action required by you). If you don’t issue any commands each slot level above 3rd.
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167
SPRING’S ABUNDANCE SUMMON WARDEN
2nd-level conjuration 3rd-level conjuration (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 90 feet
Components: V, S, R Components: V, S, M (a holy symbol and a piece of steel)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour
An abundance of plant life blooms in a 5-foot cube centered You call forth a guardian spirit to protect a person, item,
on a point within range and turns it into difficult terrain for or location of your choosing. It manifests in an unoccupied
the duration. The plants remain until the spell ends. You space that you can see within range. This corporeal form
choose the type of plants summoned when you cast the spell. uses the warden armor stat block. (See the “Warden Armor”
Bloodsmeath Nettles. When a creature enters the spell’s area sidebar.) The creature disappears when it drops to 0 hit
for the first time on a turn or starts its turn there, it takes 4d4 points, if it ends its move more than 30 feet from whatever it
poison damage. is designated to protect, or when the spell ends.
Glimmerwood Willow. When a creature enters the spell’s The creature is friendly to you and your companions.
area for the first time on a turn or starts its turn there, it In combat, the creature shares your initiative count, but it
regains 4d4 hit points. takes its turn immediately after yours. It obeys your verbal
Gnarlroots. When a creature enters the spell’s area for the commands (no action required by you). If you don’t issue
first time on a turn or starts its turn there, it must make any, it attacks any foes within 10 feet of whatever it is
a Strength saving throw. On a failed save, the creature is designated to protect.
incapacitated (see the condition) and can’t move until the At Higher Levels. When you cast this spell using a spell
start of its next turn. slot of 4th level or higher, the warden armor’s hit points
Thornwood Vines. When a creature enters the spell’s area increase by 1d8 for each slot level above 3rd.
for the first time on a turn or starts its turn there, it takes 4d4
slashing damage.
STILL AS DEATH
1st-level transmutation (animus)
Warden Armor
Medium construct, unaligned
Casting Time: 1 action
Range: Self Armor Class 18 (natural armor)
Components: R Hit Points 33 (6d8 + 6) + 1d8 for each slot level above 3rd
Speed 25 ft.
Duration: 1 round
You become deathly still, yet ready to strike at lightning STR DEX CON INT WIS CHA
speed. For the spell’s duration, when a hostile creature 14 (+2) 11 (+0) 13 (+1) 4 (−3) 10 (+0) 10 (+0)
you can see moves within 30 feet of you, you can use your
reaction to move up to your speed toward the hostile creature Damage Immunities poison, psychic
and make one melee attack against that creature. After you Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned, unconscious
make this attack, the spell ends.
Senses blindsight 60 ft., passive Perception 10
Warbeasts: Razor boar Languages understands the languages of its creator but can’t
speak
STRANGLEHOLD Challenge the spellcaster’s proficiency bonus +2
4th-level evocation
Casting Time: 1 action
Actions
Range: 120 feet
Multiattack. The armor makes two slam attacks.
Components: V, S, R Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Duration: Instantaneous Hit: 5 (1d6 + 2) bludgeoning damage.
A choking, invisible force extends from you to crush a
creature you can see within range. The target must make
a Strength saving throw. On a failed save, it takes 6d10
bludgeoning damage and is restrained until the end of your
next turn. On a successful save, it takes half as much damage
and isn’t restrained.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d10 for
each slot level above 4th.
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168
SWARM
2nd-level conjuration (animus)
Casting Time: 1 bonus action
Range: Self
Components: R
Duration: 1 round
A swarm of stinging, biting insects fills a 10-foot-radius
sphere centered on you. The sphere spreads around corners.
The sphere remains for the duration, and its area is lightly
obscured. The sphere’s area is difficult terrain.
When a creature enters the spell’s area for the first time
or ends its turn there, it takes 2d10 poison damage. If the
creature isn’t immune to poison, it has disadvantage on melee
attack rolls while in the sphere.
Warbeasts: Swamp troll
TREMBLER
2nd-level evocation
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S, R
Duration: Instantaneous
You raise your hands into the air, causing the earth to tremble
violently. Each creature within the area other than you must
succeed on a Strength saving throw or be knocked prone.
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169
VELOCITY WALLOW
3rd-level conjuration 2nd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self (30-foot radius)
Components: S, R Components: V, S, R
Duration: Instantaneous Duration: 1 minute
Kinetic energy suffuses you and accelerates you forward. A field of arcane energy extends out from you in a 30-foot
When you cast this spell, you can use a bonus action to move radius and moves with you, remaining centered on you and
up to 40 feet. transforming the ground into thick, sticky muck. Until the
spell ends, the muck moves with you, remaining centered on
VENOM you. When you cast this spell, you can designate any number
2nd-level conjuration
of creatures you can see to be unaffected by it.
Casting Time: 1 action
An affected creature’s speed is halved in the area, and when
Range: 60 feet
an affected creature enters the area for the first time on a turn
Components: V, S, R
or starts its turn there, it must succeed on a Dexterity saving
Duration: Instantaneous
throw or be knocked prone. A prone creature can’t move
You raise your hand and shoot a spray of caustic liquid on
through the area by crawling.
your enemies. Each creature in a 60-foot cone must make a
At Higher Levels. When you cast this spell using a spell
Dexterity saving throw. A creature takes 3d8 acid damage on
slot of 3rd level or higher, the duration increases by 1 minute
a failed save, or half as much damage on a successful one.
for each slot level above 2nd.
A creature killed by this spell starts melting as the corrosive
fluid eats away at the creature’s body. WARPATH
1st-level transformation
WALL OF DECREES Casting Time: 1 action
4th-level enchantment
Range: Self
Casting Time: 1 action
Components: V, S, R
Range: 120 feet
Duration: 1 round
Components: V, S, R
You stoke the fires of the spirits of your bonded warbeasts.
Duration: Concentration, up to 1 minute
Until the end of your next turn, whenever you or one of your
You create a wall of arcane energy with ancient laws and
allies hits a hostile creature with a melee attack, one warbeast
codes displayed across its surface. The wall appears within
in your battlegroup and in your control range can use its
range and lasts for the duration. You can make the wall up to
reaction to move up to its speed. This movement doesn’t
60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up
provoke opportunity attacks.
to 20 feet in diameter, 20 feet high, and 1 foot thick.
When the wall appears, each creature within its area must WEALD SECRETS
make an Intelligence saving throw. A creature takes 4d8 2nd-level divination (ritual)
force damage on a failed save, or half as much damage on a Casting Time: 1 action
successful one. Range: Touch
Any chaotic creature that enters the wall’s area for the first Components: S, R
time during its turn takes 4d8 force damage. Additionally, a Duration: 1 hour
chaotic creature that ends its turn inside of the wall takes 2d8 You touch a willing creature and reveal the secrets of the
force damage and is blinded until the start of its next turn. deep forest to it. For the duration, the target’s movement is
Lawful allies have advantage on saving throws against the unaffected by difficult terrain, and its ranged attacks ignore
spell’s effects. half-cover and three-quarters cover.
WHIP SNAP
3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a lodestone)
Duration: Concentration, up to 1 minute
An invisible tether snaps into existence at your command,
binding two Large or smaller creatures that you can see. Until
the spell ends, a creature that is tethered to another creature
can’t end its movement farther from the other creature than
it was at the start of its turn. An unwilling target must make a
Strength saving throw. On a failed save, the creature is pulled
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170
15 feet toward the creature to which it is tethered. A willing
target can choose whether to be pulled, and its movement is
not restricted by the position of the spell’s other target.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the distance a creature is pulled
increases by 5 feet for every slot level above 3rd. In addition,
any creature can be targeted regardless of size, but a Huge
or larger creature can’t be moved, and its movement is not
restricted by the spell.
WILD AGGRESSION
2nd-level transformation
Casting Time: 1 action
Range: Self
Components: V, S, R
Duration: 1 minute
With a thought, you draw up the wildest aggression that resides
within one of the warbeasts within your battlegroup and in
your control range. Until the spell ends, the warbeast can take
the Dash or Disengage action as a bonus action on each of its
turns and gains a +1 bonus to attack and damage rolls.
WINTER COAT
2nd-level transmutation (animus) WRATH OF DHUNIA
5th-level abjuration
Casting Time: 1 bonus action
Casting Time: 1 action
Range: Self
Range: Self (60-foot-radius)
Components: R
Components: V, S, R
Duration: 1 round
Duration: 1 minute
You become wreathed in a freezing fog. You gain immunity
Your spell directs the wrath of the mother-goddess Dhunia
to cold damage, and a creature that touches you or hits you
against those who oppose her children. Each time you or a
with a melee attack while within 5 feet of you takes 10 (3d6)
friendly creature damages a hostile creature within a 60-foot
cold damage.
radius with an attack or a spell, the hostile creature gains
At Higher Levels. When you cast this spell using a spell
1 mark. A creature can have a maximum of 5 marks at one
slot of 3rd level or higher, the damage increases by 1d6 for
time. When the spell ends or you dismiss it as a bonus action,
each slot level above 2nd.
each hostile creature takes 1d10 cold, fire, or poison damage
Warbeasts: Winter troll
(your choice) for each mark on it. You can choose the damage
WORD OF LAW type for each creature individually.
2nd-level enchantment At Higher Levels. When you cast this spell using a spell
Casting Time: 1 action slot of 6th level or higher, each hostile creature can gain 1
Range: 20 feet additional mark for each slot level above 5th.
Components: V, S, M (a gavel)
Duration: 1 day WURMTIDE
5th-level conjuration
You decree a judgment upon a dispute between two creatures
Casting Time: 1 action
or upon one creature that you can see within range, forcing
Range: Self (60-foot line)
each affected creature to accept your judgment. You can’t
Components: V, S, R
impose a judgment that would cause the affected creatures
Duration: Instantaneous
to hurt themselves or put themselves in harm’s way. If the
You summon a portion of the Devourer Wurm’s spirit to the
affected creatures can understand you, they must make
physical world. A wave of spectral, shapeshifting predators
a Wisdom saving throw. On a failed save, they become
rolls over your foes in a 20-foot-wide, 60-foot-long line. Each
charmed by you for the duration and submit to your
creature in the line must make a Dexterity saving throw. On
authority. On a successful save, they resent your judgment
a failed save, a creature takes 2d10 bludgeoning damage, 2d10
and become hostile toward you.
slashing damage, and 2d10 piercing damage and is knocked
At Higher Levels. When you cast this spell using a spell
prone. On a successful save, it takes half as much damage and
slot of 3rd level or higher, you can target one additional
isn’t knocked prone.
creature for each slot level above 2nd. The creatures must be
At Higher Levels. When you cast this spell using a spell
within 20 feet of each other when you target them.
slot of 6th level or higher, the bludgeoning, piercing, or
slashing damage (your choice) increases by 1d10 for each slot
level above 5th.
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171
4 GEAR
CHAPTER 4: GEAR
172
W
hether they rely on the great foundries use the binary blasting powder system used across the Iron
of Rhul’s ancient cities or the rattletrap Kingdoms; instead, they use a single-powder system devised
wagons used by wandering farrow bands, the by elven alchemists. Combined with lighter projectiles,
people who live beyond the borders of the this system typically gives Iosan guns a longer range at the
Iron Kingdoms have used their own unique arts of metallurgy cost of a lower force of impact. This also means that Iosan
and manufacturing to develop equivalents to most of the arms, ammunition is incompatible with non-Iosan weapons. Many
armor, and equipment found in the human nations. Some Iosan guns include gracefully arcing yet wickedly sharp
items, however, are unique to the cultures that produce them. blades, making them useful both in melee and at a distance.
Many of these rely on the physical characteristics of their Some Iosans have developed mastery of such weapons into
users—for example, the multibarreled heavy barrage arquebus a comprehensive art, spinning into battle and dispatching
famously used by the ogrun mercenary Arquebus Jonne—or opponents with ruthless efficiency at any range.
are made to address certain needs that are not as common Most Iosan firearms are strikingly beautiful, and the
within the Iron Kingdoms. simplest pistol carried by a member of the Homeguard is a
work of art compared to its standard equivalent in the Iron
Kingdoms. Many of these guns are handcrafted, and some
IOSAN FIREARMS have even become treasured family heirlooms. An Iosan who
loses such a weapon or allows the weapons of fallen Iosan
In general, Iosan technologies have a unique relationship soldiers to fall into enemy hands is treated like a pariah by
with their counterparts in the Iron Kingdoms. Before the fellow soldiers until the weapon is retrieved.
Cataclysm, Iosan metallurgy was already quite advanced. Rare Commodities. Iosan guns are nearly impossible to find
Even though much of this knowledge was lost as a on the open market outside of Iosan communities, and their
result of that particular catastrophe, some of it has been unique construction makes them challenging for others to
rediscovered since. master. A character who is not proficient with Iosan firearms
Iosan weapon designs focus on lighter materials. This has disadvantage the first time the character uses such a
is not to say that the Iosans do not also produce weapons weapon, and the weapon gains misfire (3) the first time the
of great power. The heavy rifles carried by riflemen of the character reloads it.
Houseguard can unleash a lethal fusillade, and combined A character proficient with simple or martial pistols or
with the care with which Iosan commanders direct their rifles who spends a short rest studying an Iosan firearm can
troops, they are a match for any other personal weapon on make a DC 14 Intelligence check to decipher its workings. If
the continent. Generally, however, Iosan tactics tend toward the check succeeds, the character does not have disadvantage
precision and speed, and their guns reflect this. Light, quick, with the weapon the first time the character uses it, and
and accurate, they are optimized for the rapid and exacting the weapon does not gain the misfire property when the
tactics favored by the Iosan army. Iosan firearms do not character reloads it.
Armor
Armor Name Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Mage hunter armor 20 gp 11 + Dex modifier — — 5 lb.
Scrap armor 45 gp 12 + Dex modifier — Disadvantage 15 lb.
Medium Armor
Houseguard armor 55 gp 15 + Dex modifier (max. +2) — — 20 lb.
Heavy Armor
House Ellowuyr plate 75 gp 17 STR 13 — 55 lb.
Forge Guard plate 165 gp 18 STR 13 Disadvantage 30 lb.
Dawnguard plate 200 gp 18 STR 15 Disadvantage 60 lb.
Shield
High shield 15 gp +2 — — 6 lb.
Tower shield 25 gp +2 STR 16 Disadvantage 10 lb.
Buckler cannon 25 gp +1 — — 8 lb.
CHAPTER 4: GEAR
173
carbine or rifle on the shield to gain a +1 bonus to your next
ARMOR & SHIELDS ranged attack roll.
House Ellowuyr Plate. The distinctive golden-hued armor of
The Armor table shows the cost, weight, and other properties House Ellowuyr’s notorious warriors, this plate armor strikes
of the many new options available to characters, in addition a balance between protection and freedom of movement.
to those in Iron Kingdoms: Requiem. Although not as thickly plated as similar armor found in
Buckler Cannon. This small target shield contains a heavy, some of the other great military houses, it is still quite sturdy
single-shot pistol. The pistol is a simple firearm, has a range and does not hinder the fast, aggressive swordsmanship of
of 20 feet, deals 2d6 piercing damage, and has the misfire those who wear it.
(1) property. Houseguard Armor. The armor worn by the soldiers of the
Houseguard protects the wearer as well as any infantry armor
used throughout the human kingdoms of western Immoren,
and it does so despite being far lighter due to the advanced
metallurgical techniques used by its elven crafters.
Mage Hunter Armor. This light, form-fitting suit of armor
is used by the mage hunters of the Retribution of Scyrah.
Because the mage hunters rely on stealth, the armor offers
only modest protection while emphasizing concealment.
Mage hunter armor is usually found only in the scattered
enclaves of Iosans that harbor former members of the
Retribution of Scyrah.
If you are wearing mage hunter armor, you gain a +2 bonus
to Dexterity (Stealth) checks made to take the Hide action.
Scrap Armor. Cobbled together from various bits of salvage,
this armor is common among farrow tribes, who scavenge
bits and pieces from the armor of fallen warriors, sheets of
steamjack hull plating, and the dried hides of creatures. Scrap
armor offers reasonable protection, although the clatter of its
mishmash of parts makes it difficult to sneak about in.
Scrap armor can be modified by adding extra parts. If you
are proficient with tinker’s tools or a mechanik’s toolkit,
you can spend 1 hour disassembling a suit of armor and
incorporating bits of it into a suit of scrap armor. Modifying
the scrap armor in this way grants a +1 bonus to your AC.
This benefit lasts until you take damage from a critical hit, in
which case the extra armor pieces are destroyed.
Tower Shield. This massive shield is tall enough to conceal
the majority of the user’s body. The fane guardians of Ios
once carried these shields as they defended the goddess
Scyrah in her sanctuary. Wielding a tower shield reduces
your walking speed by 5 feet. If you are wielding a tower
shield when you take the Dodge action, you have three-
Dawnguard Plate. The pale white armor of the Dawnguard quarters cover.
of House Nyarr is a familiar sight to anyone who previously
faced the Retribution of Scyrah in battle. The unique alloy
used in its construction grants the armor surprising resilience
while preserving its ductility, allowing the heavy armor
to withstand tremendous impacts. The armor is so well
regarded among the Iosans that military units from several
other houses, such as the heavy cavalry soldiers of House
Issyen, have mimicked its pattern.
Forge Guard Plate. Used by Horgenhold’s famous Forge
Guard, this plate mail is tailored to the proportions of
the Rhulfolk.
High Shield. The high shield is common in Rhul, where it is
most often used by the Hammerfall High Shield Gun Corps.
The shield has a special crook designed to balance a carbine
or another long gun. As a bonus action, you can brace a
CHAPTER 4: GEAR
174
normal range of the weapon. Each creature in the cone must
WEAPONS succeed on a Dexterity saving throw with a DC equal to 8 +
the attacker’s Dexterity modifier + the attacker’s proficiency
The Weapons table shows new items available to characters, bonus or take half the weapon’s damage. A volley uses 10
in addition to those found in Iron Kingdoms: Requiem. rounds from a weapon’s magazine.
Arcantrik Cannon. The favored weapon of the Ghost
WEAPON PROPERTIES Snipers of Ios, the arcantrik cannon fires a concentrated blast
Many weapons have special properties related to their use, as of pure arcane energy rather than a crude projectile. It does
shown in the Weapons table. not use traditional rounds; instead, it has a built-in arcane
Volley. A weapon with the volley property can be used condenser that powers each shot. Although the weapon has
either to make a single attack or to fire a volley of shots that an effectively infinite supply of ammunition, the charging
hits a wider area. A volley is a cone with a length equal to the time between shots limits its rate of fire.
Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Halfspear 1 gp 1d6 slashing 2 lb. Light, versatile (1d8)
Kopis 2 gp 1d6 slashing 2 lb. Light
Simple Pistols
Harpoon pistol 10 gp 1d4 piercing 1 lb. Firearm (20/60), light, magazine (1), misfire (2)
Iosan pistol 200 gp 1d8 piercing 4 lb. Firearm (80/240), light
Simple Rifles
Iosan long rifle 280 gp 2d6 piercing 8 lb. Firearm (range 90/270), magazine (5), two-handed
Pig iron 10 gp 1d10 piercing 5 lb. Firearm (60/180), magazine (1), misfire (3), special, two-handed
Martial Melee Weapons
Caber 30 gp 1d10 bludgeoning 180 lb. Heavy, thrown (20/60), versatile (1d12)
Heavy voulge 15 gp 2d6 slashing 9 lb. Heavy, two-handed
Hooked greatsword 55 gp 1d10 slashing 15 lb. Heavy, two-handed, reach, special
Ryssovass curved halberd Special 1d10 slashing 5 lb. Heavy, finesse, reach, two-handed
Ryssovass greatsword Special 2d6 slashing 5 lb. Heavy, finesse, two-handed
Sickle staff 25 gp 1d8 slashing 5 lb. Finesse, versatile (1d10)
Steam drill 50 gp 1d10 piercing 35 lb. Heavy, special, two-handed
Martial Ranged Weapons
Stormfall great bow 75 gp 1d12 piercing 5 lb. Ammunition (range 200/800), heavy, loading, special, two-handed
Martial Pistols
Hand mortar 90 gp 1d12 bludgeoning 8 lb. AOE (10), firearm (range 30/90), heavy, loading
Heavy Iosan pistol 300 gp 2d8 piercing 4 lb. Firearm (80/240), light, magazine (5)
Martial Rifles
Arcantrik cannon 50 gp 2d8 radiant 12 lb. Firearm (80/240), loading, two-handed
Barrage arquebus 175 gp 2d10 bludgeoning 35 lb. AOE (10), firearm (40/120), heavy, magazine (3),
special, two-handed
Dawnguard sword-cannon 90 gp 2d8 piercing 10 lb. Firearm (range 50/150), heavy, magazine (6), special, two-handed
Fire breather 35 gp 2d8 fire 12 lb. Firearm (30-foot cone), magazine (5), special
Houseguard heavy rifle 130 gp 1d10 piercing 25 lb. Firearm (100-foot line), heavy, magazine (1), special, two-handed
Lance cannon 95 gp 2d10 piercing 6 lb. Firearm (range 60/180), magazine (1), two-handed
Rocket launcher 300 gp 3d10 fire 20 lb. Firearm (range 100/300), heavy, loading, misfire (4), two-handed
Slugger 190 gp 2d10 piercing 30 lb. Firearm (range 60/180), heavy, magazine (30), misfire (2),
two-handed, volley
Vortex cannon 225 gp 2d8 force 5 lb. Firearm (range 60/120), magazine (5), misfire (1), special
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175
Barrage Arquebus. Patterned on the weapon carried by Houseguard Heavy Rifle. More a light artillery piece than a
the ogrun Arquebus Jonne, this heavy weapon is capable of rifle, this weapon is used by the Houseguard to engage with
firing each of its three barrels independently or unleashing a hard targets at range. The force of its shot is so great that it
withering barrage of three shots at once. If you fire all three can pass through an entire column of soldiers.
barrels at the same time, you have disadvantage on the attack Attacks made with this weapon have disadvantage unless
roll, but the weapon’s AOE increases to 30. the shooter is prone. The shot produces a line 100 feet long
Caber. Trollkin warriors prove their strength of arms and 5 feet wide. The shooter makes an attack roll against each
by seeing who can throw enormous stone cabers the creature in the line, dealing damage on a hit.
farthest. Some choose to use these stone columns in battle, Kopis. This one-handed chopping blade is common among
flinging them into enemy formations or swinging them like the Idrians.
oversized mauls. Lance Cannon. A lance cannon can be used as a melee
Dawnguard Sword-Cannon. This weapon integrates a weapon; when used as a melee weapon, it is treated as a lance.
heavy rifle with the blade of a sword. A Dawnguard sword- Nyss Curved Halberd and Nyss Greatsword. These weapons
cannon can be used as a melee weapon; when used as a melee have become very rare since the disaster that befell the Nyss
weapon, it is treated as a greatsword. in 606 AR. Most such blades found outside of northern
Fire Breather. This heavy hand cannon fires a spray of Khador are either family heirlooms fiercely guarded by the
burning fuel at short range. The fire ignites any flammable refugees who wield them or the prized possessions of wealthy
objects in the area that aren’t being worn or carried. collectors. If a player wants to purchase a Nyss weapon,
Halfspear. This weapon consists of a short haft and a large the GM should first determine whether such a weapon is
chopping blade. It is a common weapon among the bogrin. available and then, if so, determine an appropriate price.
Hand Mortar. This heavy, short-barreled weapon is used to Pig Iron. The crude firearms often used by farrow are
launch explosive shells over short distances. It is a particular built to be sturdy—not out of any sense of pride, but
favorite of Rhulfolk who are a bit too enthusiastic about their because the weapons are just as likely to be used to bash in
love for explosives. a target’s skull as to shoot at it. A pig iron can be used as an
Harpoon Pistol. Seldom seen in the hands of anyone but improvised melee weapon; when used as a melee weapon, it
swamp gobbers and bogrin, this weapon fires a small, is treated as a club.
harpoon-like dart. Unlike traditional harpoons, which are
meant to pull the target closer, the harpoon pistol is most
commonly used to pull the shooter nearer to its target. As a
bonus action after hitting a target with a harpoon pistol, a
Small or smaller creature can retract the harpoon to be pulled
up to 20 feet closer to the target of the attack.
Heavy Voulge. The signature weapon of House Ellowuyr’s
wardens, this massive polearm is topped with a chopping
blade nearly as long as a greatsword.
Hooked Greatsword. Used primarily by the trollkin warriors
known as Fennblades, this heavy greatsword has wicked
hooks capable of pulling riders from their saddles and
catching the legs of enemy mounts. When you hit a mounted
creature with this weapon, the creature must succeed on a
DC 10 Dexterity saving throw or fall off the mount, landing
prone in a space within 5 feet of it.
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176
Rocket Launcher. A recent addition to the armories of of coal and water to function for 10 minutes. A steam drill
the United Kriels, these devastatingly effective weapons deals an extra 1d10 piercing damage to constructs, objects,
have made their way into the hands of allied kriels in the and structures.
Bloodstone and the Glimmerwood. A rocket launcher fires a Stormfall Great Bow. The compound great bow used by
self-propelled explosive that can travel for great distances, but the Stormfall archers allows for a far heavier draw than
it is complicated to use and can be just as devastating to those traditional designs permit. You can use this weapon to shoot
who use it if handled carelessly. If a rocket launcher misfires, specialized payloads instead of normal arrows. If you do,
the wielder must succeed on a DC 10 Dexterity saving throw replace the standard arrow damage with the payload damage.
or take 3d10 fire damage as the rocket detonates prematurely. Vortex Cannon. This weapon’s rounds are empowered with
Sickle Staff. This weapon is seldom wielded by anyone potent gravitational energies. Each impact imbues a target
outside the Third Chamber, a Retribution cult whose with more of these energies until they erupt into a powerful
members are descended from warrior-monks dedicated to but short-lived vortex.
Lyliss, Nis-Scyir of Autumn, who was both the goddess of If a creature is hit by two or more shots from a vortex
swift and merciful death and the patron of assassins. cannon in the same round, after the second shot is resolved,
Slugger. This heavy, rapid-fire weapon is fed by a long belt each creature within 10 feet of the target must succeed on a
of ammunition that allows the wielder to engage in sustained DC 14 Strength saving throw or be pulled to within 5 feet of
firefights without the need to reload. the target creature, after which the vortex detonates, dealing
Steam Drill. Mechaniks throughout the Iron Kingdoms 2d8 force damage to the target creature and any creature
use larger steam-powered versions of the drills commonly within 5 feet of it.
used by traditional woodworkers and carpenters. These
massive two-handed tools are powered by functioning steam
plants typically worn on the operator’s back. Normally used
to bore holes in metal, wood, and other materials, they are
quite functional as weapons. A steam drill requires 1 pound
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177
AMMUNITION Item
Ammunition
Cost Weight
Most firearms found throughout Rhul, the Glimmerwood, Barrage arquebus shells (3) 10 gp 3 lb.
and the Bloodstone use cartridges identical to those found in Fire breather shells (8) 11 gp 1 lb.
the Iron Kingdoms. Indeed, in the Glimmerwood especially,
Ghordson brassbarrel (5 light/2 heavy) 20 gp 1 lb.
the weapons themselves were manufactured in nearby
nations such as Cygnar and Llael. The major exception is Hand mortar shells (3) 5 gp 1 lb.
Ios, which has its own dedicated method of manufacturing Incendiary rounds (5) 5 gp ½ lb.
ammunition and does not rely on the binary blasting powder Iosan light artillery round 8 gp ½ lb.
found elsewhere in western Immoren. Iosan light rounds (5) 3 gp 1 lb.
The Ammunition table shows new ammunition types
Iosan heavy rounds (5) 5 gp 1½ lb.
available to characters, in addition to those found in Iron
Kingdoms: Requiem. Rocket 10 gp 1 lb.
Barrage Arquebus Shell. The shell used by the barrage Stormfall archer warhead 5 gp 1 lb.
arquebus is similar in design to that of the ogrun battle Vortex cannon shells (5) 12 gp 1 lb.
cannon. A short detonation fuse within the shell is lit when
the weapon is fired.
Fire Breather Shell. Somewhat similar in design to a
scattergun shell, the fire breather shell is filled with a quantity Bramblethorn Arrow. This arrow detonates into a cloud of
of refined Menoth’s Fury that ignites on contact with air. razor-sharp shards just prior to impact, showering the target
Ghordson Brassbarrel. Available in both light and heavy in a piercing rain. A bramblethorn arrow has AOE (5) and
rounds, this unusual ammunition contains a self-discarding deals 2d6 piercing damage. After the arrow explodes, the
sabot and a hardened, metal-penetrating spike meant to affected area becomes a hazard due to the shards stuck in the
punch through hard armor. This ammunition grants a +2 ground and is treated as if covered in caltrops.
bonus to attack rolls against targets wearing medium or
heavy armor and ignores resistance to piercing damage.
Incendiary Round. Incendiary ammunition burns hot
and bright, scorching a target with each successful hit.
Unfortunately, the heat it generates tends to soften the
lining of the firearm’s barrel. An incendiary round deals fire
damage instead of the firearm’s normal damage. If a weapon
uses incendiary rounds, its misfire property increases by 1.
If the weapon does not have the misfire property, it gains
misfire (1).
Iosan Light Artillery Round. These rounds are used in
weapons such as the Houseguard heavy rifle.
Rocket. This explosive round is fired from a
rocket launcher.
Stormfall Archer Warhead. Stormfall archers utilize
numerous different alchemical warheads in combination with
their heavy bows. Attacks made using these warheads are
made at disadvantage if not fired from a Stormfall great bow
or a Nyss great bow.
Breath of Lyliss. This arrow detonates in a narcotic fog said
to be derived from the Iosan goddess of poisons. It doesn’t
deal damage on impact but instead produces a 20-foot-radius
sphere of noxious gas. The cloud spreads around corners,
and its area is lightly obscured. It lasts for 1 minute or until
a strong wind (at least 10 miles per hour) disperses it. A
creature that enters the cloud for the first time on a turn or
starts its turn there must succeed on a DC 14 Constitution
saving throw or take 2d6 poison damage and be poisoned
for 1 minute.
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178
Emberstorm Arrow. This arrow detonates in a fiery cloud Shyeel Personal Field Generator. Pioneered by House
that continues to burn for a short time. An emberstorm Shyeel’s arcanists, this item draws on a built-in arcane
arrow has AOE (10) and deals 2d6 fire damage. After the condenser to produce a low-yield energy field around its
arrow explodes, the affected area continues to burn for 1 user. The field robs enemy firearms of their potency, thereby
minute. A creature that enters the burning area must succeed providing better protection to the arcanists who wear the
on a DC 14 Dexterity saving throw or take 1d4 fire damage. generator in battle. The item’s condenser has 5 charges.
Starstrike Arrow. This arrow detonates in a brilliant flash When you are targeted by a ranged weapon attack, you can
of scorching light. A starstrike arrow has AOE (5) and deals use your reaction to expend 1 charge and force the attacker
2d6 radiant damage. Any creature in the AOE must succeed to have disadvantage on the attack roll. The field generator
on a DC 14 Constitution saving throw or be blinded until the regains 1d4 + 1 charges daily at dawn.
end of its next turn. Spotting Scope. This specialized spyglass is used primarily
by artillery crews, as well as the spotters who accompany
ADVENTURING sharpshooters into battle. It incorporates reticles and range-
GEAR
estimating markers designed to help hit targets at long range.
A character with a spotting scope can take the Help action to
aid another character who is attempting to hit a creature at
The Adventuring Gear table shows new items available
long range with a weapon. To do so, the character taking the
to characters, in addition to those found in Iron
Help action must be able to see the target, and the target must
Kingdoms: Requiem.
not be beyond long range of the weapon.
Arcanist’s Multitool. This handheld item is an indispensable
piece of gear for any arcanist. The device is about the size of
a standard ’jack wrench but contains a full suite of wrenches,
clasps, drivers, gauges, and punches that fold away into its
main body. If you are proficient with an arcanist’s multitool,
you can add your proficiency bonus to ability checks you
make to fabricate or repair arcanika and can use the arcanist’s
multitool in place of a mechanik’s toolkit or tinker’s tools
when you fabricate or repair arcanika. In addition, if you are
proficient with an arcanist’s multitool, you can use it as a
simple melee weapon that deals 1d6 bludgeoning damage.
Gladelight Goggles. Developed in Ios to facilitate clear vision
within the gloam of the Mistbough forest, the polarized
lenses of these goggles enhance the naturally keen eyesight
of their elven wearers. A creature with darkvision that wears
gladelight goggles doubles the distance of its darkvision.
Gobber Bellows. This device contains several natural
compounds that produce thick clouds of obscuring fog when
mixed together. As an action, you can work the bellows to
produce a 20-foot-radius sphere of fog centered on you.
The cloud spreads around corners, and its area is heavily
obscured. It lasts for 10 minutes or until a strong wind (at
least 10 miles per hour) disperses it. If another humanoid
creature takes the Help action to aid you while you work the
bellows, you can increase the radius of the sphere to 40 feet.
The bellows requires a mixture of herbs, roots, and other
natural compounds that costs 1 gp per use.
Adventuring Gear
Item Cost Weight
Arcanist’s multitool 50 gp 5 lb.
Gladelight goggles 20 gp 1 lb.
Gobber bellows 45 gp 10 lb.
Shyeel personal field generator 110 gp 1 lb.
Spotting scope 10 gp 1 lb.
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179
5 STEAMJACKS
CHAPTER 5: STEAMJACKS
180
A
lthough the technologies that led to the ’jacks such as the Ghordson Driller and the Wroughthammer
development of colossals—and ultimately of Rockram are found as often in the mines and quarries of Rhul
steamjacks—originated in the human kingdoms as they are on the battlefields of western Immoren.
of western Immoren, the neighboring people
of both Rhul and Ios were quick to adopt and adapt the AN EXACTING CORTEX
use of these constructs. Because the first Rhulic steamjack
mechaniks followed plans designed by humans, Rhul’s original FOR AN EXACTING RACE
steamjacks were not designed much differently than those Rhulic cortexes are built to exacting specifications by some of
made by humans. Over the next several centuries, however, the most brilliant mechanikal engineers on the face of Caen.
the dwarves tailored the design of their machines to better Even though these devices share fundamental design elements
suit their needs. Iosans have approached the fabrication of with those manufactured by human nations, they differ in
these constructs in such an unorthodox manner that they numerous respects and interface with other Rhulic components
cannot truly be called “steamjacks” anymore. Using advanced in distinctly different ways. A Rhulic cortex will not function in
arcanika that doesn’t rely on burning crude material as fuel, a non-Rhulic steamjack and vice versa.
their myrmidons are elegant and devastating machines. Rhul’s surplus of raw materials allows its mechaniks to
produce higher-grade cortexes in greater quantity than the
RHULIC
mechaniks of many other kingdoms can. Although the simplest
dedicated Rhulic laborjacks have lesser cortexes, others use
STEAMJACKS
cortexes that are equivalent to the arcanum-grade cortexes used
across the Iron Kingdoms. In addition to distinct differences
in physical architecture and potential language barriers, Rhulic
The distinction between laborjack and warjack is somewhat cortexes are secured with locks designed specifically for certain
clearly defined in the Iron Kingdoms, but Rhulic steamjacks cultural ideations shared by Rhulfolk. Traditionally, only Rhulic
blur this line. There are many reasons for this, some technical dwarves and ogrun were able to marshal Rhulic ’jacks, and only
and some societal. Rhulic warcasters were capable of forging bonds with them.
The art of metallurgy is quite advanced in Rhul, with several Ever since the founding of the Rhulic freeholds, however,
clans having innovated versatile, light, and durable alloys for a mechaniks of various backgrounds have endeavored to
variety of industrial applications. Combined with the Rhulfolk’s integrate the design principles of Rhulic cortexes into their own
famous work ethic and exacting manufacturing standards, the work. Thanks largely to these efforts, the modern generation
most ordinary laborjacks in Rhul are held to uncompromising of Rhulic cortexes is simpler for other peoples to interface
standards similar to those other nations use when producing and interact with, although many older cortexes are still used
military-grade warjacks. In addition, Rhul’s vast mineral wealth throughout the nation.
provides a surplus of the rare metals and minerals required to
manufacture high-grade cortexes, allowing these to be installed CHASSIS AND
in a large number of steamjacks. Finally, Rhul’s top-quality
steam engines provide exceptional fuel efficiency that limits the WEAPON SYSTEMS
consumption of coal and other fuels. Rhulic ’jacks are renowned for their sturdiness and reliability.
Perhaps the most important reason for the double-duty Their use in both industrial settings and warfare requires them
nature of Rhulic laborjacks is cultural. Rhulic society relies to be durable, with components that can easily be repaired
on fierce competition. Lawful feuds are a legitimate and or replaced in the field. In addition to the standard rules for
widespread method of resolving disputes, and interclan steamjacks, all Rhulic ’jacks have the following traits.
feuds can be lawfully instigated for a variety of reasons, Durable. Rhulic steamjacks are built to withstand the force
including competing for construction work, claiming the of tons of rubble raining down on them as they batter through
rights to specific mines, and contesting ownership of prized the walls of a mine, making them surprisingly resilient. When
plots of land. The most industrious clans must be prepared a Rhulic steamjack suffers catastrophic damage, a player can roll
to field able-bodied warriors to defend their work, and the twice and choose which catastrophic damage result to apply.
steamjacks employed in those clans’ construction projects, Sturdy. Due to their low center of gravity and bulky frames,
mines, and quarries must also be relied upon to defend these Rhulic steamjacks are nearly impossible to push. A Rhulic
sites from both rival clans and external threats alike. Thus, steamjack cannot be pushed by nonmagical means.
Rhulic Steamjacks
Cost Fuel Load/ Stock Cortex
Chassis Cost (with Stock Cortex) (Chassis Only) Burn Time
Ghordson Basher 9,000 gp 4,500 gp 900 lb./13 hours general, 2.5 hours combat Rhulic arcanum-grade equivalent
Ghordson Driller 10,300 gp 5,800 gp 915 lb./12 hours general, 2.5 hours combat Rhulic arcanum-grade equivalent
Grundback Runner 6,700 gp 2,200 gp 350 lb./16 hours general, 4 hours combat Rhulic arcanum-grade equivalent
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181
Grundback Blaster. The Grundback Blaster comes stock
GHORDSON BASHER CHASSIS
with a hailshot cannon mounted to its weapon hard point.
Height/Weight: 11′8″/8.5 tons
Grundback Cremator. The Grundback Cremator
Initial Service Date: 588 AR (Ghordson Hauler 530 AR,
comes stock with a flamestorm cannon mounted to its
lacking armaments)
weapon hard point.
Original Chassis Design: Clan Ghordson
Grundback Gunner. The Grundback Gunner comes
This heavy ’jack appears to be little more than a mass of
stock with a Grundback light cannon mounted to its
armor atop a pair of powerful steam-powered legs. Like all
weapon hard point.
Rhulic steamjacks, the Ghordson Basher is designed with
utility and durability in mind, as its primary purpose is to
haul heavy loads at construction and mining sites. These
same characteristics also make it a versatile combat machine
quite capable of rampaging across a battlefield and smashing Ghordson Basher
anything caught in its path. The Basher’s basic design was Large construct (steamjack), unaligned
augmented for battle with the addition of powerful short-
range grenade launchers that can annihilate any closely Armor Class 19 (natural armor)
Hit Points 73 (7d10 + 35)
packed soldiers the ’jack fails to crush outright.
Speed 25 ft.
A Ghordson Basher comes stock with a flak field. It doesn’t
have limbs and can’t be equipped with additional weapons. STR DEX CON INT WIS CHA
20 (+5) 8 (−1) 20 (+5) 8 (−1) 10 (+0) 1 (−5)
GRUNDBACK RUNNER CHASSIS
Height/Weight: 4′10″/3.0 tons Saving Throws Str +9, Con +9
Initial Service Date: 513 AR Skills Athletics +9, Perception +4
Original Chassis Design: Aruhn Grundback Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons
Originally designed to carry messages quickly through Damage Immunities poison, psychic
tunnels and mines, the squat, compact Grundback Condition Immunities charmed, frightened, paralyzed,
Runner is unquestionably lethal when commanded by a petrified, poisoned
skilled ’jack marshal or warcaster. Its variants include the Senses passive Perception 14
Grundback Blaster, the Grundback Cremator, and the Languages understands the languages of its manufacturer but
can’t speak
Grundback Gunner.
Challenge 6 (2,300 XP)
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182
Ghordson Driller. The Ghordson Driller comes stock with a
GHORDSON DRILLER CHASSIS
rock drill equipped on its right arm and a grappler equipped
Height/Weight: 11′6″/8.8 tons
on its left.
Initial Service Date: 446 AR
Ghordson Avalancher. The Ghordson Avalancher comes
Original Chassis Design: Unknown but attributed to
stock with an avalanche cannon equipped on its right arm
Varl Ghordson
and a shield system equipped on its left.
Originally designed as an industrial laborjack, the
Wroughthammer Rockram. The Wroughthammer
Ghordson Driller chassis has proven itself time and time
Rockram comes stock with a sledge cannon equipped on its
again on the field of battle. The multipurpose engineering
right arm and a fist equipped on its left. It is also armed with
favored by Rhul’s engineers has allowed this rugged chassis
a pulverizer.
to adapt to a myriad of different roles. Its variants include the
Ghordson Avalancher and the Wroughthammer Rockram.
Ghordson Driller
Large construct (steamjack), unaligned
Grundback Runner Armor Class 18 (natural armor)
Large construct (steamjack), unaligned
Hit Points 84 (8d10 + 40)
Armor Class 16 (natural armor) Speed 25 ft.
Hit Points 42 (4d10 + 20)
Speed 25 ft. STR DEX CON INT WIS CHA
20 (+5) 8 (−1) 20 (+5) 8 (−1) 10 (+0) 1 (−5)
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 20 (+5) 8 (−1) 10 (+0) 1 (−5) Saving Throws Str +9, Con +9
Skills Athletics +9, Perception +4
Saving Throws Str +8, Con +8 Damage Resistances bludgeoning, piercing, and slashing from
Skills Athletics +8, Perception +4 nonmagical weapons
Damage Resistances bludgeoning, piercing, and slashing from Damage Immunities poison, psychic
nonmagical weapons Condition Immunities charmed, frightened, paralyzed,
Damage Immunities poison, psychic petrified, poisoned
Condition Immunities charmed, frightened, paralyzed, Senses passive Perception 14
petrified, poisoned Languages understands the languages of its manufacturer but
Senses passive Perception 14 can’t speak
Languages understands the languages of its manufacturer but Challenge 6 (2,300 XP)
can’t speak
Challenge 4 (1,100 XP) Cortex. The Driller’s cortex allows it to understand basic
commands from its controller (spoken verbally by most but
Cortex. The Runner’s cortex allows it to understand basic usually communicated telepathically by warcasters). Verbal
commands from its controller (spoken verbally by most but commands must be akin to those issued to a trained animal,
usually communicated telepathically by warcasters). Verbal such as “stay,” “guard,” “attack,” and so on. The Driller will carry
commands must be akin to those issued to a trained animal, out these commands with no regard for its own safety.
such as “stay,” “guard,” “attack,” and so on. The Runner will Heavy Metal. The Driller’s attacks are magical for the purpose
carry out these commands with no regard for its own safety. of overcoming resistances and immunity to nonmagical attacks
Heavy Metal. The Runner’s attacks are magical for the purpose for steamjacks, colossals, and warbeasts.
of overcoming resistances and immunity to nonmagical attacks Steam Powered. The Driller requires coal and water to
for steamjacks, colossals, and warbeasts. function. When not in combat, it can function for 12 hours with
Steam Powered. The Runner requires coal and water to a full fuel load of 915 pounds of coal and fresh water in its boiler.
function. When not in combat, it can function for 16 hours with While in combat, the Driller can function for 2.5 hours with a full
a full fuel load of 350 pounds of coal and fresh water in its boiler. fuel load. If the Driller’s coal and water are not refilled at the end
While in combat, the Runner can function for 4 hours with a of this time, it suffers one level of exhaustion at the end of each
full fuel load. If the Runner’s coal and water are not refilled minute. Due to the amount of noise its steam engine produces,
at the end of this time, it suffers one level of exhaustion at the Driller has disadvantage on Dexterity (Stealth) checks.
the end of each minute. Due to the amount of noise its steam Actions
engine produces, the Runner has disadvantage on Dexterity Multiattack. The Driller makes two slam attacks.
(Stealth) checks. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Weapon Hard Points. The Runner doesn’t have arms. Instead, Hit: 18 (3d8 + 5) bludgeoning damage.
it was designed to house one of several weapon systems
developed especially for its chassis. The Runner can be equipped
with only one of these weapon systems at a time.
Actions
Multiattack. The Runner makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
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Rhulic Steamjack Melee Weapons
Name Cost Damage Weight Properties
Grappler 300 gp 2d8 bludgeoning 20 lb. Special
Pulverizer 1,660 gp 2d12 bludgeoning 35 lb. Special
Rock drill 450 gp 2d10 piercing 35 lb. Special
Shield system 400 gp 2d8 bludgeoning 40 lb. Special
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184
Attack Bonus effect and the Damage Bonus effect described Sledge Cannon. The sledge cannon was designed to crack
in the warcaster’s Focus Manipulation feature. open rock walls during mining operations. The weapon’s
• Hard Point Weapon. This weapon can be mounted on a hardened ammunition makes it extremely dangerous on the
Grundback Runner’s hard point. battlefield. The sledge cannon also integrates protective metal
Hailshot Cannon. This rapid-fire cannon was designed to plates that grant a machine equipped with it some protection.
tear through masses of troops with each thunderous salvo. A steamjack equipped with a sledge cannon has +1 AC.
For added lethality, the weapon’s calculated design allows RHULIC STEAMJACK GEAR
controlling warcasters to increase its killing potential with Item Cost Weight
a minor flex of will. A hail shot cannon can’t be reloaded
Flak field 250 gp 25 lb.
during combat. Reloading a hail shot cannon outside of
combat takes 20 minutes but doesn’t require specialized
Flak Field. As an action, a steamjack equipped with a flak
tools or training. The hail shot cannon fires volleys of tiny
field can fire a series of powerful short-range
projectiles. An attack with this weapon uses 8 gp worth of
grenades that fill the air with shrapnel.
ammunition and blasting powder.
Each other creature within 20 feet of the
• Focus Efficient. If this steamjack is bonded to a warcaster, steamjack must make a DC 15 Dexterity
under the warcaster’s control, and in the warcaster’s saving throw, taking 5d6 piercing damage
control range, it can spend 1 focus point to use both the on a failed save, or half as much damage on a
Attack Bonus effect and the Damage Bonus effect described successful one. A steamjack’s flak field carries
in the warcaster’s Focus Manipulation feature. enough explosives for three uses before it must
• Hard Point Weapon. This weapon can be mounted on a be reloaded.
Grundback Runner’s hard point.
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185
of Iosan agents managed to abduct a pair of laborjacks
MYRMIDONS from Llael in 296 AR and bring them to Ios for study. The
Consulate Court gathered scholars from House Shyeel, House
Vyre, and several subordinate houses to disassemble and
It wasn’t until the arrival of the Orgoth that the Iosans began scrutinize these machines. They were surprised to discover
to view humanity as a potential concern and began gathering that the general technologies empowering the constructs
intelligence about the strength of their neighbors. Once the were simple and grossly inefficient. The one hint of genius
elves observed the colossal machines sent against the Orgoth they found lay in the cortex, an impressive device that could
and the battle mages who controlled them, they realized that partially mimic the reasoning of a living mind. Despite
these once-primitive tribes of savages had become far more seeing considerable room for improvement, the Iosans used
dangerous. Improvements to the smaller warjacks by the what they learned from studying the cortex as the basis for
nascent Iron Kingdoms in later decades proved this technical designing similar artificial minds to regulate the systems of
innovation was not a fluke. the first myrmidons.
By the time the first human warjacks were deployed in After their initial analysis, Houses Shyeel and Vyre went
battle, House Shyeel was already recognized across Ios for the their separate ways, each endeavoring to be the first to put
precision and ingenuity of its arcanika and the power of its a practical design into operation. House Shyeel won this
battle mages. It was the undisputed master of Iosan arcane challenge by a wide margin with the creation of the first-
technology, and military applications were its particular generation Manticore in 315 AR.
specialty. House Shyeel had a long-standing relationship with The Chassis and Cortex table includes the most common
the five great military houses, each of which commissioned myrmidon chassis fabricated by Houses Shyeel and Vyre.
it to fabricate special weapons and armor. It was only natural
that House Shyeel and similarly inclined houses, such as THE IOSAN CORTEX
the occult-focused House Vyre, would take an interest in The Iosan cortex is an exceptional example of Iosan
humanity’s most sophisticated weapons, but it fell to House technology. Even the common cortexes of myrmidons are
Shyeel to study these threats and devise a plan for countering the equivalent of aurum-grade cortexes produced in the Iron
them if they should ever be directed against the elven nation. Kingdoms. Because Ios does not have the mineral wealth
In an incident unrecorded in human annals, a group of nearby Rhul and has never been able to produce as many
arcanum-grade equivalents as dwarven mechaniks, the
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186
arcanists of House Shyeel and House Vyre consider it a point counterparts. Although they draw power from their
of pride that even their basic cortexes are among the upper surroundings, myrmidons cannot run at battle capacity
tier of those made by any human. indefinitely, as they exhaust their energy cells after a few
House Shyeel approached the design of its first myrmidon hours and must sit idle in order to recharge.
by applying long-standing arcanik techniques to empower Energy Reliance. A myrmidon needs power from its arcane
an autonomous fighting construct. Except for its cortex and condenser in order to function. When a myrmidon’s energy
its intended purpose in battle, a myrmidon has very little in reserves are depleted, it ceases to function until its condenser
common with a human-made warjack. Most importantly, a passively accumulates sufficient energy. A myrmidon
myrmidon is not powered by a fuel-fed steam boiler serving expends 1 charge of its arcane condenser for each hour
as an external combustion engine; instead, it relies on a of operation, and other systems might require additional
more arcane and self-sustaining power plant that doesn’t charges to operate.
require the burning of coal or other fuel for power. Rather A myrmidon needs to be idle for at least 4 hours to
than create energy by means of an exothermic reaction, it recharge its power reserves. After this period of inactivity,
uses an arcane condenser to siphon latent energy from its the myrmidon’s arcane condenser regains all its charges.
surroundings, a process augmented and regulated by certain
subtle geomantic and celestial alignments. The condensed ENERGY WEAPONS
power is then accumulated into storage cells. This stored The majority of a myrmidon’s artillery utilizes the same
energy can subsequently be released to drive the motors energy as the machine itself. Sophisticated arcanika draws
that power the myrmidon’s limbs or diverted into other this energy from the myrmidon’s reserves and converts it into
energy systems. different forms of projected energy. Weapons that rely on
physical projectiles, such as the arcanikal artillery employed
HOUSE VYRE MYRMIDONS by House Vyre, require additional energy to create the
Not long after House Shyeel’s completion of the first secondary effects that empower them.
Manticores, House Vyre mastered the fabrication of its Each time a myrmidon fires one of its ranged weapons,
own myrmidons, although it analyzed the task from a very it expends at least 1 charge of its arcane condenser. Some
different perspective and created its own unique designs. heavier weapons require more than 1 charge to fire or have
Dismissing the defensive power fields favored by House additional effects that can be enabled through the expenditure
Shyeel’s artificers as an unnecessary waste of energy better of additional energy.
turned to offense, House Vyre’s arcanist mechaniks aimed Additionally, some myrmidons have potent arcanikal melee
to utilize a myrmidon’s power reserves to augment the weaponry. These weapons draw a nominal amount of energy
construct’s unusual and innovative weapon systems. As a from the myrmidon’s power reserves and are considered
result, House Vyre’s myrmidons contain none of the delicate part of its normal energy requirements, but some of these
field generators of their counterparts from House Shyeel. also have additional effects that can be enabled by spending
This has allowed House Vyre’s arcanists to build a more additional energy.
robust machine, utilizing the saved space to increase armor
and system redundancies. HOUSE SHYEEL POWER FIELDS
The asymmetrical shoulder casings of House Vyre’s House Shyeel’s myrmidons make extensive use of unique
myrmidons house specialized mechanisms designed to energy barriers to protect themselves. The Power Fields table
generate the unique distorted energies that empower their contains the most commonly deployed power fields.
weaponry. This imbalance between the stored arcane Force Field. A force field protects a myrmidon from attacks.
energies produces a variety of warped fields, each with While a force field is active, it negates any damage caused by
unique destructive capabilities and secondary effects. physical attacks or spells. A force field collapses after it has
Rather than projecting these fields at range, House Vyre’s absorbed an amount of damage equal to its rating. Once a
myrmidons imbue these fields into the physical projectiles force field collapses, it requires 24 hours to recharge before it
they fire from their shoulder-mounted cannons. comes back online.
Force Field Restoration. Unless its force field has collapsed,
ARCANE CONDENSER a myrmidon can spend focus points to reinforce its force
Unlike the soot- and smoke-spewing steamjacks field. Once per round, a myrmidon can spend 1 focus point to
manufactured by other nations, myrmidons use sophisticated restore 2d6 hit points to its force field.
accumulators that harness the geomantic energy of Caen
itself. These devices allow them to function for theoretically POWER FIELDS
indefinite periods of time without the need for lengthy supply Type Cost Damage Rating
chains or vast amounts of combustible materials. Light 200 gp 20 hit points
The use of an alternate power source has had a profound Heavy 300 gp 40 hit points
impact on how myrmidons are maintained, supplied, and
deployed. Liberated from the limitations of conventional
supply lines, myrmidons enjoy greater speed and range
of deployment than the Iron Kingdoms’ steam-powered
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187
Chassis and Weapon Systems
Cost Cost Peak Operational
Chassis (with Stock Cortex) (Chassis Only) Duration Stock Cortex
House Shyeel Light 7,000 gp 5,000 gp 3 hours combat Iosan aurum-grade cortex equivalent
House Vyre Light 7,000 gp 5,000 gp 2.5 hours combat Iosan aurum-grade cortex equivalent
Manticore 8,500 gp 6,000 gp 3 hours combat Iosan aurum-grade cortex equivalent
Sphinx 8,500 gp 6,000 gp 2.5 hours combat Iosan aurum-grade cortex equivalent
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188
Manticore. The Manticore comes stock with two saber fists
MANTICORE CHASSIS
and incorporates a force generator. It is often outfitted for
Height/Weight: 12′2″/5.5 tons
battle with a cyclone cannon.
Original Chassis Design: House Shyeel
Hydra. The Hydra comes stock with two fists and
The Manticore has achieved a special prominence among
incorporates a kinetic capacitor. It is commonly outfitted for
the imposing myrmidons fabricated by House Shyeel. Its
battle with a force cannon.
present iteration is the latest in a long line of myrmidon
Phoenix. The Phoenix comes stock with two fists and
models dating back to the first fighting machine created by
incorporates a Phoenix field generator. It is commonly
House Shyeel’s artificers.
outfitted for battle with a halo cannon and a thermal blade.
The Manticore chassis is the powerhouse of House Shyeel’s
combat myrmidons. It retains the force field of the house’s
light myrmidon chassis but incorporates thicker armor and
can integrate heavy artillery weapons into its design. The
Manticore chassis includes a heavy power field, as do its two
variants: the Hydra and the Phoenix.
Manticore
Large construct (myrmidon), unaligned
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189
Myrmidon Melee Weapons
Name Cost Damage Weight Properties
Light Melee Weapons
Force claw 200 gp 2d6 slashing 8 lb. —
Glaive 225 gp 2d4 slashing 14 lb. Finesse
Repulsor 240 gp 2d4 force 8 lb. Special
Rune blade 250 gp 2d6 necrotic 12 lb. —
Heavy Melee Weapons
Distortion blade 550 gp 3d10 force 24 lb. Reach, special
Force fist 350 gp 3d8 bludgeoning 16 lb. —
Heavy force claw 400 gp 3d10 slashing 18 lb. —
Rune fist 375 gp 3d8 bludgeoning 16 lb. Special
Saber fist 360 gp 3d8 slashing 16 lb. Finesse
Thermal blade 450 gp 3d12 slashing 32 lb. Reach, special
Void blade 550 gp 3d12 slashing 32 lb. Reach, special
Rune Fist. Each rune fist is affixed with nodes that help
MYRMIDON WEAPONS channel energies from the myrmidon’s arcane condenser in
AND GEAR order to disrupt the crude magic of other races.
Once per turn, when a myrmidon hits a creature with
Distortion Blade. Distortion blades fabricated by House
Shyeel, such as the distortion voulge carried by the Aeternae an attack using this weapon, the myrmidon can expend 1
myrmidon, use arcanikal enhancements to shift the state charge from its arcane condenser. If it does so and the target
of the blade rapidly, thereby allowing the weapon to pass is concentrating on a spell, the target has disadvantage on its
through armor with ease. saving throw to maintain concentration on the spell.
Once per turn, when a myrmidon hits a creature with an Saber Fist. A saber fist is similar to the glaives used by some
attack using this weapon, the myrmidon can expend 1 charge of House Shyeel’s lighter myrmidons but scaled up for use by
from its arcane condenser to reroll any number of dice in the heavy myrmidons.
damage roll.
Force Claw. This weapon’s arcanik runes sheath its blades
in a field of energy that enhances their cutting power.
Force Fist. This weapon features reinforced and oversized
striking surfaces, behind which lies a kinetic emitter that
increases the power of the myrmidon’s blows.
Glaive. This wrist-mounted blade keeps a myrmidon’s hand Thermal Blade. When activated, a thermal blade’s arcanikal
free to perform other tasks. runes bathe the weapon in white-hot flames.
Heavy Force Claw. This weapon is a larger version of the As a part of an attack using this weapon, a myrmidon can
force claw used by light myrmidons. expend 1 charge of its arcane condenser to cause the blade to
Repulsor. This reinforced sphere of hardened steel is deal fire damage instead of slashing damage.
attached to a myrmidon in place of a fist. Although a Void Blade. This weapon draws on House Vyre’s research
repulsor’s lack of digits prevents a myrmidon from picking into the profane and occult. A void blade can not only
up or manipulating objects with it, relays within the weapon slice through flesh and armor but also harm a target’s soul,
allow it to project energy from its power field, empowering inflicting wounds so grievous that even powerful magic
each strike with raw force projection. can’t heal them.
After a melee attack, a myrmidon equipped with a repulsor Once per turn, when a myrmidon hits a non-construct,
can expend 1 charge from its arcane condenser to shove the non-undead creature with an attack using this weapon, the
target as a bonus action. myrmidon can expend 1 charge from its arcane condenser to
Rune Blade. House Vyre etches these lethal weapons with prevent the target from regaining hit points until the start of
occult symbols during each stage of the forging process. the myrmidon’s next turn.
These runes cause each strike of the blade to corrupt and
degrade a target’s armor and flesh.
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190
Myrmidon Ranged Weapons
Name Cost Damage Weight Properties
Light Ranged Weapons
Death Driver Cannon 450 gp 2d8 necrotic 40 lb. Firearm (range 60/180), power cost (1), special
Polarity cannon 400 gp 2d8 force 25 lb. Field dependency, firearm (60-foot cone), power cost (1), special
Wind-flayer 425 gp 2d8 slashing 35 lb. Firearm (range 80/240), power cost (1), special
Heavy Ranged Weapons
Cyclone cannon 550 gp 3d8 radiant 45 lb. Field dependency, firearm (range 80/240), power cost (1), special
Force cannon 700 gp 3d12 force 60 lb. Field dependency, firearm (range 80/240), power cost (2), special
Halo cannon 650 gp 3d12 fire 60 lb. AOE (15), field dependency, firearm (range 60/180), power cost (2)
Runespear cannon 600 gp 3d8 piercing 40 lb. Firearm (range 80/240), magazine (10), power cost (1)
Shatter cannon 700 gp 3d12 thunder 60 lb. Firearm (range 90/270), power cost (2)
Vortex cannon 675 gp 3d8 bludgeoning 45 lb. AOE (10), firearm (range 60/180), power cost (2), special
NEW WEAPON PROPERTIES Force Cannon. This weapon uses a power field’s excess
Field Dependency. A weapon or upgrade with this property energy to produce intense, concentrated blasts of raw force.
won’t function if the myrmidon’s power field has collapsed or When a myrmidon takes the Attack action and attacks with
if the myrmidon doesn’t have a power field. a force cannon, the weapon’s normal range increases by 10
Power Cost (X). The weapon requires 1 or more charges feet, and the weapon deals an extra 1d4 damage for each focus
from a myrmidon’s arcane condenser to fire, noted in point currently on the myrmidon. Each shot from a force
parentheses. cannon requires a myrmidon to expend 2 charges from its
WEAPON DESCRIPTIONS arcane condenser.
Cyclone Cannon. This rapid-fire weapon can be used to Halo Cannon. A halo cannon projects an intense blast of
lay down a suppressive fire of blazing energy in support of concentrated heat. Each shot from a halo cannon requires a
advancing troops or concentrated into volleys capable of myrmidon to expend 2 charges from its arcane condenser.
tearing apart several targets at range.
Instead of making a normal single-target attack, a
myrmidon equipped with a cyclone cannon can expend
3 charges of its arcane condenser to spray a 10-foot cube
within normal range with shots. Each creature in the
area must succeed on a DC 15 Dexterity saving throw or
take the weapon’s normal damage, taking no damage on a
successful save.
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191
Polarity Cannon. This weapon unleashes blasts of raw Each shot from a runespear cannon requires 1 runespear
energy capable of sapping an enemy’s forward momentum, and requires a myrmidon to expend 1 charge from its
offering a substantial ranged threat that also serves to throw arcane condenser.
an enemy off its stride. Reloading a runespear cannon outside of combat takes 20
As part of an attack using this weapon, a myrmidon can minutes but does not require specialized tools or training. A
expend 1 additional charge from its arcane condenser to runespear cannon uses ammunition unique to its design.
kinetically bind the target of the attack. A creature bound in Shatter Cannon. A shatter cannon uses concentrated blasts
such a way has its speed reduced by 10 feet until the start of of sound waves to cause increasingly debilitating vibrations
the myrmidon’s next turn. in the structure of a target. The weapon’s sound waves are so
Runespear Cannon. A runespear cannon fires rune- intense that a single pulse can shatter armor and bones, burst
inscribed projectiles at immense velocity. It is particularly organs, and rupture tissues.
potent against spellcasters in particular, as its field- Vortex Cannon. A vortex cannon seems to defy the laws
augmented projectiles make such targets vulnerable to of nature when it fires. Its projected energy field bends and
subsequent arcane strikes. swallows light, creating a dense field of distorted energies
A creature hit by a runespear cannon has disadvantage on that ripple outward from a central point. The weapon’s blasts
saving throws against spells, and spell attacks targeting the mimic gravity, creating an inconsistency in what House
creature have advantage. This effect lasts until the start of the Vyre’s artificers refer to as “the anchor of Caen” and warping
myrmidon’s next turn. the nature of space itself.
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When a vortex cannon hits a creature, other creatures in Phantasmal Field Generator. While this device is functional
the AOE have disadvantage on the saving throw to avoid and the myrmidon’s power field is active, the myrmidon has
damage. On a failed save, a creature takes the full damage at least 1 focus point, and its power field is active, the area
taken by the target rather than half of the damage. within 5 feet of the myrmidon is considered to be lightly
Each shot from a force cannon requires a myrmidon to obscured, and ranged attacks targeting the myrmidon are
expend 2 charges from its arcane condenser. made with disadvantage.
Wind Flayer. This destructive weapon is designed to Phoenix Field Generator. While this device is functional and
harness reality-warping energies. When unleashed in the myrmidon’s power field is active, its force field regains 5
concentrated bursts, these energies tear their targets apart, hit points at the start of each of the myrmidon’s turns.
buckling armor and stripping flesh. Any targets not instantly
annihilated are sent flying as they experience momentary
uncontrolled weightlessness before the laws of nature once
again reassert themselves.
A creature hit by this weapon is lifted 10 feet off the
ground and pushed 10 feet away from the myrmidon. For
each charge a myrmidon expends from its arcane condenser,
it can increase the distance of the push by 10 feet.
MYRMIDON UPGRADES
Name Cost Weight
Fleet generator 250 gp 15 lb.
Force generator 450 gp 25 lb.
Force lock generator 400 gp 35 lb.
Kinetic capacitor 500 gp 40 lb.
Phantasmal field generator 550 gp 35 lb.
Phoenix field generator 1,100 gp 25 lb.
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6 WARBEASTS
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L
iving engines of rage, warbeasts are the greatest immediate retaliation. For this reason, warlocks often leave
assets in a warlock’s arsenal. They possess a wide their warbeasts behind when they enter a new settlement
variety of melee and ranged weaponry and embody the rather than face reprisal by the community’s defenders.
primal power of their natural world. A single warbeast
can annihilate dozens of warriors, and several warbeasts THE TIES THAT BIND
working together are a threat no enemy can ignore. The relationship between warlock and warbeast is unique
Long before there was steel in western Immoren, and among those who use magic on Caen. The bond allows a
ages before power was expressed in the control of great, warlock to exert an incredible degree of influence over each
thundering machines of industry and war, strength was often warbeast and to override its natural instincts when necessary.
derived from ancient mystical arts that drew on blood and By exerting will through this bond, the warlock can make the
the very essence of life itself. This art is still practiced across beasts do as the warlock commands.
the continent today, although it has been relegated almost Forming a bond requires a warlock to make physical
entirely to the continent’s wilderness areas. Some of the most contact with a creature with a shared resonance, thereby
influential masters of this primal magic can harness the rage enabling the warlock to join spirits with the beast. Once in
and vitality of wild creatures. These individuals, known as contact with the beast, the warlock must concentrate on
warlocks, can draw power from pain and fury and use it to bringing their souls into alignment. When the spirit of the
fuel their own magic and arcane capabilities. warlock and the beast are synchronized, a bond is formed.
Those born with this talent have a unique affinity to wild When a creature is bonded for the first time, it goes
beasts that allows them to forge deep connections with these through a series of immediate and profound changes as its
creatures. Once a warlock finds a suitable animal with a mind opens to the warlock’s influence, forever changing
shared resonance, that primal connection allows the warlock it into a warbeast. This connection mystically awakens
to touch the beast’s mind and form a lasting bond with it. the savage creature to the mind of its new master. Even
Each warbeast is a wellspring of power for the warlock who if the warbeast’s bond to the warlock is later severed, this
controls it, its body a weapon made fiercer through the transformation is irreversible. After a bond stirs the mind and
invocation of the warlock’s will. This primal nature is the spirit of a warbeast, it will never again be a normal animal.
raw power warlocks weave into their spells, and this mystical A warlock can use this bond to call forth the dormant
link to these fearsome creatures is what allows a warlock to arcane power of the warbeast. This power, called an animus,
mentally command them as easily as if they were part of the is a refined expression of the creature’s innate strength and
warlock’s own body. Injured warlocks can even use this link can be summoned by the warlock or cast as if it were one of
to evade death by trading a beast’s vitality for their own. the warlock’s own spells. Although the animus originates
Some warlocks treat their warbeasts like trusted allies and in the warbeast, its nature is shaped by the warlock and the
members of their packs. Others hold little esteem for their beast’s training. The exact effects of the changes to a warbeast
savage servants, inciting them to rage with torment and pain depend on the kind of creature it is. Some beasts wake up to
and willingly sacrificing them in battle. Goading a warbeast their full potential immediately when the bond forms, but
in battle is not without its dangers. When such a creature is others must undergo significant training to develop their
pushed too far, even the bond it shares with its warlock can capabilities. Even though this training process is partially
be overwhelmed, causing the otherwise perfect control of facilitated by the telepathic link between the warlock and
the beast to slip. Blinded by fury, an uncontrolled beast will the warbeast, it can take time, and teaching these savage
lash out to rip apart anything within reach—even the warlock creatures requires a great deal of patient instruction.
who commands it. By contrast, releasing a bond with a warbeast is relatively
simple for a warlock, as is forging a bond with a warbeast that
BEASTS OF THE WILD has already been trained and conditioned. Warlocks usually
hold fast to their warbeasts and reserve them for personal
A warlock can spend considerable time and effort just to use, but these creatures are sometimes exchanged between
locate creatures to bond with. Most of these beasts dwell allies in times of need.
in vast tracts of wilderness, are headstrong and unruly,
and are difficult (if not outright dangerous) to approach. CARE AND FEEDING
Warlocks seeking to master these creatures must hunt them, Warbeasts are generally assumed to be living creatures that
barter with other tribes for them, or use connections with require food, water, and periodic rest. Most are natural
influential organizations to secure them. predators and will hunt for their food if left to their own
Despite their close connection to their warlocks—or devices in the wilderness. The bonding process does not
perhaps even because of it—warbeasts widely inspire terror remove a beast’s instincts, memories, or urges. The bond
and are seldom tolerated outside their warlock’s community. can rein in these instincts or overwhelm them, but they
Bringing warbeasts into the heart of a village can be seen will return if the warlock relaxes the mental grip that keeps
as a hostile act unless the warlock and the village leaders the warbeast in line. How quickly and to what extent this
have made specific provisions for handling the creatures. reversion occurs is somewhat tempered by the beast’s
Among both the towns and the cities of the Iron Kingdoms, training, the ordeals it has undergone while bonded to the
the presence of warbeasts is cause for alarm and can invite warlock, and any mental awakening it has experienced, but
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it will eventually succumb to its natural urges, especially the When a warbeast with one or more melee weapons uses
need to feed. it’s Multiattack feature, the warbeast makes one attack with
Some larger warbeasts and most trolls consume dozens if each of the weapons in its hands instead of what it’s profile
not hundreds of pounds of food—usually fresh meat—in a says. If it has a weapon in one hand but not the other it makes
single meal. The availability of local sources plays a significant one weapon attack and one Slam attack instead.
part in a beast’s hunting success. On average, a warbeast will
require a few hours of hunting time each day to provide itself FURY & FORCING
with sufficient food. Otherwise, the warlock must provide A warbeast is a primal creature that reaches its full potential
the warbeast with sustenance. Most warlocks prefer to only when under the control of a warlock, who impels it
hunt with their beasts. This kind of coordination not only through strength of will for the desired effect, such as an
strengthens their shared bond but also allows a warlock to additional attack. This is called forcing. The act of forcing a
keep the creatures from straying too far or wreaking havoc warbeast usually involves the warlock mentally pushing it in
across the countryside, which can draw unwanted attention battle and encouraging it to lash out with savage aggression
or jeopardize the beasts’ lives. For example, herd animals, regardless of fatigue, injury, or bodily strain. In some cases,
being docile and confined in large numbers, are among the warlock becomes immersed in the beast’s mind, seeing
the easiest prey for a prowling warbeast. An unsupervised through its eyes and guiding its attacks through sheer
warbeast raiding a rancher’s herd is liable to leave a bloody will. This blending of minds is a regular aspect of taking
and obvious trail—if it leaves at all. This can quickly lead to a warbeast past its limits, but the approach to forcing can
an inconvenient and violent encounter with the herd’s owner vary, depending on the warlock. Some warlocks treat their
and perhaps a group of well-armed allies as well. warbeasts like puppets, clamping down on their will in order
When there is no food to be found, a warbeast suffers to direct them more precisely, but other warlocks prefer to
the effects of exhaustion just like all other living creatures dive into the minds of their beasts and lose themselves in a
do. This condition is hazardous. A warbeast driven to the wash of raw, unbridled fury.
brink of starvation is quick-tempered and prone to violent Only a character with the Fury Manipulation feature can
outbursts. Barring few exceptions, a warbeast deprived of force a warbeast, and even then, it can only force a warbeast
food long enough will attack and devour any target it can that is part of its battlegroup. A warbeast can be forced only
lay its claws on. Some warbeasts are more susceptible to while within its controller’s control range, but it does not
these outbursts than others, but these eruptions are always need to be in its controller’s line of sight to be forced.
sudden and violent. A warlock must keep tight control over When a warbeast is forced for a particular effect, both the
any beasts suffering from deprivation. In sufficiently dire warbeast and its controller gain a number of fury points, as
circumstances, the warbeasts may resort to infighting and determined by the rules of the effect.
attempt to eat each other. A warbeast can be forced several times during its turn but
is still limited to one action and one bonus action during each
WARBEAST SPECIAL RULES of its turns. The warbeast will still gain fury points each time
it is forced.
All warbeasts have the following special rules in common.
Fury points remain on a warbeast until they are removed
ACTIVATING & INITIATIVE by a special rule or the warbeast finishes a long rest.
All warbeasts controlled by a warlock take their turns on the Wild and uncontrolled warbeasts cannot gain fury points
same initiative as their controlling warlock. A warlock can or be forced.
take their turn before, after, or in between their warbeasts’
turns and their warbeasts can take their turns in any order. FORCING
The warlock and their warbeasts must each individually While a warbeast is within its bonded warlock’s control
complete their full turn before moving onto another member range, it can be forced to perform more than just the most
of the warlock’s battlegroup. straightforward actions.
Typically, a warbeast will only perform the Dodge action
EQUIPMENT & WARBEASTS or make a single weapon attack as an action on its turn unless
Warbeasts always have proficiency in any equipment a warlock forces it. When a warbeast is forced, it gains 1 or
specifically designed for warbeasts and never have proficiency more fury points.
in any other type of equipment. Only warbeasts with hands Forcing a warbeast is usually done on the warbeast’s turn
can use weapons and shields, however armor can be designed but does not require the warlock to use an action.
for any warbeast.
Armor replaces the AC on the warbeast’s profile using the COMBAT ACTION
standard rules for the armor. However shields can be added A warbeast can be forced to take the Dash action or the
to the AC on the warbeast’s profile. A warbeast wearing a Disengage action or to take any action listed on its profile,
shield always makes one less attack whenever they use the including its Multiattack action. If a warbeast is forced to take
Multiattack feature. The attack removed for wearing a shield an action, it gains 1 fury point.
is always an attack that does the highest average damage
among the warbeast’s attacks.
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it were successfully forced. If the check succeeds, the warbeast
CAST ANIMUS
remains under the warlock’s control and completes the action
Warbeasts have dormant spells called animi that can
it was forced to undertake, with both the warlock and the
be tapped by the warlock who controls them. Starting
warbeast gaining fury points as normal. If the check fails,
at 3rd level, a warlock can summon forth a controlled
the warbeast frenzies. When a warbeast frenzies, its actions
warbeast’s animus.
are dictated by its most basic instincts. Which action the
A warbeast can be forced to cast its own animus. When
warbeast takes depends on its resonance. After the warbeast
this happens, the warbeast gains a number of fury points
completes the action, its turn ends and it gains 1 fury point,
equal to the level of the spell. The warbeast can take whatever
but the warlock does not gain any fury points.
action is required to cast the spell, but it cannot cast the spell
A frenzying warbeast continues to frenzy until the bonded
if it has already taken a different action during its turn.
warlock succeeds on a Wisdom (Animal Handling) check
RILE with a DC equal to 10 + the CR of the warbeast (minimum
A warbeast can be forced for the sole purpose of gaining fury of 1). The warlock can make this check at the start of each of
points. When a warbeast is riled, it can gain any number of the warlock’s turns, and doing so doesn’t require an action.
fury points but cannot exceed its threshold. When the warlock succeeds, the warbeast does nothing
except take the Dodge action during its next turn.
FURY MANIPULATION
Starting at 2nd level, a warlock can force a warbeast to
use any of the Fury Manipulation options available to
ANIMI
Warbeasts have dormant arcane spells called animi that can
the warlock. be tapped by the warlocks who control them. A warbeast
can be forced to cast its animus, or the warlock whose
WARBEAST BONDS battlegroup the warbeast belongs to can treat the animus as
Not all creatures can be bonded. A warlock can form a if it were one of the warlock’s own known spells while the
bond only with either a wild creature or a warbeast that the warbeast is within the warlock’s control range.
warlock shares a resonance with and that is not bonded with An animus is a reflection of a warbeast’s personality and
another warlock. spirit. Two warbeasts of the same type can display vastly
The process of bonding permanently alters a wild creature, different animi. When a warlock who has reached at least 3rd
forever changing it into a warbeast. If a warbeast’s bond is level bonds with a warbeast, the GM can choose the warbeast’s
broken, the creature can bond to another warlock. A warlock animus from the list of options available to the warbeast, the
with an attunement slot must physically touch a wild creature GM can determine the animus randomly from the same list, or
or an unbonded warbeast that the warlock shares a resonance the warlock can attempt to shape the warbeast’s animus.
with in order to form a bond. See chapter 3 for descriptions of animi.
When a warlock bonds to a wild creature that has
not previously been bonded to a warlock, the creature SHAPING ANIMI
immediately becomes a warbeast and gains the threshold Shaping a creature’s animus is an involved process that requires
stat outlined in the Bonding section of its warbeast profile. If a great deal of effort on the warlock’s part. Each culture has its
the warlock has reached at least 3rd level, the warbeast also own methods of shaping a creature’s animus, from the more
gains an animus. gentle and collaborative way that trollkin train their warbeasts,
While bonded to a warlock, a warbeast is considered to be to the brutal quashing of will favored by the farrow and
part of the warlock’s battlegroup. adherents of the Devourer Wurm, to the torturous surgical
modifications employed by the cruel skorne.
THRESHOLD & FRENZY Shaping an animus is a downtime activity. You must be
proficient in the Animal Handling skill to undertake the
A warbeast’s threshold indicates how much fury it can
effort, and you may require special resources to facilitate the
withstand each day before any further forcing might cause
process. For example, if you are a trollkin warlock, you might
it to fly into a mindless frenzy. A warbeast’s fury points are
need a well-stocked supply of food and drink to reward a
typically removed only as a result of a long rest, but if it is
warbeast as it makes progress toward the desired animus.
removed for any other reason, the warbeast can continue to
For each spell level of the animus you are trying to shape,
gain fury points safely until it reaches its threshold.
the process takes 5 days and costs 100 gp. The cost represents
Some daring warlocks are willing to push a warbeast
food, herbs, and other special materials for the beast that
beyond its normal limits. Doing so risks the warbeast
aid in summoning the desired animus. At the end of this
frenzying and becomes progressively more dangerous the
time, you must make either an Intelligence (Arcana) check
more a warlock does it between rests. If the fury points
or a Charisma (Intimidation) check with a DC of 10 + the
gained from forcing a warbeast would cause the warbeast
spell level of the desired animus. If the check succeeds, the
to exceed its threshold, its controlling warlock must make a
warbeast gains an animus of your choice from those available
Wisdom (Animal Handling) check with a DC equal to 12 +
to it. If the check fails, the warbeast’s animus is not shaped
the fury points currently on the warbeast + three times the
and is determined as normal.
amount of fury points that would be added to the warbeast if
See Chapter 3 for the list of animus spells.
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uncontrollable fear. The warbeast is frightened for 1 minute.
BACKLASH This condition ends if a friendly character succeeds on a
When a warlock dies or is knocked unconscious, the DC 14 Wisdom (Animal Handling) check to calm the beast or
resulting psychic backlash severs the warlock’s bonds with if the warbeast’s warlock regains consciousness.
any bonded warbeasts, which can cause them to temporarily Protective. The warbeast moves to protect its warlock and
go wild and act irrationally and unpredictably. A warbeast attacks anyone who approaches. If a creature moves within
whose bond has been severed in such a fashion may wander the warbeast’s reach, the warbeast uses its reaction to make
off, fight to the death, defend its master’s remains, tear one melee attack targeting the creature. It continues to do
at its own flesh in panic, or engage in any of a number of so until the warlock recovers or dies. A friendly creature
other behaviors. attempting to approach the fallen warlock must succeed
When a warlock drops to 0 hit points, each warbeast on a DC 14 Wisdom (Animal Handling) check to avoid
bonded to the warlock must make a Wisdom saving throw being attacked.
with a DC of 5 + the damage that reduced the warlock to 0 Psychic Wounds. The warbeast experiences a psychic echo
hit points. On a failed save, a warbeast rolls on the Backlash of the warlock’s pain, which tears at the creature’s mind. The
table to determine the result of the backlash. warbeast takes 5 (1d10) psychic damage, and its threshold
Once the initial pain and shock of the backlash subside, the drops to 0. This reduction lasts until the warbeast finishes
beast acts according to its wits and instincts and is under the a long rest.
Game Master’s control until the warlock can reestablish the Stunned. The warbeast suffers a sudden, stunning feedback
shared bond. of mental agony as its warlock falls. The reeling warbeast
immediately loses all its fury points, and it becomes stunned
BACKLASH until the end of its next turn, after which it reverts to its
d10 Result
instinctive animal behavior.
1 — Vindictive. The warbeast is enraged by the enemy that
2 Mortification struck down its warlock and blindly throws itself into combat
3 Cowed against the creature responsible. The warbeast automatically
4 Panic frenzies at the start of its next turn, selecting only the
5 Vindictive creature that disabled the warlock as its frenzy target. It
6 Indiscriminate Rage continues to frenzy until the enemy is dead or has fled the
battle, after which it reverts to its instinctive animal behavior.
7 Stunned
8 Protective
9 Psychic Wounds
DEVOURER WARBEASTS
A warlock whose spirit resonates with the primal power of
10 Broken Spirit
the Devourer Wurm can call upon a number of remarkably
diverse creatures to serve as warbeasts. Blackclads of the
Broken Spirit. The backlash extinguishes the spark of
Circle Orboros, Devourer cultists, barbarian shamans, and
animus within the warbeast. Until the warbeast finishes
Tharn warlocks all share a resonance with the wild beasts of
a long rest, neither it nor its bonded warlock can cast the
western Immoren thanks to their connection to the power
warbeast’s animus.
of the Devourer Wurm. This link allows them to commune
Cowed. The pain of the backlash terrifies the warbeast and
with some of the most savage creatures of the western
reduces the fire of its fury. Until the warbeast finishes a long
wilds—powerful beasts that dwell deep within western
rest, it cannot be forced or riled.
Immoren’s most daunting forests and high in its most
Indiscriminate Rage. Incensed by the harm that has
jagged peaks.
befallen its warlock, the enraged warbeast blunders about,
The Devourer Warbeasts table shows the threshold,
indiscriminately attacking everything in its path. Starting on
animus, and challenge rating for various Devourer warbeasts.
its next turn, the warbeast moves toward the nearest creature
other than its warlock and takes the Attack action against DEVOURER WARBEASTS
the closest creature in range. The warbeast then gains 1 fury Warbeast Threshold Animi CR
point and makes an additional attack, targeting a different Argus 2 darkvision, longstrider 2
creature if possible. It continues to do so until it runs out of Burrow-mawg 1 bane, ornery 1/8
targets or has reached its threshold in fury points.
Duskwolf 2 elusive, lightning strike 2
Mortification. Wracked with painful feedback and
incapable of understanding the source, the warbeast bites, Gorax 2 ornery, primal 2
rips, and tears at its own flesh. On its next turn, the warbeast Spine 3 darkvision, devourer’s
makes a single melee attack against itself with its most ripper fury, rage 6
powerful natural weapon, then its turn ends. After the attack, Thornwood 3 blur, devourer’s fury, rage 9
the warbeast reverts to its instinctive animal behavior. mauler
Panic. Its spirit broken by the loss of its warlock, the Widow bear 2 bear hands, devourer’s fury 4
warbeast tries to flee from battle and hide, trembling in
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DEVOURER BEAST FRENZY DHUNIAN FARROW WARBEASTS
When a Devourer warbeast frenzies, it tries to slaughter as Warbeast Threshold Animus CR
many other creatures as possible with no regard for its own Biboar 3 pig farm, rush, shatter 9
safety. When the warbeast frenzies: Dust hog 1 detect poison and disease,
• It attempts to attack any creature within reach it can see. ornery 1/2
• If there is no creature within reach, it moves toward the Farrow brute 2 primal, shatter 2
closest creature it can see. The warbeast doesn’t attempt to Giant farrow 2 pig farm, rage 5
avoid opportunity attacks during this movement. Goliath hog 3 aid, alter self, rage 7
• Until its frenzy ends, the warbeast tries to damage as many
Razor boar 2 grease, still as death 2
other creatures as possible. It attempts to attack a new
creature on each of its turns, if possible.
FARROW BEAST FRENZY
FARROW WARBEASTS When a farrow warbeast frenzies, it tries to retaliate for the
brutal treatment it has received at the whims of its warlock.
The farrow share a strong affinity with their porcine
When the warbeast frenzies:
warbeasts. Farrow societies constantly breed vicious razor
boars to keep a ready supply of the creatures at hand, and • It attempts to attack its bonded warlock.
massive hogs rise from the farrow population itself. Unlike • If the warbeast’s bonded warlock is not within reach,
the relationship between the trollkin and their warbeasts, it moves toward its bonded warlock. The warbeast
who share a similar physiological link, the relationship doesn’t attempt to avoid opportunity attacks during this
between a farrow warlock and farrow warbeasts is an movement.
adversarial one based purely on domination. Farrow • Until its frenzy ends, the warbeast focuses its effort on
warlocks often reinforce this to the beasts enslaved to their attacking its bonded warlock. If the warbeast reduces
will. Among the farrow, powerful individuals are expected the warlock to 0 hit points, it becomes incapacitated as it
to display their dominance over their inferiors, and these squeals victoriously over the body of its tormentor.
demonstrations often result in cruelty and physical abuse.
So it is among the farrow warlocks and their beasts. Farrow
warlocks subject their beasts to pain, beatings, and subdual, TROLLBLOOD WARBEASTS
Trolls have a natural and instinctive connection with trollkin.
abusing and harassing the creatures to instill in them a
This kinship, a link forged by the strength of their shared
healthy measure of respect—or fear. Farrow warbeasts are
both brutish and brutal, and such rough treatment is one of blood, is one of the strongest among the wild peoples of
the most effective ways of goading them into action. If they western Immoren, and the mental divide between trollkin
ever sense weakness, distraction, or a chance for freedom, warlocks and full-blood trolls is not as great as the gap
they will not hesitate to retaliate against their controlling between warlocks of other races and their beasts. Although
warlock or the warlock’s allies, or at least to break free undeniably savage, trolls are among the most intelligent
and find food. creatures used as warbeasts. Many trolls can even speak
These creatures are bred by farrow warlords and beast limited Molgur-Trul. For trolls, the only subjects worth
handlers and can be bartered for, although they command a talking about are hunger, food, and violence—preferably
high price. Farrow rarely part with choice beasts, which they violence that results in food.
typically use as breeders to produce marketable stock, but Common trolls are the simplest creatures for a trollkin
some farrow warlocks make their livelihood training such warlock to bond with and the easiest to integrate into the life
creatures and care only about their worth in trade. To acquire of a kriel. Of all the full-blood trolls, they are the easiest to
a warbeast, warlocks from tribes without a ready supply must condition and train. These trolls adapt best to learning to use
armor and weapons, although doing so requires considerable
be willing to trade with those who have a surplus, and they
practice. Unlike some other beasts, common trolls take to
will often launch a series of raids to acquire enough plunder
this process enthusiastically, but a significant amount of time
to make the purchase. Potential warbeasts come bound, at
must be invested nonetheless.
least temporarily cowed, and ready to be enslaved, but every
The different subbreeds of trolls found in Immoren’s most
farrow beast retains a stubborn, defiant streak that can never
hostile climates are more complex. Because their intellect is
be conditioned away entirely.
The Dhunian Farrow Warbeasts table shows the threshold,
animus, and challenge rating for various farrow warbeasts.
What about Dire Trolls?
Until very recently, bonding with a dire troll was believed to
be impossible. This was proved wrong by the warlock Hoarluk
Doomshaper when he forged a bond with one of the enormous
creatures. Doomshaper taught other trollkin how to bond with
dire trolls, but the practice has not yet spread to all the far-
flung kriels in the wilderness.
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lower and more feral than that of the common troll, these
TROLLBLOOD WARBEAST FRENZY
breeds are harder to train, require much more training and
When a trollblood warbeast frenzies, it tries to overpower
conditioning before they can be used as warbeasts, and are
the most impressive opponent it can see. If it succeeds, it
generally incapable of learning to use weapons. Trollkin
takes a moment to enjoy a meal from the fallen opponent’s
warlocks approach these breeds cautiously in order to
flesh. When the warbeast frenzies:
avoid startling or angering them and almost always bring a
substantial offering of food, drink, or both to keep the troll’s • It attempts to attack the creature with the highest Strength
attention while they attempt to forge a mental bond. it can see.
The Dhunian Trollblood Warbeasts table shows the • If there is no creature within reach, it moves toward the
threshold, animus, and challenge rating for various creature with the highest Strength it can see. The warbeast
trollblood warbeasts. doesn’t attempt to avoid opportunity attacks during this
movement.
DHUNIAN TROLLBLOOD WARBEASTS • Until its frenzy ends, the warbeast focuses its effort on a
Type Threshold Animus CR single creature. If it reduces the creature to 0 hit points, the
Common 3 earth’s blessing, rush, 7 warbeast becomes incapacitated as it sits down and begins
troll rage to feast on the body of the fallen creature.
Pyre troll 3 alter self, boiling blood, 8
flaming fists
Slag troll 3 acidic touch, bane, 9
boiling blood
Swamp troll 3 elasticity, jump, swarm 8
Winter troll 3 gust of wind, icy breath, 9
winter coat
Immature 1 By parent type 1/2
troll
Young troll 2 By parent type 3
CHAPTER 5: STEAMJACKS
200
APPENDIX:
NPC STATISTIC Raider Captain
Medium humanoid (any), any non-lawful alignment
T
his section contains statistics for various Armor Class 14 (hide armor)
Hit Points 45 (6d8 + 18)
nonplayer characters (NPCs) that adventurers might
Speed 30 ft.
encounter throughout the borderlands of the Iron
Kingdoms. STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
RAIDERS
Languages signal language plus any two languages
Challenge 2 (450 XP)
Raider Outlaw
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 15 (+2) 10 (+0) 14 (+2) 10 (+0)
Medium humanoid (any), any non-lawful alignment
Senses passive Perception 12
Languages signal language plus any one language Armor Class 14 (hide armor)
Challenge 1/4 (50 XP) Hit Points 19 (3d8 + 6)
Speed 30 ft.
Get In and Get Out. On each of its turns, the raider can use a
bonus action to take the Dash or Disengage action. STR DEX CON INT WIS CHA
Pack Tactics. The raider has advantage on an attack roll against 13 (+1) 14 (+2) 15 (+2) 10 (+0) 14 (+2) 10 (+0)
a creature if at least one of the raider’s allies is within 5 feet of
the creature and the ally isn’t incapacitated. Senses passive Perception 12
Languages signal language plus any one language
Actions Challenge 1/4 (50 XP)
Hand Weapon. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) bludgeoning or slashing damage. Get In and Get Out. On each of its turns, the outlaw can use a
Military Rifle. Ranged Weapon Attack: +4 to hit, range 60/180 bonus action to take the Dash or Disengage action.
ft., one target. Hit: 11 (2d8 + 2) piercing damage. Pack Tactics. The outlaw has advantage on an attack roll
against a creature if at least one of the outlaw’s allies is within 5
feet of the creature and the ally isn’t incapacitated.
Actions
Multiattack. The outlaw makes two pistol whip attacks or two
pistol attacks.
Signal Language Pistol Whip. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Signal language is a silent method of communication that uses target. Hit: 4 (1d6 + 1) bludgeoning damage.
quick, predetermined gestures to convey simple concepts. Pistol. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one
Numerous different forms of signal language are used by target. Hit: 7 (1d10 + 2) piercing damage.
hunters, raiders, scouts, and other groups that prefer to remain
quiet while communicating.
APPENDIX
201
Raider Sharpshooter
Medium humanoid (any), any non-lawful alignment
Get In and Get Out. On each of its turns, the sharpshooter can
use a bonus action to take the Dash or Disengage action.
Surprise Attack (Recharges after a Short or Long Rest). If
the sharpshooter surprises a creature and hits it with an attack
during the first turn of combat, the target takes an extra 11
(2d10) damage from the attack.
Pack Tactics. The sharpshooter has advantage on an attack roll
against a creature if at least one of the sharpshooter’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Hand Weapon. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) bludgeoning or slashing damage.
Heavy Rifle. Ranged Weapon Attack: +5 to hit, range 60/180 ft., Bone Grinder
one target. Hit: 14 (2d10 + 3) piercing damage. Medium humanoid (any), any alignment
BONE
13 (+1) 12 (+1) 14 (+2) 14 (+2) 13 (+1) 12 (+1)
GRINDERS
Languages Grun plus any one language
Challenge 1 (200 XP)
APPENDIX
202
Even before the Sundering, the soulless
SOULLESS
Once put to death as soon as they were born, the soulless
now occupy an important—indeed, an indispensable—place
in Iosan society. As the only Iosans within the nation’s
boundaries who were not either killed or transformed into
undead eldritch, the soulless have now become the de facto
rank and file of a depopulated Ios. They are the soldiers
who guard the nation’s borders, the workers who toil in its
factories, and, when needed, the sacrifices who keep their
eldritch masters alive.
Armor Class 14 (studded leather armor) Armor Class 18 (infantry armor, shield)
Hit Points 27 (5d8 + 5) Hit Points 27 (5d8 + 5)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 9 (−1) 14 (+2) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 9 (−1)
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 12
Languages Shyr Languages Shyr
Challenge 1/2 (100 XP) Challenge 1 (200 XP)
Arcane Anathema. When the soulless is the target of an arcane Arcane Anathema. When the soulless is the target of an arcane
spell or a divine spell, it has advantage on saving throws to resist spell or a divine spell, it has advantage on saving throws to resist
the spell’s effect. If the soulless is subjected to a spell that allows the spell’s effect. If the soulless is subjected to a spell that allows
it to make a saving throw to take only half damage, it instead it to make a saving throw to take only half damage, it instead
takes no damage if it succeeds on the saving throw and only half takes no damage if it succeeds on the saving throw and only half
damage if it fails. damage if it fails.
Martial Society. When the soulless makes an attack roll and Combined Attack. If the soulless is within 5 feet of at least
rolls a 1, it can reroll the die but must use the new roll, even if it two other creatures with this trait, it makes weapon attack rolls
is another 1. with advantage.
Charge. If the soulless moves at least 20 feet straight toward a
Actions target and then hits it with a melee weapon attack on the same
Iosan Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., turn, the target takes an extra 3 (1d6) damage.
one target. Hit: 9 (2d6 + 2) slashing damage. Martial Society. When the soulless makes an attack roll and
Reactions rolls a 1, it can reroll the die but must use the new roll, even if it
Disbinding (Recharge 5–6). Enemy spells affecting the is another 1.
soulless or any ally of the soulless within 5 feet of it end Shield Wall. If the soulless is within 5 feet of two or more allies
immediately. The soulless and any allies of the soulless within that are both carrying a shield, it gains a +2 bonus to AC.
5 feet of it can’t be affected by enemy concentration spells Actions
for 1 minute. Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one
target. Hit: 7 (1d10 + 2) slashing damage.
APPENDIX
203
Soulless Houseguard Gunner DAWNGUARD
Medium humanoid (soulless), unaligned
The Dawnguard were once considered among the finest
soldiers the nation of Ios had ever produced. Hailing from
Armor Class 16 (infantry armor) House Nyarr and clad in unmistakable armor, these Iosan
Hit Points 27 (5d8 + 5) knights fought tirelessly as guardians of their homeland.
Speed 30 ft. Since the Sundering, however, the Dawnguard are as split
and damaged as the nation they once defended.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 9 (−1) Having followed Incissar Vyros to the Abyssal Fortress,
a great number of the Dawnguard were caught outside
Senses darkvision 60 ft., passive Perception 12 Ios when the Sundering occurred. Upon their return, they
Languages Shyr found the gates of their former land closed to them, guarded
Challenge 1 (200 XP) by soulless soldiers whose impassive faces showed no sign
of recognition. Unwilling to turn their blades against their
Arcane Anathema. When the soulless is the target of an arcane
spell or a divine spell, it has advantage on saving throws to resist fellow Iosans, the discouraged elves instead rode north and
the spell’s effect. If the soulless is subjected to a spell that allows eventually settled in the Frostbracken, where they have
it to make a saving throw to take only half damage, it instead attempted to build new lives for themselves while staying
takes no damage if it succeeds on the saving throw and only half true to their former oaths and waiting—increasingly, it seems,
damage if it fails. in vain—for some word from within Ios.
Combined Attack. If the soulless is within 5 feet of at least
two other creatures with this trait, it makes weapon attack rolls
Meanwhile, in the aeryth that bears their name, the
with advantage. remainder of the Dawnguard who were within the border
Martial Society. When the soulless makes an attack roll and of Ios at the time of the Sundering find themselves buckling
rolls a 1, it can reroll the die but must use the new roll, even if it under the same pressures that assailed the rest of this cursed
is another 1. nation. Although a few soulless have demonstrated the
Actions adaptability necessary to undergo Dawnguard training,
Hand Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one most of the soldiers who still wear the distinctive armor of
target. Hit: 6 (1d8 + 2) slashing damage. the order within the aeryth are now eldritch, transformed
Long Rifle. Melee Weapon Attack: +4 to hit, range 60/180 ft., in body and spirit but still willing to fight for what
one target. Hit: 11 (2d8 + 2) piercing damage.
remains of Ios.
Dawnguard Sentinel
Medium humanoid (Iosan), any alignment
Skills Stealth +5
Eldritch Dawnguard Senses darkvision 60 ft., passive Perception 13
To represent an eldritch Dawnguard within Ios, simply use the Languages Shyr plus any one language
eldritch stat block from the Monsternomicon, change the AC Challenge 1 (200 XP)
to 18 to represent Dawnguard armor, and then give the NPC an
Iosan greatsword or Iosan sword-cannon attack and the Martial Arcane Assassin. The mage hunter gains a +2 bonus to weapon
Society trait. Eldritch Dawnguard do not get the Combined damage rolls against bards, gun mages, sorcerers, warcasters,
Attack, Driven by Battle, and Hold the Line traits, as the trust wizards, warlocks, and any creature that casts spells and uses its
and camaraderie necessary for those maneuvers is harder to Intelligence modifier for its spell save DC.
come by among the eldritch. Martial Society. When the mage hunter makes an attack roll
and rolls a 1, it can reroll the die but must use the new roll, even
if it is another 1.
Actions
Multiattack. The mage hunter makes two attacks.
Iosan Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
APPENDIX
205
Arcanist Mechanik KRIEL
WARRIORS
Medium humanoid (Iosan), any alignment
APPENDIX
206
Kriel Champion PYGMY TROLL
GUIDES
Medium humanoid (trollkin), any alignment
Brute. A melee weapon deals one extra die of its damage when
the champion hits with it (included in the attack).
Combined Attack. If the champion is within 5 feet of at least
Pygmy Troll Guide
Medium humanoid (pygmy troll), any alignment
two other creatures with this trait, it makes weapon attack rolls
with advantage. Armor Class 14 (hide armor)
Unyielding. The champion gains a +2 bonus to AC against melee Hit Points 16 (3d8 + 3)
weapon attacks. Speed 30 ft.
Actions
Multiattack. The champion makes two attacks. STR DEX CON INT WIS CHA
Greataxe. Melee Weapon Attack: +5 to hit, reach 10 ft., one 14 (+2) 14 (+2) 13 (+1) 10 (+0) 14 (+2) 10 (+0)
target. Hit: 17 (2d12 + 4) slashing damage.
Senses passive Perception 14
Languages Molgur-Trul plus one language
Challenge 1/4 (50 XP)
APPENDIX
207
RHULFOLK High Shield Officer
Medium humanoid (Rhulfolk), any alignment
The dwarves of Rhul are a hardy people whose empire is Armor Class 18 (infantry armor, shield)
the oldest and most stable in all of western Immoren. Clans Hit Points 32 (5d8 + 10)
inform almost every aspect of life in Rhul, and day-to-day Speed 25 ft.
existence is governed by laws handed down from the gods STR DEX CON INT WIS CHA
themselves. Long-standing traditions, both martial and 15 (+2) 16 (+3) 15 (+2) 12 (+1) 12 (+1) 14 (+2)
otherwise, have given rise to excellence and efficiency in
everything from manufacturing to warfare to less legitimate Senses darkvision 60 ft., passive Perception 13
undertakings. Languages Rhulic plus any one language
Challenge 1 (200 XP)
HAMMERFALL HIGH SHIELD Combined Attack. If the officer is within 5 feet of at least two
GUN CORPS other creatures with this trait, it makes weapon attack rolls
with advantage.
Hand-picked from among the best sharpshooters in the Shield Wall. If the officer is within 5 feet of two or more allies
Rhulic military, the members of the Hammerfall High Shield that are both carrying a shield, it gains a +2 bonus to AC.
Gun Corps are justly proud of their position as defenders Tempered by War. The officer has advantage on saving throws
of one of Rhul’s most important border fortresses. Because against being frightened.
of the tradition of rotating Rhulic soldiers into periodic Actions
mercenary service, they are also a fairly common sight on Multiattack. The officer makes two melee attacks or two
battlefields throughout the Iron Kingdoms, where their ranged attacks.
Hand Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one
unerring aim and outstanding unit cohesion have earned
target. Hit: 6 (1d8 + 2) bludgeoning or slashing damage.
them considerable, if sometimes grudging, renown from the Carbine. Ranged Weapon Attack: +5 to hit, range 50/150 ft., one
armies of other nations. target. Hit: 12 (2d8 + 3) piercing damage.
Guns Blazing (Recharge 5–6). While within 30 feet of the
officer, each High Shield gunner who can hear and understand
the officer can make two attacks each time it makes a
High Shield Gunner ranged attack.
Medium humanoid (Rhulfolk), any alignment
APPENDIX
208
HORGENHOLD FORGE OGRUN BOKUR
GUARD Young ogrun who have not yet found a korune often hire
themselves out as bodyguards and enforcers until they find a
Decked out in superlative heavy Rhulic armor and wielding
leader worthy of their vow. Even ogrun who are sworn to a
massive piston-driven hammers, the Horgenhold Forge
korune are often employed as bodyguards, especially by the
Guard are tasked with doing literally what their name
Rhulfolk, who value the ogrun’s loyalty every bit as much
implies—acting as the last line of defense between any
as they value their considerable bulk. Only unsworn ogrun
invaders and the forges that are responsible for churning out
are considered bokurs, but to those who have not grown up
Rhulic weapons and armor. Despite the fact that they have
among them, distinguishing between an unsworn ogrun and
almost never been tested in their official capacity, the Forge
one who fights merely for coin is nearly impossible. Both
Guard are nonetheless a formidable fighting force, having
will sell their life dearly in defense of their master, as many
drilled to perfection for centuries. Horgenhold recently
opponents have learned only too late.
embraced the widespread Rhulic tradition of loaning out
some of its soldiers as mercenaries, and the Forge Guard
began making their mark on the battlefields of the Iron
Kingdoms just prior to the Claiming.
Ogrun Bokur
Medium humanoid (ogrun), any alignment
APPENDIX
209
TACTICAL ARCANIST
All the Iron Kingdoms have learned to deploy battle wizards, LONG RIDER
MOUNTS
but the tradition of tactical arcanists has been around for
a very long time among the Rhulfolk, who have enjoyed
command of magic since time immemorial. Rigorously
trained by the Brand of Odom, most Rhulic tactical arcanists The following creatures are commonly employed as mounts
operate in three-person squads, supporting one another by long riders and other wilderness peoples.
in battle and presenting a formidable force in their Rhulic
steam armor. Few high-ranking wizards among the Brand of
Odom would consider going anywhere they believed to be
BLOODSTONE BISON
These hardy bison are native to the Bloodstone Marches and
particularly dangerous without an escort of tactical arcanists.
are often used as mounts by trollkin long riders.
Bloodstone Bison
Tactical Arcanist Large beast, unaligned
Medium humanoid (any), any alignment Armor Class 10
Hit Points 28 (3d10 + 12)
Armor Class 17 (standard steam armor) Speed 40 ft.
Hit Points 52 (8d8 + 16)
Speed 25 ft. STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 19 (+4) 18 (+4) 16 (+3) 3 (−4)
STR DEX CON INT WIS CHA
15 (+2) 9 (−1) 15 (+2) 17 (+3) 12 (+1) 12 (+1) Senses passive Perception 10
Languages —
Senses passive Perception 13 Challenge 1/2 (100 XP)
Languages Rhulic plus any one language
Challenge 3 (700 XP) Hardy. The bison has advantage on saving throws against effects
that cause exhaustion.
Battle Wizard. When the arcanist reduces a creature to 0 hit Charge. If the bison moves at least 20 feet straight toward a
points, the arcanist can use its reaction to cast a spell with a target and then hits it with a gore attack on the same turn, the
casting time of 1 action or 1 bonus action. target takes an extra 5 (2d4) piercing damage. If the target is a
Destructive Synchronicity. The arcanist has advantage creature, it must succeed on a DC 13 Strength saving throw or be
on attack rolls against any creature that has taken damage knocked prone.
this round.
Magic Weapon. The arcanist’s thermo mace attacks Actions
are magical. Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Spellcasting. The arcanist is a 5th-level spellcaster. Its target. Hit: 10 (2d6 + 3) piercing damage.
spellcasting ability is Intelligence (spell save DC 13, +5 to hit Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone
with spell attacks). The arcanist has the following wizard creature. Hit: 13 (4d4 + 3) bludgeoning damage.
spells prepared:
Cantrips (at will): arcane bolt, arcane hammer, blade ward,
true strike
1st level (4 slots): burning hands, fog cloud, guided blade, shield
2nd level (3 slots): battering ram, hold person, scorching ray
3rd level (2 slots): bulwark, eruption
Steam Armor. The arcanist’s standard steam armor provides
it with a damage threshold of 10. Attacks that deal less than
this amount of damage do not damage the arcanist. The armor
requires a load of 10 pounds of coal and 5 gallons of water for 5
hours of general use or 1 hour of combat. If the armor does not
have power, the arcanist’s base speed becomes 15.
Actions
Thermo Mace. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 3 (1d6)
fire damage.
APPENDIX
210
SKIROVIK MOUNTAIN ULK
GOAT Ulk are enormous elk-like beasts that dwell in the far
north, especially among the Shard Spires and the Nyschatha
Caprine beasts that dwell in the mountains of Skirov in
Mountains. The Nyss have a long tradition of riding ulk.
Khador, Skirovik mountain goats are as large as some breeds
of horse. They are commonly used as mounts among the
human tribes that dwell in northern Khador, and some herds
have passed over the mountains and into Rhul.
Ulk
Large beast, unaligned
APPENDIX
211
IRON KINGDOMS ® CLASS & LEVEL BACKGROUND PLAYER NAME
ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED
m_______ Wisdom
m_______ Charisma
SAVING THROWS
ITUT
ST
TEMPORARY HIT POINTS CHARGES USED
CON
IO
N
CE
EP
GP
PP
ADVENTURING
SYMBOL COMPANY BACKSTORY
PERSONALITY TRAITS
IDEALS
8+ +
PROF. MOD.
FEATURE SAVE DC DC
0 CANTRIPS 3 6 STRENGTH
m________________________________________________ 4 m________________________________________________
m________________________________________________
m________________________________________________
m________________________________________________ m________________________________________________
m________________________________________________
m________________________________________________ m________________________________________________
m________________________________________________
m________________________________________________ m________________________________________________
WISDOM
m________________________________________________
m________________________________________________ m________________________________________________
m________________________________________________
m________________________________________________
m________________________________________________
m________________________________________________
m________________________________________________
8
m________________________________________________
m________________________________________________
m________________________________________________ m________________________________________________
m________________________________________________ CHARISMA
m________________________________________________ m________________________________________________
m________________________________________________
m________________________________________________ m________________________________________________
2
m________________________________________________ m________________________________________________
m________________________________________________ m________________________________________________
m________________________________________________ m________________________________________________
m________________________________________________ 5 m________________________________________________
m________________________________________________
m________________________________________________ m________________________________________________
9
m________________________________________________ m________________________________________________
IO
SAVING THROWS
N
CE
SKILLS
DAMAGE RESISTANCES
ISDOM
W
ARISM
H Charmed, exhaustion, frightened,
A
C
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15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
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