Iron Kingdoms 5e - Secret Masters The Blackclad Class

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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

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For reasons unknown to the Circle, the infernal attackers
STRADDLING THE DIVIDE seemed less eager to claim the souls of Tharn than the souls
Blackclads are not entirely unknown on the fringes of of their human vassals among the barbarian tribes. As a
civilization. Communities living near major wilderness result, the ranks of the human barbarian tribes loyal to the
regions may have periodic contact with local druids, who Circle diminished during the Claiming, but the strength of
are treated with a respect tinged by fear. Blackclads often the Tharn did not. By the time the Claiming ended, these
visit these communities when conducting their mysterious feral warriors represented a substantial portion of the Circle’s
missions or bartering for information. military strength.
In return for cooperation, blackclads sometimes offer In the years since the Battle of Henge Hold, the Circle
to manipulate the weather, drive off feral threats, or Orboros has been able to return to its traditional methods.
ensure a bountiful harvest. The Circle has often used such Rather than fight in force, it has undertaken surgical actions
negotiations to further its agendas, as a desperate community against the greatest threats, launching Tharn packs at sites
might agree to any terms a blackclad offers. Blackclads in great numbers while deploying its more ingenious human
are also known to visit communities to recover children warriors to achieve specific objectives. The threat posed
undergoing the wilding. Although a community might by the dragon Everblight has seemingly stalled out, the
occasionally accuse the druids of stealing their children, Convergence of Cyriss has fractured into several smaller
parents are usually complicit in these arrangements and often groups that pose a less dire threat, and human civilization has
agree to give up children who seem deranged and dangerous. needed time to recover in the aftermath of the Claiming. All
In some cases, local wilderness peoples will seek the aid of the while, the blackclads have reestablished themselves as the
the blackclads to broker peace or trade. Such invitations hidden masters of the wilderness, expanding their influence
provide the Circle Orboros with favorable opportunities to and reclaiming territories once thought forever lost.
further its aims.
Their reputation and the mystery surrounding their
objectives enable the blackclads to step between civilization that this
lity, we must remember
and the wilds with some ease. Even in the best circumstances, “Even as we hone our abi act. A time of
e cannot be reluctant to
though, most townsfolk will go out of their way to avoid power has a purpose. W
of scheming is over.”
crisis lies ahead. The era
atcher
a druid. Just as the blackclads are valued for their strange
powers, so they are also seen as harbingers of disaster,
—Omnipotent Lortus, W
of Blighterghast
plague, and natural destruction. In extreme cases, such as
after a mysterious calamity, townsfolk may band together
to drive blackclads and their allies away. In most wilderness
communities, the fear blackclads evoke is sufficient to ensure
their safety, as the Circle is widely known to repay any harm CREATING A BLACKCLAD
done to its members tenfold. When making a blackclad, think about how you came by
your abilities and your association with the Circle Orboros.
THE BLACKCLADS AND THE Did you undergo the wilding at a young age or closer to
CLAIMING your teenage years? Do you remember anything about
the community you grew up in, or is the Circle the only
When the Claiming began, the blackclads’ strength was
family you have ever known? Do you resent the people that
already stretched nearly to its limits. Years of constant
surrendered you to the blackclads, or do you consider it a
fighting had reduced the numbers of the Circle’s allies, and
fortunate turn of events?
efforts to restore the ley line network pushed the blackclads
to the extent of their abilities. Compounding these troubles,
the group’s leaders, always at odds with each other even in
the best of times, couldn’t agree on how to deal with the Multiclassing and the Blackclad
constant sequence of crises that demanded their attention. If your group uses the optional rules for multiclassing,
Oddly, the emergence of the infernals was something of a here’s what you need to know if you choose blackclad as
one of your classes.
boon to the Circle. Even though the Claiming posed the same
risk to its human members that it did to all other humans in Ability Score Minimum. As a multiclass character, you
must have a Wisdom score of at least 13 to take a level
western Immoren, the infernals focused their early efforts
in this class or to take a level in another class if you are
on humanity’s population centers. While the Iron Kingdoms already a blackclad.
fought to keep the invaders at bay, the blackclads of the
Proficiencies. If blackclad isn’t your initial class, you gain
Circle Orboros seized the opportunity to retreat to their proficiency with light armor, medium armor, cleft weapons,
holdings in the wilderness and regather their strength. Many and voulges when you gain your first level as a blackclad.
ritual sites were lost during the process, but concentrating
Spell Slots. Add your levels in the blackclad class to the
on the most vital regions and defending them allowed the appropriate levels from other classes to determine your
blackclads to preserve the greater portion of their holdings in available spell slots.
western Immoren, and they suffered far fewer losses than the
civilized world did.

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THE BLACKCLAD
Proficiency Cantrips —————————Spell Slots per Spell Level—————————
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Eyes of the Wild, Spellcasting 2 2 — — — — — — — —
2nd +2 Nature’s Cloak, 2 3 — — — — — — — —
Path of Orboros
3rd +2 — 2 4 2 — — — — — — —
4th +2 Dominating Presence, 3 4 3 — — — — — — —
Ability Score Improvement
5th +3 — 3 4 3 2 — — — — — —
6th +3 Path of Orboros feature 3 4 3 3 — — — — — —
7th +3 — 3 4 3 3 1 — — — — —
8th +3 Land’s Stride, 3 4 3 3 2 — — — — —
Ability Score Improvement
9th +4 — 3 4 3 3 3 1 — — — —
10th +4 Path of Orboros feature 4 4 3 3 3 2 — — — —
11th +4 — 4 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — —
13th +5 — 4 4 3 3 3 2 1 1 — —
14th +5 Path of Orboros feature 4 4 3 3 3 2 1 1 — —
15th +5 — 4 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 —
17th +6 — 4 4 3 3 3 2 1 1 1 1
18th +6 Spontaneous Casting, 4 4 3 3 3 3 1 1 1 1
Timeless Body
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Omnipotent 4 4 3 3 3 3 2 2 1 1

CLASS FEATURES EYES OF THE WILD


At 1st level, you have trained extensively in matters of the
As a blackclad, you gain the following class features.
wilderness and have a deep affinity for the wilds of Caen. You
HIT POINTS gain proficiency in the Nature and Survival skills, and you
Hit Dice: 1d8 per blackclad level have advantage on ability checks using these skills when you
Hit Points at 1st Level: 8 + your Constitution modifier are in a natural environment.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per blackclad level after 1st SPELLCASTING
Drawing on the primal power of Orboros itself, you can cast
PROFICIENCIES spells to shape that essence to your will.
Armor: Light armor, medium armor
Weapons: Cleft weapons, daggers, maces, quarterstaffs, CANTRIPS
scythes, spears, voulges At 1st level, you know two cantrips of your choice from the
Saving Throws: Intelligence, Wisdom blackclad spell list. You learn additional blackclad cantrips of
Skills: Choose two from Animal Handling, Arcana, Athletics, your choice at higher levels, as shown in the Cantrips Known
Insight, Medicine, Perception, and Religion column of the Blackclad table.

EQUIPMENT PREPARING AND CASTING SPELLS


You start with the following equipment, in addition to the The Blackclad table shows how many spell slots you have to
equipment granted by your background: cast your blackclad spells of 1st level and higher. To cast one
(a) a cleft weapon or (b) any simple weapon of these blackclad spells, you must expend a slot of the spell’s
(a) a voulge or (b) any simple melee weapon level or higher. You regain all expended spell slots when you
Leather armor, an explorer’s pack, and an arcane focus finish a long rest.
Alternatively, you can forgo this starting equipment and You prepare the list of blackclad spells that are available
the items offered by your background and start with 4d4 × for you to cast, choosing from the blackclad spell list. When
10 gp to buy your equipment instead. you do so, choose a number of blackclad spells equal to

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your Wisdom modifier + your blackclad level (minimum of
one spell). The spells must be of a level for which you have
DOMINATING PRESENCE
At 4th level, you can use the dire reputation of blackclads as
spell slots.
harbingers of ill fortune to your benefit. As a bonus action,
For example, if you are a 3rd-level blackclad, you have four
you can fix your gaze on one humanoid creature you can
1st-level and two 2nd-level spell slots. With a Wisdom of
see within 10 feet of you. If the target is aware of blackclads
16, your list of prepared spells can include six spells of 1st or
and their work, it must succeed on a Wisdom saving throw
2nd level, in any combination. If you prepare the 1st-level
against your spell save DC or become frightened of you for
spell cure wounds, you can cast it using a 1st-level or 2nd-level
1 minute. A frightened target can repeat the saving throw
slot. Casting the spell doesn’t remove it from your list of
at the end of each of its turns, ending the effect on itself
prepared spells.
on a success.
You can also change your list of prepared spells when you
finish a long rest. Preparing a new list of blackclad spells
requires time spent in meditation: at least 1 minute per spell ABILITY SCORE
level for each spell on your list. IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and
SPELLCASTING ABILITY
19th level, you can increase one ability score of your choice
Wisdom is your spellcasting ability for your blackclad
by 2, or you can increase two ability scores of your choice
spells, since your magic draws upon your understanding of
by 1. As normal, you can’t increase an ability score above 20
the primordial power of Orboros. You use your Wisdom
using this feature. If your campaign uses the optional feats
whenever a spell refers to your spellcasting ability. In
rule, you can forgo taking this feature to take a feat of your
addition, you use your Wisdom modifier when setting the
choice instead.
saving throw DC for a blackclad spell you cast and when
making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your LAND’S STRIDE
Wisdom modifier Starting at 8th level, moving through nonmagical difficult
Spell attack modifier = your proficiency bonus + your terrain doesn’t cost you extra movement. You can also pass
Wisdom modifier through nonmagical plants without being slowed by them
and without taking damage from them if they have thorns,
RITUAL CASTING spines, or a similar hazard.
You can cast a blackclad spell as a ritual if that spell has the In addition, you have advantage on saving throws against
ritual tag and you have the spell prepared. plants that are magically created or manipulated to impede
movement, such those created by the entangle spell.
SPELLCASTING FOCUS
You can use an arcane focus as a spellcasting focus for your
blackclad spells. SPONTANEOUS CASTING
Beginning at 18th level, you can cast spells in response to
the actions of others. Choose a blackclad spell of 5th level or
NATURE’S CLOAK lower that you can cast and that has a casting time of 1 action.
Starting at 2nd level, you are accustomed to moving unseen You always have this spell prepared, it doesn’t count against
in natural environments. While you are in a natural the number of spells you can prepare, and you can cast it
environment, you can take the Hide action as a bonus action. as a reaction.
Additionally, you leave tracks in a natural environment only Once you use this feature, you can’t use it again until you
if you choose to do so. finish a short or long rest. In addition, you can choose a
different spell to use with this feature when you finish a short
PATH OF ORBOROS or long rest.
At 2nd level, you choose to walk one of the many paths of
Orboros: the Path of Nature’s Wrath, the Path of Stone,
or the Path of the Wayfarer, all detailed later in this class
TIMELESS BODY
Starting at 18th level, the primal magic that you wield causes
description. Your choice grants you features at 2nd level and you to age more slowly. For every 10 years that pass, your
again at 6th, 10th, and 14th level. body ages only 1 year.
PATH SPELLS
Each path has a list of spells—its path spells—that you gain at OMNIPOTENT
the blackclad levels noted in the path description. Once you At 20th level, your Wisdom score increases by 4. Your
gain a path spell, you always have it prepared, and it doesn’t maximum for this score is now 24. Additionally, when
count against the number of spells you can prepare each day. you use your Spontaneous Casting feature, creatures have
If you have a path spell that doesn’t appear on the blackclad disadvantage on their saving throws, and you have advantage
spell list, the spell is nonetheless a blackclad spell for you. on your spell attack rolls.

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PATHS OF ORBOROS PATH OF BEASTS

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.

PATH OF NATURE’S WRATH


Blackclads on the Path of Nature’s Wrath have focused their
STORM WINGS
will on the tremendous destructive energies of nature and
Starting at 6th level, you can summon wrathful winds to bear
can unleash these forces against their enemies even when
you aloft. As a bonus action, you can summon a storm to give
caught unprepared.
you a flying speed equal to your walking speed for 1 minute.
After you use this feature, you must finish a short or long rest
before you can use it again.
PATH OF NATURE’S WRATH SPELLS
Blackclad Level Spells
UNRELENTING WRATH
summon vortex, thunderwave
2nd Starting at 10th level, your Wrathful Aura extends an
3rd
branding smite, moonbeam additional 15 feet, and you can choose two effects when
5th
daylight, wind wall it activates.
7th
ice storm, wall of fire
9th
cone of cold, flame strike
NATURE’S REBUKE
At 14th level, your control over the forces of nature allows
you to lash out with them as pure instinct. When a creature
you can see within 15 feet of you attacks you, you can use
your reaction to use your Wrathful Aura feature, just as if
WRATHFUL AURA you had cast a spell of 1st level or higher.
Starting at 2nd level, when you cast a spell of 1st level or
higher, you emanate a turbulent magic aura in a 15-foot
radius. The aura doesn’t extend through total cover. You can
PATH OF STONE
Blackclads on the Path of Stone have learned how to
activate an effect from the following list each time this aura
spontaneously manipulate and manifest rocks and stones and
springs into existence. You can use this feature a number of
can draw more readily upon the spell energy of the earth.
times equal to your Wisdom modifier (a minimum of once).
You regain all expended uses when you finish a long rest.
Some of these effects require saving throws. When
PATH OF STONE SPELLS
you activate such an effect, the DC equals your blackclad Blackclad Level Spells
spell save DC. 2nd pulse of the earth, rock hammer
Earth. When you activate this effect, each creature
3rd spike growth, stone spray
in the aura other than you must succeed on a Dexterity
saving throw or be knocked prone as the earth heaves 5th meld into stone, slow
beneath its feet. 7th stone shape, stoneskin
Hail. When you activate this effect, each creature in the 9th passwall, wall of stone
aura other than you takes 1d4 bludgeoning damage. The
damage increases when you reach certain levels in this
class: to 2d4 at 10th level, to 4d4 at 15th level, and to 8d4
at 20th level. STONESHAPER
Storm. When you activate this effect, choose a creature you Starting at 2nd level when you choose this path, you gain
can see in the aura. The target must make a Dexterity saving proficiency with mason’s tools, and your proficiency bonus is
throw, taking 1d6 lightning damage on a failed save, or half doubled for any skill check you make with them.
as much damage on a successful one. The damage increases
when you reach certain levels in this class: to 2d6 at 10th ARTIFICER
level, to 3d6 at 15th level, and to 4d6 at 20th level. Also at 2nd level, you are versed in the fabrication and repair
Wind. When you activate this effect, choose one Large of wolds, potent stone constructs used by the Circle to battle
or smaller creature you can see in the aura. The target must its enemies and defend its sacred sites.
succeed on a Strength saving throw or be pushed to the Creating Wolds. You can create a new wold as a downtime
edge of the aura. The number of targets increases when you activity. Creating a wold requires mason’s tools and access
reach certain levels in this class: to two creatures at 10th to stone, rope, timber, and a pint of blood from a creature
level, to four creatures at 15th level, and to eight creatures at with a challenge rating equal to or greater than the challenge
20th level . rating of the wold you want to create. For each hour you

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spend creating a wold, you make progress in hit points equal
to 1d6 + your Intelligence modifier. When your progress
equals the average hit points of the wold you’re creating,
you can animate the wold by expending a number of spell
slots whose combined levels are equal to the wold’s challenge PHASE JUMP
rating. The wold treats you as a friendly creature and follows Starting at 2nd level when you choose this path, you can use
your verbal commands. Caen’s ley lines to rapidly relocate your physical form. When
Repairing Wolds. You can use mason’s tools to repair a creature targets you with a melee or ranged weapon attack,
damaged wolds. For each hour you spend repairing you can use your reaction to disappear from your current
a wold, the wold regains hit points equal to your location and instantly appear in an unoccupied space within
Intelligence modifier. 5 feet of you. You can use this feature a number of times
STONE SENTINEL equal to your Wisdom modifier. You regain all expended uses
Starting at 6th level, you have resistance to nonmagical when you finish a long rest.
bludgeoning damage. Additionally, you have advantage on FAR REACH
saving throws against being pushed or knocked down. At 6th level, you learn to extend the reach of your arcane
QUAKING OF THE STONES powers by channeling them through the webwork of ley
At 10th level, you can feel and interpret nearly imperceptible lines. When you cast a spell that has a range of 5 feet or
vibrations in the stones beneath your feet. You gain greater, you can double the range of the spell. When you cast
tremorsense with a range of 60 feet. a spell that has a range of touch, you can make the range of
the spell 30 feet. Once you use this feature, you can’t use it
EARTH GLIDE again until you finish a long rest.
At 14th level, you gain a burrowing speed equal to
your walking speed and can burrow through unworked RELOCATION
nonmagical earth and stone without disturbing the material At 10th level, you are able to weave teleportation magic into
you move through. your attack spells. When you hit a creature with a melee or
ranged spell attack, the target must make a Dexterity saving
throw against your spell save DC. On a failed save, you can
PATH OF THE WAYFARER teleport the creature to an unoccupied space on the ground
The Path of the Wayfarer is one of the rarer and more within a number of feet equal to 10 × the slot level used to
esoteric disciplines. Those who learn it can tap more easily cast the spell. Once you use this feature, you must finish a
into the ley lines beneath the surface of Caen and can draw short or long rest before you can use it again.
on these energies to move instantly over great distances.
PIECE TRADING
Starting at 14th level, when you use your Phase Jump, you
PATH OF THE WAYFARER SPELLS can extend the distance you teleport to 30 feet and can
Blackclad Level Spells
choose a space occupied by a Medium or smaller creature. If
2nd flicker, longstrider that creature is willing, you and the creature both teleport,
3rd blur, misty step swapping places. If that creature is unwilling, it must make
5th blink, haste a Dexterity saving throw with a DC equal to your spell save
7th dimension door, locate creature DC. On a failed save, you and the creature swap places. On a
9th teleportation circle, walk the line successful save, the creature is not moved, and you appear in
an unoccupied space within 5 feet of it.

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BLACKCLAD SPELL LIST
Blackclads choose their spells from the following list. New
spells for the Iron Kingdoms are described in the “Spell
Descriptions” section below.

Cantrips (0 Level) Fog Cloud Counterspell Mislead


Dancing Lights Goodberry Fear Scrying
Druidcraft Jump Lightning Bolt 6th Level
Fire Bolt Mage Armor Plant Growth Chain Lightning
Guidance Speak with Animals Protection from Energy Circle of Death
Light 2nd Level Remove Curse Find the Path
Mending Animal Messenger Sleet Storm Flesh to Stone
Ray of Frost Augury Speak with Plants Harm
Resistance Barkskin Water Breathing Move Earth
Shillelagh Darkness 4th Level Sunbeam
Spare the Dying Enhance Ability Blight Wall of Thorns
1st Level Enthrall Conjure Woodland 7th Level
Animal Friendship Flaming Sphere Beings Fire Storm
Bane Gust of Wind Control Water Regenerate
Comprehend Languages Heat Metal Dominate Beast Symbol
Create or Destroy Lesser Restoration Freedom of Movement 8th Level
Water Pass without Trace Giant Insect Animal Shapes
Cure Wounds Ray of Enfeeblement 5th Level Antimagic Field
Detect Poison and See Invisibility Awaken Control Weather
Disease Spider Climb Commune with Nature Earthquake
Entangle 3rd Level Contagion 9th Level
Faerie Fire Call Lightning Insect Plague Foresight
Feather Fall Conjure Animals Storm of Vengeance

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.

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PULSE OF THE EARTH SUMMON VORTEX
1st-level evocation 1st-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self (10-foot-radius sphere)
Components: S, R Components: S, R
Duration: Instantaneous Duration: Concentration, up to 1 minute
You cause the earth to shake violently in a 10-foot-radius You circle your hands in the air and stir up a vortex of
circle centered on a point within range. Each creature in whipping winds in a 10-foot-radius sphere centered on you.
the area must succeed on a Dexterity saving throw or be Ranged attacks against any creature in the affected area are
knocked prone. made with disadvantage. Until the spell ends, the sphere
moves with you, centered on you.
ROCK HAMMER The vortex disperses gas or vapor, and it extinguishes
1st-level evocation candles, torches, and similar unprotected flames in the area.
Casting Time: 1 action It causes protected flames, such as those of lanterns, to dance
Range: 120 feet wildly and has a 50 percent chance to extinguish them.
Components: S, R
Duration: Instantaneous WALK THE LINE
A stone tears itself free from the nearby soil and hurls toward 5th-level conjuration
a creature of your choice within range. Make a ranged Casting Time: 1 action
spell attack against the target. On a hit, the target takes 4d6 Range: Special
bludgeoning damage and must succeed on a Strength saving Components: V, S, R
throw or be knocked prone. Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell slot This spell instantly and safely transports you and objects
of 2nd level or higher, the damage increases by 1d6 for each you touch to the center of a designated sacred site, such as a
slot level above 1st. ceremonial ring of stones set in place by druids of the Circle
Orboros, as far away as 100 miles × your blackclad level. You
STONE SPRAY can bring along objects so long as their weight doesn’t exceed
2nd-level evocation what you can carry.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: Self (30-foot cone) slot of 6th level or higher, you can teleport one additional
Components: S, R creature you are in contact with for each slot level above 5th.
Duration: Instantaneous
A hail of pelting stones erupts from your extended hands.
Each creature in the affected area must make a Dexterity WEAPONS
saving throw. A creature takes 3d8 bludgeoning damage on a The Weapons table shows new items available to characters.
failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d8 for each
WEAPON PROPERTIES
Many weapons have special properties related to their use, as
slot level above 2nd.
shown in the Weapons table.
Cleft. When you score a critical hit with a cleft weapon, add
your proficiency bonus to the extra damage of the critical hit.

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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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,
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Iron Kingdoms: Requiem, Iron Kingdoms: Monsternomicon, and Iron Kingdoms: Legend of the Witchfire are © 2021 Privateer Press, Inc. The following terms are © 2001–2021 Privateer
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