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Your target can instead immediately make a saving throw against one other condition afflicting it. This condition can be blinded , deafened , or paralyzed. Blood Curse of Spell Sunder When an enemy casts a spell within 60 feet that requires a spell attack roll and targets you, you can use your reaction to rend the spell from the air, imposing disadvantage on the spell attack roll.
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You make a Wisdom ability check. Blood Curse of the Eyeless When an enemy who is not immune to blindness within 60 feet makes a weapon attack, you can use your reaction to impose disadvantage on the attack roll. Following the triggering attack, the affected enemy has disadvantage on the next attack roll they make.
Blood Curse of the Fallen Puppet The moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being unconscious or dead.
Blood Curse of the Fending Rite When an enemy casts a spell that requires a Dexterity saving throw, you can use your reaction to deflect the spell with your crimson rite. You gain a bonus to the initial saving throw against that spell equal to your Wisdom modifier minimum of 1.
This curse is invoked before the saving throw is rolled. You grant all allies within 5 feet of you this bonus to their saving throw against the triggering spell as well.
Blood Curse of the Marked As a bonus action, you can mark an enemy within 60 feet. Until the end of your turn, all crimson rite damage you deal to the target is doubled.
You cause the marked target to also lose resistance to your rite damage type until the beginning of your next turn. Blood Hunter Order At 3rd level, you commit to an order of blood hunter martial focus. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Vengeance of the Iron Dwarf
Grim Psychometry When you reach 9th level, you can take 10 minutes to meditate on an object to discern vague details regarding any lingering evil or wicked past surrounding it. Make a Wisdom ability check. Based on the result, the DM may reveal obscure information about dark events that may have previously surrounded the object, or hints toward a sinister purpose.
This feature has no effect on objects untouched by evil. An object can only be targeted by this feature once, and future attempts reveal no further details. You cannot use this feature again until you finish a short or long rest.
Dark Velocity Upon reaching 10th level, you beckon the surrounding shadows to grant you unnatural swiftness on the battlefield. You gain darkvision out to 30 feet, or if you have darkvision , extend it out an additional 30 feet. While in dim light or darkness, your speed increases by 10 feet, and attacks of opportunity made against you have disadvantage.
Hardened Soul When you reach 14th level, you can no longer become frightened , and you have advantage on saving throws against magical Charm effects. Sanguine Mastery Upon becoming 20th level, your ability to harness your pain, and the pain of your foes, is perfected.
When you are below one fourth of your current maximum hit points, all of your crimson rite damage dice are maximized. Blood Hunter Orders There are a handful of secretive orders of blood hunters that guard their cryptic techniques and blasphemous rituals. Some even wait a few years before they are sure they want to continue down this cursed path.
Order of the Ghostslayer The Order of the Ghostslayer is the oldest and most driven of the orders, having rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition. Some will sit with the terminally diseased to closely witness their passing, while others go so far as to deliberately have a near-death experience, allowing them to tune their body and senses to the ethereal realms beyond.
Rite of the Dawn When you join this order at 3rd level, you learn the esoteric rite Rite of the Dawn detailed below. Rite of the Dawn. Your rite damage is radiant type. The damage you suffer from activating this rite is halved. If you hit an Undead creature with your Rite of the Dawn, it suffers additional radiant damage equal to your Wisdom modifier. Upon reaching 11th level, any creature you hit with your Rite of the Dawn suffers this additional radiant damage.
Your blood curses can now affect any creature, regardless of their form or lack of blood. In addition, when you amplify a use of your Blood Maledict feature, after rolling the amplify damage you would sustain, you may choose to reroll the die and must use the new roll.
When you use the Attack action on your turn, you can expend a use of this feature to attack three times, instead of twice, and you temporarily become spectral. Until the end of your next turn, you can move through other creatures and objects as if they were difficult terrain.
You take 1d10 force damage if you end your turn inside an object. If you are inside an object when you are no longer spectral, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.
You may expend a use of this feature as a bonus action instead of making an attack. 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 short or long rest. Gravesight At 15th level, you can see through magical darkness up to 30 feet, as well as see invisible creatures and objects up to 30 feet.
Vengeful Spirit Upon reaching 18th level, you learn to project your spirit to fight on while on the edge of death. Whenever your hit points drop to 0, you can choose to let your soul emerge from your body to fight on. Your body remains unconscious and subject to death saving throws per normal. At the beginning of your next turn, you manifest a spirit form in your space that picks up your weapons and continues fighting on, acting on your turn and every one of your subsequent turns under your control.
Your spirit form has your physical attributes and armor class, as well as your weapons and ammunition, and can move through other creatures and objects as if they were difficult terrain. This form is immune to cold, necrotic, and non-magical weapon damage.
Your spirit form has access to all of your abilities and suffers no damage from your Crimson Rite feature. If your spirit form takes any damage, your body dies, or you regain any hit points, your spirit form vanishes. If your spirit form vanishes, it drops your weapons in its space. Order of the Lycan Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy.
Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wild beast. Those that shun the curse spend their lives burying their wild, bestial urges deep inside. However, the power of a rising full moon makes the curse too strong to resist, and the host transforms into a terrifying animal-humanoid hybrid controlled by murderous impulse. Those that embrace the dark Nature of their curse learn to harness their bestial gifts, but also succumb to the evil, vicious temperament that drives the beast within.
These hunters then use their abilities to harness the power of the monster they harbor without losing themselves to it. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path.
Yet, no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to the bloodlust. Where most who embrace this curse grow wicked, mad, even murderous, these blood hunters accept the gifts of the beast while maintaining control through intense training and blood magic.
These factors enable a member of the Order of the Lycan to prevent the spread of their curse through blood, should they wish to. Should a member of the Order of the Lycan be cured of the lycanthropic curse, it is a terrible shame on their name, the order, and those who carry the curse still. There have been passages written about members being cleansed against their will, but those brothers and sisters readily return to the order to undergo a renewed initiation of The Taming, reintroducing the curse to their bodies and restoring their honor.
Lycanthropy comes in many forms. Each version of the curse is bound to a specific beast: wolf, bear, tiger, boar, and rat are a few of the more well-known variations.
The strain of the curse defines the beast a hybrid form will share, but the features the curse bestows remain relatively uniform across strains. Heightened Senses Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator.
You gain advantage on any Wisdom Perception checks that rely on hearing or smell. Hybrid Transformation Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood.
As an action, you can transform into your Hybrid form. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form.
You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious , drop to 0 hit points, or die.
You can use this feature twice. While you are transformed, you gain the following features: Feral Might. You gain a bonus to melee damage rolls equal to half your proficiency bonus rounded down.
You also have advantage on Strength checks and Strength saving throws. Resilient Hide.
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Predatory Strikes. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action. Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.
Cursed Weakness. Your have vulnerability to damage from silvered weapons. On a failed save, you must move directly towards the nearest creature to you and use the Attack action against that creature.
If there is more than one possible target, the DM chooses the target. You then regain control for the remainder of your turn. Stalker's Prowess At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your hybrid form gains the Improved Predatory Strikes feature. Improved Predatory Strikes. When you have an active rite while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Advanced Transformation Starting at 11th level, you learn to unleash and control more of the beast within. You can now transform into your hybrid form as a bonus action, and your hybrid transformation now lasts for up to 30 minutes. In addition, your hybrid form gains the Lycan Regeneration and Beastly Precision features. Lycan Regeneration. You don't gain this benefit if you have 0 hit points. Beastly Precision. You gain a bonus to melee attack rolls made with your unarmed strikes equal to half of your proficiency bonus rounded down.
Whenever you make a Wisdom saving throw to maintain control of your hybrid form, you do so with advantage. In addition, your hybrid form gains the Pack Hunter feature.
Pack Hunter. Hybrid Transformation Mastery At 18th level, you have wrestled your inner predator and mastered it. You can now use your hybrid transformation feature three times between rests. This does not count against your blood curses known. Blood Curse of the Howl. As an action, you howl at any number of creatures within 30 feet, chilling their blood and stunning them with fear. If they fail their saving throw by 5 or more, they are stunned until the end of your next turn instead.
A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours. This curse can target any number of creatures within 60 feet of you. Those that survive find themselves irrevocably changed, enhanced.
Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, over time become something beyond human. They called themselves the Order of the Mutant. Formulas You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities. Beginning at 3rd level, you choose to learn three mutagen formulas.
Your formula options are detailed at the end of this order description. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level. Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with another mutagen formula. Mutagen Craft At 3rd level, you can take a short rest to concoct a single mutagen. Consuming a single mutagen requires a bonus action, and the effects including side effects last until you complete a short or long rest, or spend an action to focus and flush the toxins from your system.
In the evolving world of the Forgotten Realms setting, the Sundering has given way to months of cloud-cloaked darkness, and war rages under that oppressive sky. The orcs have broken a hard-fought treaty that's held, however tentatively, for a hundred years, and the time to settle old Product Details Sales Rank: English Number of items: Hardcover pages 15 of 15 people found the following review helpful. The story of the Companions picks up again Jefferson [Disclaimer: Ad veri latine efficiantur quo, ea vix nisl euismod explicari.
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Following the triggering attack, the affected enemy has disadvantage on the next attack roll they make. Jefferson [Disclaimer: And after that I got t Blood Curse of Mutual Suffering As a bonus action, you can link to a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict upon you.