Iron Kingdoms: Requiem

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Iron Kingdoms: Requiem is the third roleplaying tie-in to the Iron Kingdoms setting created by Privateer Press, and the second to run on the Dungeons & Dragons chassis, specifically the Dungeons & Dragons 5th Edition ruleset.

This iteration of the setting takes place after the big Infernal Invasion event from the WarmaHordes gameline.

Publication History[edit | edit source]

Currently, the Requiem gameline consists of 4 officially released splatbooks, with two upcoming splatbooks that currently only exist in PDF form for kickstarter backers... which of course have leaked onto the internet, because, seriously, what did you expect?

Iron Kingdoms: Requiem Campaign Setting: The corebook.

Monsternomicon: The first Monster Manual.

Borderlands & Beyond: Setting lore for the regions on Western Immoren's borders, namely Rhul, Ios, the Glimmerwood, the Bloodstone Marches, Blackice Mountains, the Burningfrost Plains, the Howling Wastes, Nyaloss Mountains, the Lost Forest of Rylolyse, and Frostbracken. Also includes more Hordes-based mechanical content.

Borderland Survival Guide: A grab-bag of topics relating to Borderlands, such as new monsters and magical items.

Nightmare Empire: Setting lore for Cryx and its surroundings. Naturally, this includes mechanical goodies like necrotite and necroarchana.

Scoundrel's Guide to the Scharde Islands: A grab-bag of topics relating to Nightmare Empire, including ship-sailing rules (which, at the very least, are more extensive than anything that Wizards of the Coast did for Spelljammer), monsters, and building your own undead thralls.

The Deep Wild: Setting lore for the wildest areas of Immoren, the traditional haunts of gatorman, farrow and trollkin; basically, this is the stuff beyond the frontier territorites covered in "Borderlands & Beyond" whilst still on the same continent.

Monsternomicon: The Lost Pages: The second Monster Manual.

New Classes[edit | edit source]

All of the "big" splatbooks for Requiem include some brand new classes to play with.

Campaign Setting[edit | edit source]

The Alchemist is a character who studies the arcane sciences of chemistry to create and utilize potent chemical tools and weapons. As they gain levels, they gain an arsenal of increasingly complex alchemical formulae that they can create during downtime, as well as certain simpler formulae they can whip up on the fly if they have access to their alchemist's supplies. The three subclasses of the Alchemist are:

  • The Combat Alchemist, a warrior-alchemist who specializes in the use of weaponized alchemy, lobbing homemade grenades at foes with increasing skill and versatility as they age. Whilst their features don't revolve around it, they often carry Crucible Arms - specialist weapons that either spray deadly alchemical liquids like flamethrowers or can infuse bullets with fiery, acidic or toxic fluids.
  • The Synthesist is dedicated to pursuing the true understanding of alchemy, allowing them to produce more powerful alchemical items and otherwise wring more use out of their alchemical supplies and formulae.
  • The Rogue Alchemist is either a criminal who turned to alchemy to augment their lawbreaking, or just an alchemist who refuses to knuckle under to the established alchemical guilds (or was kicked out of them, or otherwise has cause to operate under the table, as it were). They specialize in scrounging up substitute ingredients and outright pilfering alchemical formulae from others but are also masterful poisoners.
  • The Biochemist (from DW) is a potion master, specializing in boosting living beings through drugs and tinctures.

The Gun Mage is one of the most iconic classes of the Iron Kingdoms; a gish who combines spellcasting powers with gunslinger talents to become a master of ranged combat. Take note that despite using the 5e spell list, Gun Mages do not specialize in the use of ray spells and other "beam" type offensive spells, but instead focus on taking ordinary ammo and channeling magic into it; this is represented by their core class feature, Rune Shot, which lets them pick a number of different potential buffs they can apply to their bullets by spending spell slots, such as adding elemental damage, boosting accuracy, heightening damage, turning it into a guided projectile, etc. The higher the Gun Mage's level, the more Rune Shot options they can pick up. They are Charisma-based Half Casters, although they can cast 6th level spells rather than the normal 5th level spell cap. They rely on the use of the Magelock weapons, but can substitute any firearm - however, until they gain the Weapon Bond feature, using non-Magelock firearms to launch Rune Shots causes the weapon to degrade with each use. There are three Gun Mage subclasses:

  • Militant Order of the Arcane Tempest represents true soldier gun mages who gain increasingly potent combat-related abilities.
  • Order of the Thorn is an order of covert operatives from Llael who specialize in espionage, sabotage and assassination. Their subclass features are a mixture of stealthy shooting tricks and an increased ability to fight to the last.
  • Order of the Lone Gun covers self-trained, mavericks, or heirs to minor traditions that haven't developed into fully-fledged orders. They're the most versatile of the gun mages, with a grab-bag of useful tricks.
  • Order of the Witch (from NK) teaches gun mages to meld some of the Cryxian traditions of Blood Magic with the art of wielding firearms. They gain Bleeder (heal by 1/2 damage dealt with this rune shot) as a bonus rune shot, can stab and shoot with a witchlock's bayonet in the same turn, can use a successful shot from a witchlock to regain a Rune Shot 1/short rest, and can deal two Rune Shots at one by blasting away with dual witchlocks.

The Gunfighter is, of course, a gunslinger by any other name. It's a warrior class dedicated to mastery over the new firearms included in the Requiem corebook, with its core feature being access to a number of special attacks called "Trick Shots"; in this regard they're sort of like dexterity gun mages. They tend to focus on evasion, stealth, and just staying well out of reach of the enemy, so don't mistake them for a fighter even if they are a "mundane combat-focused" class! Three subclasses here:

  • Pistoleers specialize in the use of pistols, allowing them to draw and fire with greater speed than other gunfighters.
  • Sharpshooters specialize in the use of long arms like rifles; they don't fire as frequently as pistoleers, but they hit targets a lot harder and from a lot further away.
  • Commandos are stealthy gunfighters who specialize in quick, brutal stealth attacks to take down foes. As a result of their tendency to work in close range, they are also more adept at melee weapons than pistoleers or sharpshooters.
  • Ghost Snipers (from B&B) specialize in firing from afar but are better at avoiding notice after firing whether because they ran just after firing or because that shot has been silenced.
  • Wraith (from NK) is a Gunfighter/Necromancer fusion, the Wraith is an Intelligence-based Third Caster with access to a small school of "ghost themed" spells (buffs and debuffs), the unique Trick Shots "Lead Poisoning" and "Spelleater", the ability to shoot through protective spells and disrupt spellcaster concentration, and the ability to regain spell slots by using Spelleater or disrupting enemy casting.

Mechaniks are the artificers of Immoren, adventurer-scientists who specialize in building, maintaining and utilizing the various steampunk gear of the Iron Kingdoms to solve their problems. Unlike the Alchemist, Gun Mage and Gunfighter, they don't have a specific class-based set of "things you can build", they just have class features that make them better at building and using "tech" items on the fly - they're a Skill Monkey class more than anything. Three subclasses, yet again:

  • Combat Mechaniks are used to serving in combat and keeping valuable military gear, like guns, steamjacks, cybernetics, etc, functioning under pressure. On the other hand, they're also very good at knocking out enemy machines too.
  • Ironheads are specialists in the use of steam armor - the Power Armor of Immoren. Human(oid) tanks, ironheads get to build their own free suit of standard-class steam armor, and subsequently customize it as they level up with more unique tricks and abilities.
  • Arcane Mechaniks really are the artificers of the Iron Kingdoms; they're mages who've turned to blending science and sorcery, allowing them to specialize in industrial thaumaturgy - the very elite branch of science that creates the magitek devices known as mechanika. They're Intelligence-based Third Casters with the ability to both cast spells of up to 4th level and to build, fuel and otherwise augment mechanika devices and weapons.
  • Arcane Mechaniks (from B&B) really are the artificers of the Iron Kingdoms; they're mages who've turned to blending science and sorcery, allowing them to specialize in industrial thaumaturgy - the very elite branch of science that creates the magitek devices known as mechanika like 'jacks. They're Intelligence-based Third Casters with the ability to both cast spells of up to 4th level and to build, fuel and otherwise augment mechanika devices and weapons.
  • Rhulic Mechaniks (from B&B) dedicates on pushing steamjacks to their limits and getting the most out of those limits.
  • Iron Mongers (from NK) specialize in fighting on the front line, right alongside their machinery, and are happy to employ a little black magic to aid in tearing down the steamjacks, fortifications and vehicles of their enemies. They gain proficiency in Strength saves and Intimidation, +2 HP per level, can use Tinkering from 15ft away, place a Machine Curse on an enemy construct, vehicle or structure (or boost an ally construct, vehicle or piece of mechanika), do more damage with melee attacks against constructs, vehicles and structures, and can add Strength modifiers to their Tinkering checks.
  • Necrotech (from NK) is the most iconically Cryxian tradition of the mekanik, being one part mad scientist and one part necromancer. They can work on necrotech with their Field Tinkering, build Scrap Thralls, and bolster themselves with necromechanikal augmentations.
  • Trapper (from DW) is, as the name suggests, focused on the art of constructing traps.

Finally, there are Warcasters; mages who can telepathically link with steamjacks, allowing them to command these steampunk magitek golems in battle, as well as to exploit mechanika weapons and armor to greater effect. They are Intelligence-based Half Casters of the "prepared spells" style - the iconic "Focus" from the wargame is adapted into a kind of mana system; you have a level-based cap on how powerful a spell you can cast (up to 6th level) and on the maximum size of your Focus pool, and you spend Focus points to cast a spell or apply a buff. Their three subclasses reflect their approach to mechanika-augmented magic:

  • Controllers are the iconic "steamjack master" warcasters, focused on pushing their steamjacks further and getting the most out of them in battle. They're the only subclass who start play with a steamjack companion as a result.
  • Arcanists focus instead on battle magic; steamjacks are used as "living" defenses and reserves of magical energy. Their features revolve around maximising their offensive spell capabilities, and they can even use Focus to alter their spells in a form of pseudo-metamagic.
  • Soldiers are the warcasters least interested in steamjacks, instead focusing on their bond with mechanika arms and armor. They're all about boosting the most out of their mechanika gear and using Focus to augment their own personal killing abilities, making them the most gishy of the warcasters.
  • Arcane Assassins (from B&B) are warcasters that are ironically made to hunt down their own kind. Not only can they spend focus to cripple the target's spellcasting abilities, but they can also find ways to drain energy from mechanika and arcanik devices.
  • Arcanika Adeptis (from B&B) is dedicated entirely to the use of Arcanika - special magic-powered technology from Ios. This grants a special bond with an arcanikal weapon or armor and learning how to feed both Focus and spells into fueling it.
  • Rhulic Warcasters (from B&B) uphold the efficiency expected from Rhul, getting the most from even the simplest steamjacks. This provides a unique steamjack as a bond, a simple utility bot that can nonetheless be a very tanky thing with advantages that others cannot find.
  • Void Touched (from B&B) is the result of the Sundering hitting Ios, twisting the magic of some to channel a cold and bitter void. This not only makes for some offensive options for Focus, but also the ability to crib a spell from the Cleric's Void Domain.
  • Cryxian Necromancer (from NK) obviously represents the unique blend of warcaster magic and necromancer traditions that underpin Cryx's use of bonejacks. Whilst they can use bonejacks, they actually focus more on withering foes with a barrage of black magic.
  • Swashbuckler (from NK) is a warcaster who has focused on learning how to effectively fight and command warjacks aboard a ship, with the ability to tap their warcaster armor to create breathable air and to magically manipulate the weather.

Borderlands & Beyond[edit | edit source]

Bone Grinders are the primal counterparts to Alchemists (with a dash of bio-Mechaniks), artificer-necromancers who have learned to exploit the fundamental magical energies inherent in living creatures by harvesting bio-matter and shaping it into potions, talismans and fetishes. This mixture of alchemy and magic allows these, quote, "filth-encrusted meat wizards" to create the equivalent of magical items by butchering their kills. Its subclasses determine what it uses its arts to augment:

  • Way of Bile gives more benefits towards poisons, whether via magic or by magic you create by your own tainted biology.
  • Way of Bone is the combat-focused path, improving combat capability.

Shamans are a more savage counterpart to the conventional cleric, with the addition of special Rites - abilities akin to Channel Divinity, but most are more generalized and available to all Shamans. Their subclasses are also domains:

  • Matron Domain is the general support domain, providing healing as well as some damage resistance.
  • Predator Domain is akin to the War Domain, driving hard on getting into the thick of combat.
  • Bokors (from DW) are the iconic gatorman shaman, wielding a mixture of primal and necromantic magic that allows them to blight foes and animate the dead.
  • Mist Speakers (from DW) are the iconic bog trog shaman, calling up the magic of mist to create illusory defenses and wards.

Warlocks replace the counterparts of the same name from D&D 5e and are the fleshy counterparts to the Warcaster from the Requiem corebook, being spellcasters tied to the new Warbeasts. Weirdly, they're Wisdom casters rather than Charisma casters, which you'd expect them to be given a) Charisma tends to be the "force of will" mental stat, and b) it'd complete the trinity with the Int-based Bone Grinders and Wis-based Shamans. Their subclasses differentiate on how you channel your bonding powers:

  • Devourer Resonance channels the bond to all manner of predatory beasts, all the get of the Devourer Wurm. This doesn't give much focus, but it does give more to coordinate between both Warlock and warbeasts.
  • Farrow Resonance is a Farrow-only subclass, as it bonds to the wild hogs and boars that the Farrow descend from. This provides means to let the warbeasts suffer damage in order to enter fits of wild rage.
  • Trollblood Resonance is a subclass exclusive to Trollkin and Pygmy Trolls, as it channels into the troll bloodline and focuses on trollblood warbeasts. This gives the warbeast extra tankiness, including boosting their regeneration.
  • Swamp Resonance channels the power of swamp beasts, which are more patient and subtle than those of the Devourer Resonance. Swamp-locks have sneakier beasts that can explode into savage activity, as well as heal themselves by devouring their kills.

Nightmare Empire[edit | edit source]

Blood Witches are Charisma-based spellcasters who practice Blood Magic. Prepared spellcasters, Blood Witches get the unique "Blood Magic" core class trait, which means that rather than spending spell slots, they sacrifice hit points at a rate of 5 HP per spell level each time they cast a spell - not enough HP, and we mean core HP not temp HP, and you can't cast a spell. This might seem crippling, but they also get the core class trait "Blood Sacrifice", where their damage dealt agains a non-undead, non-construct foe during that turn counts as "sacrificed blood"for terms of spellcasting. So, a Blood Witch is encouraged to get in close and cut some bitches. They also get some other features to make this less of a weight to deal with. They max out at an effective spell level of 5th, making them effectively Half Casters. Their core combat class trait is "Crimson Strike", which lets them add either Advantage or +2d8 necrotic damage (+3d8 vs. humanoids) to an attack once per short rest, gaining an extra use per rest at 6th and 18th level.

  • Blood Priestess: The oldest of the Blood Witch traditions, the Blood Witch acts like a Cleric dip, gaining a couple of clerical buff spells, some blood-fueled ritual versions of Alarm, Augury, Detect Magic and Identify, the ability to sacrifice HP to let an ally caster cast a spell for free, and finally a second "Blood Rite", which is a spell of 3rd level or lower that can be cast without HP sacrifice 1/day.
  • Blood Seer: A blood-fueled diviner gish. Bonus spells from the Divination school, the ability to gain a single free reroll by studying the remains of a slain enemy as part of a long rest, some ally-buffing abilities, and the ability to gain temp HP from a Crimson Strike once per short rest.
  • Night Witch: The quick and killy subclass. Night Witches get a grab-bag of buff and debuff spells, the abilityto literally cloak themselves in a veil of gore, a bonus fighting style, the abilit to Disengage or Dodge as a bonus action, and finally the ability to burn their Reaction after dropping a foe to immediately move towards and attack another foe in range.

Raiders are lightly armored, fast-moving martials who specialize in hit-and-run tactics. Think of the Raider as a more combat-focused alternative to the Rogue. It may sound kind of redundant, but then, you could argue that any mundane combat class past the Fighter is kind of redundant. Their core features all revolve around being able to hit and move whilst enemies struggle to keep up.

  • Commanding Officer: A pseudo-Warlord, the CO's subclass features all revolve around bolstering their allies ability to fight, kill and maneuver around the battlefield.
  • Highwayman: This is the subclass you take if you wanna be a gunslinger without actually being a Gunfighter. You get proficiency with stealth, survival and a bunch of features that make you deadlier with a firearm.
  • Pirate: The obligatory seafaring rogue, the Pirate's subclass features actually are NOT dependant on being on a ship, so it's surprisingly capable at fighting in other environments too. They're hard to knock around, can scare enemies, blind foes with the blood they're spilling, fight better with blade and gun simultaneously, and spur on their allies in a fight.

Into the Deep Wilds[edit | edit source]

Monster Hunters are basically 4e style rangers; they're a lightly armored martial class specializing in taking down big beasts through a mixture of melee combat and firearms.

  • Big-Game Hunter: Specializes in firearms, specifically in singular but high damage shots.
  • Manhunter: The sneaky one, specialized in getting around quickly and quietly through rough terrain.

Warlords are described simply as "battlefield commanders who inspire allies". So basically they're the 4e Warlord as interpreted by Privateer Press through a 5e lens.

  • Conqueror: Focuses on leading through fear and intimidation.
  • Defender: Specializes in protecting their allies.
  • Tactician: Specializes in strategy, control of the battlefield, and manipulating the enemies.

New Subclasses[edit | edit source]

Of course, they had to invent new subclasses to further pack out the mechanical goodies, too.

Barbarian

  • Path of the Long Rider is centered upon mounted combat, especially with ride-by rushes. Unfortunately, this still requires you to buy your own mount so you can use all of these features.
  • Path of the Runeshaper makes the barbarian into a Third-Caster. However, it doesn't let you cast while raging until several more levels in as well as some geomancy-styled perks.
  • Path of the Warchief give a leadership buff to rages, allowing each rage to support allies as well as making their own attacks hit harder.
  • Path of the Bloodgorger: Dragonblighted warriors who have learned to practice a form of Blood Magic by devouring their foes as they fight. They get natural weapons and enhanced proficiency with them so they're actually worth using, the ability to eat their kills for some on-the-field healing, the ability to scare the shit out of their opponents, and finally the ability to invoke one of several boons by eating a just-killed opponent.
  • Path of the Gladiator: A kind of bloody performer, these barbarians gain enhanced aptitude with certain weapons, resistance to fear when raging, the ability to debuff foes through intimidation, the ability to boost allies when they takedown foes, and the ability to spend Hit Dice whilst raging to recover HP.
  • Path of the Ravager: A brutal warrior who literally eats the hearts of their kills to supercharge themselves with blood magic.
  • Path of the Slaughterhouser: A heavily armored barbarian who chops down even the biggest beasts.

Bard

  • Fell Callers are a bard subclass only available to trollkin, since they're based on trollkin lore and culture. Fell Callers are warrior-bards with access to a unique variety of sonic based augments and attacks.
  • Stormsinger has an affinity for weather magic, these bards are at their deadliest when fighting aboard ships. They can literally sing up a storm to improve or foul the weather, are adept at predicting general weather conditions and avoiding naval hazards, and finally can summon up choking fogs and waterspouts.
  • College of Fauna: Specializes in communing with animals and embracing the beauty - and savagery - of nature. Basically, it's a bard with an animal companion.

Cleric

  • Benefaction Domain is chiefly associated with Morrow, the general lead god in civilized territories, with a focus on self-sacrifice for the good of others. This extends to making a generalized support and healer cleric.
  • Blight Domain is the representative domain of the foul dragonfather Toruk. This acts as an undead domain, supporting the undead and dealing necrotic damage.
  • Guile Domain is associated with Thamar, Morrow's dark and duplicitous twin. This domain focuses upon deception and can even use unwitting allies as the origin points of spells.
  • Judgment Domain is a domain focused upon law and knowledge, as its devotees tirelessly study Rhulic law. This gives perks to high Int clerics as well as various debuffs.
  • Obedience Domain is mainly associated with Menoth, whose Protectorate is built around subservience towards the law. The main focus for this is on Hymns, special buffs sustained by concentration.
  • Void Domain represents what remains of the dead gods of the Iosan and Nyss peoples. Now this domain can be used to channel the destructive and terrifying power of nothingness.
  • Blight Domain: This cleric domain represents the faithful worshippers of Toruk Dragonfather, manipulating the dark necromantic powers of the lord of dragons. They gain a bunch of offensive necromantic spells, can heal undead with their healing spells, use Channel Divinity to summon an aura of corruption, can create an aura of blighted energies, infuse their weapons with necrotic damage, and finally gain immunity to necrotic damage.

Fighter

  • Battle Chaplain is basically the fighter-cleric to the Eldritch Knight's fighter-wizard, being a Wisdom-based Third Caster with access to the Cleric spell list.
  • Man-at-Arms specializes in fighting defensively and in the use of polearms.
  • Marines give the pirate stereotype, being able to fight on any weather condition, take control of the ship and handle boarding actions.
  • Ryssovass were the former guardians of Nyss, but with the many misfortunes their people have suffered, it has begun spreading to other people. This makes the Fighter something of a gun-tank, skilled with both guns and heavy armor as they protect their allies.
  • Shroud Knights have already spent plenty of time around the undead and thus begin taking on some of their traits. Not only can they become immaterial in a limited capacity, but they also have the ability to channel necrotic energy.
  • Storm Knights are elite Cygnaran warriors who fight in specialized suits of mechanika armor and wield lightning-based mechanika weapons, with a bit of specialization in leadership.
  • Trooper is a dedicated gunman archetype, giving a bit of flexibility between firearms and melee combat as well as ways to defend allies in combat.
  • Marine: A fighter who has specialized in combat aboard ships, whether they patrol the rivers and streams or brave the open oceans. They gain several mobility-boosting subclass features, and an affinity for firearms.
  • Shroud Knight: Whilst it could be described as a necromancer gish, the Shroud Knight doesn't gain any spellcasting abilities, but instead gains the ability to summon a mystical cloud of darkness from the netherworld, which grants them increasingly ghost-like abilities.
  • Warder: A fighter specializing in defense, especially of their allies.
  • Wolf of Orboros: One of the rugged wilderness-trekking survivalists who form the military backbone of the Blackclad Druids of the Circle of Orboros.

Monk

  • Way of the Battle Mage' was formerly exclusive to Iosan Elves, but has begun being spread to others, whether by desperation or by thievery. This way focuses on special Power Gauntlets, arcanikal Power Fists that can also channel Ki into casting spells.
  • Way of Deception makes essentially variant ninjas focused on spying, disguise, manipulation and politicking rather than Shadow Magic, with the order largely being associated with worship of Thamar.
  • Way of the Dying Hand channels the power of undeath, allowing attacks to deal necrotic damage and being able to steal souls for protection.
  • Way of the Fist is an elite unarmed combatant monk, complete with special offensive and defensive perks.
  • Way of the Gun blends together the monastic arts of Monks with firearms, letting them count as Monk weapons and letting light guns be used in a Flurry on top of other tricks.
  • Way of Lys Healing was formerly exclusive to Iosan Elves, but the scattering of Ios has led to this being spread to others. This allows the monk to spend Ki points in order to cast all manner of healing spells.
  • Way of the Dying Hand: The armed enforcers of the cult of Toruk, these monks channel dragonblight through their own bodies to augment their abilities. They can spend ki to add necrotic damage to their unarmed strikes, harvest the souls of the slain to bolster their ki and strike foes from afar, drain life with a touch, and emit a burst of dragonblight.
  • Way of the Wrastler: A tradition largely associated with the gatorman culture, but also found amongst the wild folks of Immoren. This is all about grappling, throwing, and toughing out damage.

Paladin

  • Oath of the Custodian dedicates to fighting and protecting to the very last breath. Aside from giving protection to a charge, this also provides several ways to improve the tankiness of the Paladin.
  • Oath of Edicts represents an absolute set of laws that must be abided by, regardless of morality. This leads to a serious set of debuffs that can be inflicted on enemies.
  • Oath of Radiance represents heroic champions of the Morrowan faith dedicated to battling evil, especially in its manifestations of infernals and the undead.
  • Oath of the Wall represent Menite champions dedicated to protecting the flock, and much beloved by the common Menites for their compassion compared to the self-righteous fire-and-brimstone zeal of the lay-priests and their "holy" torturers.
  • Oath Undying: A blackguard whose sheer determination to live grants them necromantic abilities that augment their ability to survive at all costs. They can use Channel Divinity to drain the life from their foes or resist a killing blow, exude a Terminal Aura that lets them and nearby allies do necrotic damage with melee attacks, gain Chill Touch as a bonus spell, and make a combat teleport 1/day.
  • Oath of the Chosen: A bodyguard so devoted to protection, either of an individual or of the needy in general, that it grants them magical powers.
  • Oath of the Paragon: A paladin who strives to be a living champion of their people. Mostly associated with trollkin worshippers of Dhunia.

Ranger

  • Bounty Hunters are just generally good at hunting and capturing opponents.
  • Mage Hunters specially dedicate their hatred at fighting magic users and constructs.
  • Nyss Hunters were formerly exclusive to Nyss Elves, but necessity has forced them to spread this to others to continue their fight against the blighted. Their other abilities are otherwise quite undiscerning, requiring only for dedication to ranged combat.
  • Vigilant represents one of the Morrowan-trained magical monster killers.
  • Knight of the Vigil: Members of the Cygnaran order which exists to protect Cygnar's coasts against the depredations of the Nightmare Empire, pirates, and other seaborne foes. Knights of the Vigil get a few simple but effective abilities, including proficiency with Deception and Persuasion, Favored Enemy: Undead, increased vigilance, and the ability to take an attack for an ally.
  • Seafarer: The Ranger equivalent of the Mariner, the Seafarer is all about their skills at sailing and fighting whilst sailing. They get free proficiencies with firearms and water vehicles, can take the Gunfighter's unique fighting stylers, can take either the ability to unleash a barrage of shots at multiple targets or to move on quickly from one melee kill to the next, and increased resistance to charm, fear, stunning and sleep.
  • Mist Rider: A ranger who has mastered the rainy, misty heights of the mountains of northern Khadaron. Rides a giant goat into battle and can summon elemental powers of mist and storm.
  • Reeve: Snipers and scouts, reeves specialize in combining firearms with stealth and maneuverability.
  • Shepherd: A ranger with some minor warlock talents, allowing them to soothe and manipulate warbeasts.

Rogue

  • Buccaneer is essentially a Battlemaster Rogue, utilizing a special list of maneuvers on top of some perks for dual-wielding.
  • Bushwhacker is focused on sniping as well as ways to escape and hide after sniping.
  • Cutthroat is an urban specialist with a mixture of features, including special riders on top of sneak attacks.
  • Duelist is a combat-focused swashbuckler specializing in dual-wielding blade and pistol.
  • Mage Slayer gives plenty of ways in order to track down, disable and kill any spellcasters.
  • Buccaneer: A stylistic dual-wielder, the Buccaneer's abilities center around the "Swashbuckling" subclass feature, which gives them access to a special pool of dice-fueled techniques. Their more general abilities include an increased affinity for dual-wielding blades and some bonus attacks.
  • Necrosurgeon: A grisly grave-robber who understands just enough anatomy and necromantic rituals that they can not only kill the living more effectively but also recycle parts from the slain to augment friendly undead or create their own "Stitch Thrall" zombie minions.
  • Warwitch Siren: Essentially an Arcane Trickster with a dash of Warlord, this Rogue-based Third Caster gains access to the library of illusion and enchantment spells, can attempt to charm creatures without spell slots, and also gainst some features that let them buff nearby allies.
  • Desperado: A highly mobile rogue who stalks the wilderness, using the cover to ambush victims and then escape retaliation.
  • Poacher: Specializes in setting traps, as well as hunting and slaying beasts.

Sorcerer

  • Ice Forged represents the legacy of the dead god Nyssor, who was known as the god of winter. This not only deals with ice magic, but also a knack for crafting and improving items.
  • Dirge Seer: Obviously, given that Cryx is literally saturated with the spiritual corruption of an eldritch dragon-god, the most common kind of sorcerer there is one who unwittingly taps into the Blight of Toruk. Dirge Seers are combat-focused, gaining increased affinity with melee attacks, an enhanced affinity for acid and necrotic damage, a set of bonus spells (which can be swapped for any arcane Divination or Necromancy spell), and finally the ability to spend sorcery points to curse creatures they have damaged or bolster themselves and allies by mixing the blood of an enemy with their own sorcery points.
  • Sea Sorcery: Basically an alternative set of water magic to the canon Storm Sorcery subclass. The biggest bonus is the addition of a set of bonus spells... seriously, WotC, if Privateer Press can figure out that this is what sorcerers need to get good, how the fuck have you failed to get it?!
  • Arcanivore: Blessed or cursed with the innate ability to drain magic and then redirect it, arcanivores specialize in nullifying enemy magics and spells.
  • Twin Soul: A set of conjoined twins who gain magical powers as a result of their bond.

Wizard

  • Magister is built upon the Arcantrik Harness, a special magical item that can expend charges to reduce damage. This can also gain offensive perks as well as the ability to expend spell slot in order to restore charges on the harness.
  • Tactical Arcanist is very much a battle-mage, trained in steam armor and melee combat, supporting allies while in the thick of combat rather than away from it.
  • Soulweavers are wizards who have learned to capture the souls of the dead and consume them as fuel for their powers. Officially, this is regarded as the blackest of arts, with ties to both necromancy and the Infernals. Needless to say, their primary class feature is their ability to construct soul vessels to imprison souls in, and all their features revolve around consuming stored souls in order to gain various buffs.

[Warlock]]

  • The Maw serves a patron defined by their insatiable hunger, and gains literally and metaphorically cannibalistic powers as a result.

Races[edit | edit source]

Core Book[edit | edit source]

Gobbers can use the halfling traits if you really want, but their official trats are +2 Dex, +1 Cha, Small size, 25 feet speed, Superior Darkvision, and the traits Beneath Notice (free Stealth proficiency, when you Disengage you can then attempt to Hide), Nimbleness (you can move through the space of bigger creatures), and Tinkerer (1 free tool proficiency from the list of alchemist's supplies, mason's tools, smith's tools or tinker's tools).

Humans are all Medium with a base speed of 30 feet, but gain an ability score modifier and racial traits based on their nationality:

  • Cygnaran: +1 Int, +1 Cha, Right to Bear Arms (+1 to attack rolls with Simple and Martial Firearms), Well Educated (pick 2 skill proficiencies: Arcana, Insight, Medicine, Nature, Religion) and Industrial Revolution (+d4 to ability checks with artisan's tools).
  • Protectorate of Menoth: +1 Str, +1 Con, Pilgrim's Path (proficiency in History, Religion and Survival), Citizen Soldiers (proficiency with simple & martial melee weapons, light armor, medium armor, and shields).
  • Khadoran: +1 Con, +1 Wis, Legacy of the North (pick 2 skills: Animal Handling, Athletics, Intimidation, Survival), Iron Will (advantage on saves vs. Frightened), Northern Resilience (+2 to Constitution checks and saves).
  • Llaelese: +1 Int, +1 Cha, Keen Mind (pick 2 skill proficiencies: Deception, Intimidation, Perception, Stealth), Blood of Liberty (+d4 to Investigation and Insight checks), Dueling Code (free Martial Weapon proficiency).
  • Ordic: +1 Str, +1 Dex, Shore Leave (pick 2 skill proficiencies: Acrobatics, Athletics, Performance, Survival), Sea Legs (Swim Speed of 30 feet when in Light Armor or less), Coastal Home (1 water vehicle proficiency, 1 tool proficiency from: carpenter's tools, cartographer's tools, navigator's tools, or cook's utensils).
  • Cryxian: +1 Dex, +1 Wis, Smuggler's Heritage (pick 2 skill proficiencies: Deception, Intimidation, Perception, Stealth), A Pirate's Life (proficiency with Cutlass and Simple Pistols), Touch of Blight (Advantage on saves vs. disease and poison, Resistance to Acid and Necrotic damage).

Elves of the Iron Kingdoms are Medium Sized with a 30 foot speed and have Keen Senses (Perception proficiency) instead of the basic core race's traits. Though each is considered a separate race, they share this much until you pick their nationality:

  • Iosan Elves have +2 Int, +1 Cha, Darkvision, and the racial traits Martial Society (re-roll attack rolls of 1; 2nd result stands), and Skill Versatility (pick 2 skill and/or tool proficiencies of your choice).
  • Nyss elves have +2 Dex, +1 Int, and the racial traits Child of Winter (Resistant to Cold damage), Nyss Weapon Training (free proficiency with Nyss Longbow and Nyss Claymore), Quick Response (roll Initiative with Advantage 1/day) and Light Resilience (Advantage on saves vs. Blindness).
    • Borderlands Survival Guide gives Iosan and Nyss elves the ability to become Eldritch, magical elven vampires. This replaces all racial traits aside from proficiencies with Superior Darkvision, Undead (immunity to starvation and sleep deprivation), Dread Touch (prof/day ability to make special unarmed attacks that require a save to avoid extra damage, all while healing an equal amount of damage) and Eldritch Weakness (vulnerable to wholly organic materials like wood and bone, plus a need to commit ritual murders every day or else suffer Str drain)
  • Soulless Elves (from B&B) have +2 Int, +1 Dex, Darkvision, and the racial traits Arcane Anathema (inability to cast spells, advantage to saving throws against spells and half-damage even if it fails), Martial Society (re-roll attack rolls of 1; 2nd result stands) and Skill Versatility (pick 2 skill and/or tool proficiencies of your choice).

Ogrun gain +2 Str, +1 Con, are Medium Size with a speed 30 feet, and have the racial traits Powerful Build, Huge Stature (can wield 2-handed weapons 1-handed, Versatile weapons always do 2-handed damage value), Thick-Skinned (+1 AC when in Medium, Light or No Armor), and Imposing Presence (free Proficiency in Intimidation or Persuasion).

  • If you want to specifically play a Rhulic Ogrun, you can swap Imposing Presence for either Lessons of Ghord (free proficiency with History and either mason's tools or smith's tools) or Oath of Fealty (designate a friendly ogrun or rhulic dwarf as your korune; you must obey them and can grant them a free Dodge 1/short rest).

Rhulic dwarves use the standard dwarf core race with these subrace traits: +1 Int, Firearms Training (proficiency with Carbines), Master Craftsman (proficiency with Tinker's Tools, can craft magic items in 50gp increments and mundane items in 15gp increments) and Oathbound (swear a formal oath for a specific, long-lasting task at 1st level, with a 2nd at 7th level and a 3rd at 12th level; when performing tasks directly related to an oath, gain a +1 bonus to all relevant skill checks).

Trollkin are Medium sized with a speed of 30 feet and +1 Str and +1 Con. They have the core racial traits Darkvision, Born to be Wild (Proficiency in Survival), Ceaseless Stamina (ignore all effects of Exhaustion until you reach exhaustion level 3, whereupon they all hit you at once; you also recover 3 exhaustion levels per long rest), Regenerative (reroll Hit Die results of 1-2 when spending Hit Die to regain HP during short rests; 2nd result stands) and Trollkin Toughness (Advantage on saves vs. disease and poison, resistance to Poison damage). They also have to choose one of the following subraces:

  • Woodland: +1 Con, Woodland Survivalist (ignore nonmagical forest-based difficult terrain, Advantage on Survival checks to hunt in forests).
  • Northkin: +1 Str, Northkin Resilience (Resistant to Cold damage).
  • Albino: +1 Cha, Cantrip (choose 2 cantrips from the Sorcerer spell list, cast with Cha).
  • Waverider: (from NK) +1 Dexterity and Seaborne (Advanage on saves against being Knocked Prone and on ability checks made to avoid or escape a grapple).
  • Blighted: (from NK) +1 Strength, Blighted Trollkin Training (Proficient with Heavy Armor) and Blight Mutation (Pick one mutation from the following list; you can sacrifice taking an ability score increase or feat to pick up a new mutation from the list instead).
Enhanced Senses: Advantage on Perception checks, ignore nonmagical darkness.
Venomous: Once per short rest, attempt to deliver poison with an unarmed strike (declare before making the attack roll). If the strike hits, the target must pass a Constitution check (DC 12 + your Proficiency bonus) or take +1d6 Poison damage and be Poisoned for 1 minute (save to end at end of each of their turns).
Heighted Regeneration: 1/day, you can use your Action to spend Hit Dice to recover hit points, as if making a long rest.
Magic Resilience: You can reroll a failed save against a spell or magical effect (Proficiency Bonus) times per day.
Carapace: Your unarmored AC is 13 + your Constitution modifier (minimum 14).
Bloodthirst: 1/day, you can enter a bloody frenzy in battle; a successful melee strike gives you a +1 bonus to attack and damage with your next melee attack, cumulative to +3. The frenzy ends and the bonus is lost if you make a ranged attack, cast a spell, or miss.


In addition to all of these, the DM's section of the corebook offers two further options.

Firstly, if the DM permits, a Satyxis character can be played by using the tiefling statblock, save for replacing Hellish Resistance with Blight Resistance (Resist Necrotic Damage) and Infernal Legacy with Blood Rituals (spilling your own or another's blood when casting a Ritual spell cuts the casting time from 10 minutes to 1 minute).

Secondly, if the DM permits, the Dragonborn statblock can be used to represent somebody who was exposed to dragon blight but survived relatively intact and sane. In this case, the "dragonborn" must take one of the following ancestries based on the dragons of Immoren:

  • Ashnephos (Fire, 5ft by 30ft line, Dex save)
  • Blighterghast (Acid, 5ft by 30ft line, Dex save)
  • Everblight (Cold AND Fire, 15ft cone, Dex save)
  • Halfaug (Cold AND Fire, 5ft by 30ft line, Dex save)
  • Scaefang (Poison, 15ft cone, Con save)
  • Toruk (Necrotic, 15ft cone, Dex save)

For Everblight and Halfaug ancestry, the character must try to divide their breath weapon damage dice as evenly as possible. When rolling an uneven amount of dice, choose one type to do more damage.

Borderlands & Beyond[edit | edit source]

Bogrin are Small sized with a speed of 25 feet and +2 Dex. They have the core racial traits Superior Darkvision, Beneath Notice (free Stealth proficiency, when you Disengage you can then attempt to Hide), Brave the Weather (advantage on Constitution saves to survive extreme weather) and Nimbleness (you can move through the space of bigger creatures). They also have to choose between two subraces:

  • Child of Dhunia: +1 Wis, Poultice (once per rest, create a special item that can automatically stabilize fallen creatures), Wilderness Trapper (double proficiency to notice and disarm traps, as well as the ability to craft their own traps)
  • Child of the Wurm: +1 Con, Backstabber (+1d4 damage against enemies that didn't act in combat), Harrying Strike (when using Help to assist an ally's attack, the attakc deals an extra +1d4 damage)

Farrow are Medium sized with a speed of 30 feet and +2 Con and +1 Dex. They have the traits Disease Resistant (advantage on Constitution saves against diseases), Heightened Olfactory Senses (advantage on Perception checks using smell), Relentless Endurance (Once per day avoid getting reduced to 0 HP and instead drop to 1 HP) and Tusks (1d6 natural weapon).

Idrian Marchfolk are Medium sized with a speed of 30 feet and +1 Wis and +1 Con. They have the traits A Life of Caution (proficiency with kopis and either longbow, hunting rifle or military rifle) and People of the Land (proficiency with Nature and Survival, and nonmagical terrain doesn't slow them down).

Pygmy Trolls are Small sized with a speed of 30 feet and +1 Dex and +1 Wis. They have the core racial traits Darkvision, Born to be Wild (Proficiency in Survival), Ceaseless Stamina (ignore all effects of Exhaustion until you reach exhaustion level 3, whereupon they all hit you at once; you also recover 3 exhaustion levels per long rest), Regenerative (reroll Hit Die results of 1-2 when spending Hit Die to regain HP during short rests; 2nd result stands) and Pygmy Toughness (Advantage on saves vs. disease and poison, resistance to Poison damage). They also have to choose one of the following subraces:

  • Woodland: +1 Con, Woodland Survivalist (ignore nonmagical forest-based difficult terrain, Advantage on Survival checks to hunt in forests).
  • Northkin: +1 Str, Northkin Resilience (Resistant to Cold damage).

Sadly, no gatormen, bog trogs, or anything associated with the Circle or Tharn (see below for Tharn); that's being saved for a future splatbook. The Borderlands Survival Guide splatbook also offers the optional rules to play as Eldritch, which are basically elf vampires.

Nightmare Empire[edit | edit source]

Whilst Nightmare Empire contains lore on the Scharde Islands' populations of bogrin, gobbers and humans, there's no mechanical details for them here. All the crunchy stuff is on the really new critters.

Revenants covers any of the sapient corporeal undead who are found in the Scharde Islands, whether they maintain loyalty to Cryx or not. Core traits are +2 Constitution, Medium size, 30ft speed, Undead creature type, Darkvision 60ft, Dead to the World (you don't need to eat or breathe, you spend 4 hours inactive but conscious to take a long rest), Turn Resistance (Advantage on saves vs. effects that turn undead), and Unliving Flesh (Advantage on saves vs. Disease and Poison, Resistance to Poison damage). They then have to take one of three subraces:

  • Bane: Rune-etched undead warriors. +1 Strength, Ghostly (gain Insubstantial Movement as a bonus action 1/short rest), Made to Fight (Proficient with Great Axe, Great Sword, Lance, Medium Armor, Heavy Armor, Shield), Menacing (Proficient with Intimidation), and Void Shroud (non-undead within 10ft halve the effects of healing).
  • Deathbound: Free-willed revenants who arose because they had something personal anchoring their spirits to this world. This is represented as the Locus racial trait, which has to be a person, object or other spiritual vessel; if this Locus is destroyed or killed, you die, that's it, game over. +1 Dexterity, Soulform (on 0 HP, you turn into an invisible flying specter that can't affect the material world, but can return to full health by getting within 15ft of your locus and spending an action), and Bound Equipment (you have 1 piece of gear that is bound to your soulform and so reforms with you when you recorporealize; anything that isn't Bound Equipment is left behind where you were "slain", and you get +1 piece of Bound Equipment at levels 6, 11 and 16).
  • Skarlock: An undead necromancer, usually self-created or granted "imortality" by a powerful patron. +1 Intelligence, Borrowed WIsdom' (Proficient in either Arcana or History), Branded by Death (1 Wizard Cantrip of your choice, Ray of Enfeeblement 1/day at 3rd level, Vampiric Touch 1/day at 5th level, all key off of Int, you can spend spellslots to cast RaE and VT), Extra Language, Maker's Bidding (Advantage on saves vs. Charmed unless the caster was your creator) and Tool Proficiency (Proficient with either Forensic Kit, Mechanik's Tools, Necromancer's Tools, or Thieves Tools).

Satyxis got their own unique racial statblock in Nightmare Empire, of course, +2 Dex, +1 Cha, Medium, 35ft, Horns (1d6 naturl weapon), Headbutt (as a bonus action after hitting with a melee attack against a Large or smaller creature within 5ft, force the target to make a Strength save vs. DC 8 + your Proficiency bonsu + your Dex mod or be knocked prone), Blight of Shazkz (Advantage on saves vs. Poison and Disease, Resistance to Necrotic damage), and Satyxis Magic (Friends Cantrip, Compelled Duel 1/day from 3rd level, both key off of Cha and Compelled Duel can also be cast with spell slots). Basically, a weird compound of the tiefling and the Minotaur.

Scharde Ogrun are the distinct, distantly Blight-touched ogrun subrace native to the Scharde Islands. Weirdly, they get an entirely separate racial stat block. +2 Str, +1 Con, Medium, 30ft speed, Huge Stature (can wield 2-handed weapons in one hand, always use the two-hand damage for Versatile weapons), Brutal Upbringing (Proficient in either Intimidation or Survival), Powerful Build (+1 size category for carrying, dragging, lifting, pulling and pushing), Thick-Skinned (+1 AC when wearing heavy armor), A Pirate's Life (Proficient with Cutlass and Simple Pistols), and Touch of Blight (Advantage on saves vs. Poison and Disease, Resistant to Acid and Necrotic damage).

Specters are the sapient incorporeal undead of the world, and as such they are the most complex race to play in Requiem, perhaps even in any 5e setting. For starters, they have the same Locus trait as the Deathbound Revenant above, except that a specter reforms at their locus 1d10 hours after being reduced to 0 HP instead of being reduced to an insubstantial shade, whilst Grave Goods is basically Bound Equipment, except you also count all of your class & backround starting gear as stuff that you can't lose by "dying". As for their other traits...

+2 Dexterity
Medium size Undead
0ft Walking Speed; you Fly (Hover) 25ft instead
Darkvision 60 feet
Dead to the World as the Revenant.
Ethereal Corpus: You have Resistance to Poison damage and to physical damage (bludgeoning, piercing, slashing) that doesn't come from a magical attack. Also, you are Immune to being Grappled and Poisoned.
Incorporeal Movement: You can move through creatrues and solid objects as if they were difficult t e rrain, but if you end your turn inside one, yoiu take 1d10 Force damage.
Manifestation: You can't attack with a weapon or cast a spell unless you manifest in the physical world, at which point you remain manifested until the start of yournext turn (unless you decide to keep manifesting, of course). Whilst manifested, you lose the benefits of Ethereal Corpus and Incorporeal Movement.
Turn Resistance as the Revenant.
'Banes: At levels 1, 6, 11 and 17, you can choose to take a Bane, or a mystical prohibition, from the following list. Each Bane you take can grant you either a bonus Locus (you can't be destroyed until all your Locuses are gone), a bonus Grave Goods binding slot, a bonus Spectral Power, or an extra use per rest of an existing Spectral Power. Your possible banes are:
  • Running Water: can't cross it, take 1d10 Force damage if immersed in the stuff.
  • Silvered Weapons: silvered gear ignores your Ethereal Corpus rule)
  • Holy Symbol: Disadvantage on all ability checks, attacks and saving throws when in the presence of a holy symbol of a specified faith; being touched by one does 1d10 Force damage and you take +1d10 force damage from the attacks and spells of a cleric of that faith.
  • Morrow's Tear Drop: can't enter a doorway or entrance with this flower over it, 1d10 Force damage if touched.
  • Salt: can't cross a line a salt, take 1d10 Force damage if pushed, salt-packed shots ignore Ethereal Corpus.
  • Sunlight: Disadvantage on attack rolls and Perception checks when in sunlight.
Spectral Powers: You can sacrifice Grave Goods binding slots to take one of the following Spectral Powers instead. Each power takes an Action to use and can be used once per short rest.
  • Invisibility: Become invisible for 1 hour or until you attack, cast a spell, or spend a bonus action to become visible.
  • Terrifying Visage: All non-undead within 60ft must pass a Wisdom save (DC 8 + your Proficiency bonus + your Wisdom mod) or be Frightened for 1 minute. Scared targets can retake the save at the end of each of their turns. A creature that beats or throws off this power becomes immune to it for 24 hours.
  • Possession: You can possess a humanoid target within 5 feet unless they pass a (DC 8 + your Proficiency bonus + your Wisdom mod) Charisma save. Whilst possessing the target, you exist inside its body and can only be targeted by Turn Undead or spells that target possessing creatrues. You retain your Mental stats and all class & subclass abilities but use the Host's physical stats - you don't gain their knowledge, class features or proficiencies. Possession lasts until you end the effect as a bonus action, your host body drops to 0 HP, or you are forced out by a spell. A target that resists possession or which you are exorcised from is immune to Possession by you for 24 hours.
  • Withering Touch: You gain a special Unarmed Strike that can be used even when not manifested. Does 1d8 damage (+1d8 at levels 5, 11 and 17) and target can't regain HP until the start of your next turn.
  • Poltergeist: You can attempt to telekinetically move a Medium or smaller creature or an object of 150 pounds or less that is within 30 feet. Moving a creature calls for a contested Charisma vs. Strength check; if you succeed, you can move them 30 feet in any direction, and can smash them into surfaces or objects to do 1d6 damage per 10ft moved. Moving an object lets you move it 30ft in any direction and use it as an improvised ranged weapon that does 2d4 Bludgeoning damage.

Into the Deep Wild[edit | edit source]

Anuras

Bog Trogs

Gatormen

DLC Content[edit | edit source]

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 druids 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-skulls

Complaints[edit | edit source]

The system has earned itself some complaints about design, with many noting that the designers still seem to be stuck in a Dungeons & Dragons 3rd Edition mentality despite the fact that 5e had been out for about a decade when Requiem first launched. Some of the complaints include situational +1 or +2 modifiers and weapon typing bloat, putting in a lot of granular crafting and gearing rules in a game that's largely avoided both, having crappy internal balance, and taking up an entire page with nothing but first and last names for Cygnaran characters.

Third Party Dungeons & Dragons Campaign Settings
Basic D&D Wilderlands of High Fantasy
AD&D Kingdoms of Kalamar
3rd/3.5 Edition ArcanisAvadnuBlue RoseDawnforgeDiamond ThroneDragonmechDragonstarEredaneGolarionIron KingdomsKingdoms of KalamarLarisnarMidgardPtolusRokuganScarred LandsSpellslingerWilderlands of High FantasyWorld of Farland
4th Edition EredaneKingdoms of KalamarMidgardWorld of Farland
5th Edition ArkadiaAskisBlack IronBlue RoseBrancaloniaChronicles of AeresFallen CamelotGrim HollowHumblewoodIron Kingdoms: RequiemThe Islands of Sina UnaKisartaMidgardMists of AkumaThe Ninth WorldOdyssey of the DragonlordsPrimeval ThulePtolusRokuganScarred LandsSeas of VodariSvillandThrones & BonesVast KaviyaWorld of Farland