Iron Kingdoms 5e - Secret Masters The Blackclad Class
Iron Kingdoms 5e - Secret Masters The Blackclad Class
Iron Kingdoms 5e - Secret Masters The Blackclad Class
The Wilding
N
A tiny percen
tage of human
time called th children unde
o group among the humans of western e wilding. Such rgo a confusin
g
strange beha children begi
Immoren is more mysterious than the blackclads vior—tearing n manifesting
from home an off their clothe
of the Circle Orboros. The Circle is an ancient d into the fore s, running aw
barking or ho st in the middl ay
wling, staring e of the night,
order of those who have answered the wilding, nearby animal for hours into
the eyes of a
, and so on. M
an inborn connection to predatory beasts and the natural this conduct ost ignorant la
for madness ypersons mis
communities or other prob take
forces that flow invisibly through Caen through the ley lines shun such “o lems, and mos
t
them outright dd ” children, if
that crisscross the planet. The order’s initiates, known as . In extreme ca
ses, such as in
not abandon
communities certain Menite
blackclads, command the powers of storm and stone, and , such childre
or the taint of n are slain out of
the Devourer fear of sorcer
wild beasts answer their call. Blackclads ferociously defend Circle Orboros Wurm. The dr y
try to anticipat uids of the
the nodes where ley lines intersect, protecting them from whenever po
ssible.
e such troubl
e and interven
competing groups and the encroachment of civilization. e
Senior druids
are responsibl
The blackclads are connected to the Devourer Wurm manifestations e for predictin
g these
and dispatchin
but do not worship it, viewing it as merely one aspect of gather a wildin g one or mor
g child. In som e warders to
a greater power they call Orboros. Long-lived, secretive, view this as m e cases, the ch
ercy and volu ild’s parents
druids’ care. nt arily entrust th
and reclusive, these misunderstood druids are feared by the abduct wildin
In other case
s, however, th e child to the
other inhabitants of western Immoren, who accuse them g children in se e blackclads m
closely affiliate cret. The drui ust
d with them) ds (or families
of performing dark rites in the moonlit wilds. Yet among prove themse raise these ch
lves ildren until th
wilderness societies, the significant power and influence For this reason ready to learn how to mas ey
, most druids ter their pow
wielded by the Circle Orboros affords blackclads a measure parents and ra have no know ers.
rely attempt ledge of their
relations. The to reestablish
of wary respect. Having learned how to manipulate others Circle Orboros contact with
blood
they accept th becomes thei
to help fulfill the Circle’s far-reaching goals, individual e mystery of r only family,
rumors of this their origins. and
practice have Understanda
blackclads are often sent forth into such societies to communities not endeared bly,
whose childre the blackclads
gather allies. n have gone m
issing.
to
Each blackclad walks one of many paths that harness the Within the Circle, those who walk the Path of Beasts learn
power of Orboros. Mastery of these paths derives from to master the predatory creatures born from Orboros’ as-
pect as the Beast of All Shapes. Those who walk the Path of
millennia of organized exploitation of natural power and
Beasts are best represented as warlocks with the Devourer
systematic training within the Circle Orboros. Blackclads resonance, as described in Iron Kingdoms: Borderlands and
focus on one of these categories. Beyond.
SPELL DESCRIPTIONS
New spells are presented in alphabetical order. to flicker along the ley lines in response to an attack. For
the spell’s duration, when the target of the spell is targeted
FLICKER by a melee attack, it can use its reaction to teleport 10 feet
1st-level evocation to an unoccupied space it can see. If the spell’s target is no
Casting Time: 1 action longer within reach of the attack, the attack misses, and
Range: Touch the spell ends.
Components: S, R At Higher Levels. When you cast this spell using a spell slot
Duration: Concentration, up to 1 minute of 2nd level or higher, the range of the teleportation increases
You imbue yourself or a willing creature with the ability by 10 feet for each slot level above 1st.
WEAPONS
Weapon Cost Damage Weight Properties
Simple Melee Weapons
Cleft dagger 5 sp 1d4 piercing 1/2 lb. Cleft, finesse
Druidic voulge* 10 sp 1d6 bludgeoning 5 lb. Versatile (1d8)
Martial Melee Weapons
Cleft spear 10 gp 1d8 piercing 3 lb. Cleft, reach, versatile (1d10)
Cleft sword 20 gp 1d8 slashing 6 lb. Cleft, versatile (1d10)
* A character with levels in the blackclad class can use this weapon as an arcane focus.
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