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Iron Kingdoms: Requiem
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=DLC Content= Never ones to miss a trick to milk money out of their fanbase, they've also realized that the internet age means that the old "DLC" model can be exploited by tabletop games as well as videogames. As a result, they've begun offering new "optional" mechanical content as paid purchases from their online store. Several of these DLCs exist for Iron Kingdoms 5E; the '''Man o' War''' [[Fighter]] subclass, representing the [[steampunk]] [[Power Armor]]-clad warriors of Khador; the '''Path of the Condemned''', a [[Barbarian]] subclass that lets you play as a Doom Reaver, a group of Khadorans forcibly bound to unholy weapons consumed with an urge to kill; the '''Stormsmith''' Mechanik archetype, focusing on channeling electricity and manipulating it to various purposes. '''Secret Masters''' introduces the '''Blackclad''' class to act as an alternative class to represent the [[druid]]s of the [[Circle Orboros]]. The Blackclad comes with three subclasses: *''Path of Nature's Wrath:'' The elementalist, capable of creating shockwaves when they cast spells as well as temporary flight. *''Path of Stone:'' Focused on creating Wolds, specialized stone golems, on top of a few extra bonuses when on solid ground. *''Path of the Wayfarer:'' Blackclads who can channel the power of dormant leylines in order to teleport and augment their spells. Similarly, there's '''Gravediggers''', which includes variant backgrounds to represent the various Trencher companies as well as some extra equipment. '''Soldiers of Fortune''', on the other hand, focuses on the Steelheads and provides tools and NPCs as well as a sample patron. '''The Devourer's Host''' introduces the '''Tharn''' race, savage devotees of the Devourer Wurm. They are Medium sized with a speed of 30 feet and +1 Con. Their common racial traits are Darkvision, Keen Senses (proficient in Perception), Heart Eater (1/day eat the heart of a living being to restore a spent hit die or to restore THP) and Gift of the Wurm (transform into a monster with THP and other perks given by subrace, but become unable to speak most languages and cannot cast verbal spells). They also have subraces: * Ravager: +2 Str, Athletic (proficient in Athletics), Bite (1d6 natural weapon), Howler (Gift of the Wurm makes them Large size and improves the damage of their melee attacks) * Stalker: +2 Dex, Shadow Hunter (proficient in Acrobatics and Stealth), Lurker (Gift of the Wurm increases speed and improves Stealth checks on top of being able to hide in most natural areas) It also gives the '''Bloodtracker''' archetype for Rogues, which gives a focus on tracking down prey and hunting in the wilderness. '''Guardians of the Temple''' provides options for the former [[Protectorate of Menoth]] with gear and the '''Daughter of the Flame''' archetype of the Rogue, going for a more direct combat focus with a preference for precision and dual-wielding. '''Mysteries of the Maiden''' provides options for the [[Convergence of Cyriss]], comprising of the '''Cyriss Warcaster''' archetype (which grants a bond with the special Cyriss Vectors and improves their efficiency), special gear, and the Clockwork race template (you carry the stat boosts and two skill proficiencies from your old race, but now become a soul in a jar piloting a fancy robot.) '''Divine Mechanics''' follows up on this with the Industry Cleric domain (offering tons of healing for constructs of any kind) and options for Servitors, tiny drones that support you similar to [[Servo-skull]]s
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