Read The Iron King (The Iron Fey #1) online free from your iPhone, iPad, android , Pc, Mobile. The Iron King is a Fantasy novel by Julie Kagawa. Iron Fae - epub call of the forgotten. Ash's letter to Megan. Julie Kagawa - The Iron Fey, #, , The.. KB. Download, Free The Iron Queen The Iron Fey 3 By Julie Kagawa Download Pdf, Free. Pdf The Iron Queen The Iron Fey 3 By Julie Kagawa.
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An Iron Fey Valentine by Julie Kagawa. “A-ha! There you are.” Ash glanced up from where he was leaning against a library shelf, an open book in his hands. The Iron Fey has 34 entries in the series. Julie Kagawa Author (). cover image of The Iron Fey Series Volume 1/The Iron King/Winter's Passage. When you find out Julie Kagawa is writing more books for the Iron Fey series I'm eagerly waiting for Kierran to now get his happily ever ❤ after! Amy Davis.
Upon reaching 10th level, you beckon the surrounding shadows to grant you unnatural swiftness on the battlefield. Esquimalt Harbour work dredges up thousands of finds. At 18th level, you have wrestled your inner predator and mastered it. More Health. You regain expended uses when you finish a short or long rest.
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.
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. Those inducted into the Order of the Lycan choose this path with conviction, understanding the terrible burden it is and the challenges it brings.
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: The strain of the curse defines the beast a hybrid form will share, but the features the curse bestows remain relatively uniform across strains.
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. 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. 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.
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. 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. 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. 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. Pack Hunter. 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. 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. 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. 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. Mutagens are designed for your biology.
They have no effect on large or larger creatures, and only impart the side effects on other medium or smaller creatures that drink the entire mutagen. They are also unstable by nature, losing their potency over time and becoming inert if not swallowed before you finish your next short or long rest.
Your body will begin to better utilize the toxins you instill it with as you grow in power and experience. These advancing mutations may be signified by a Mutation score.
Upon reaching 7th level, when you take a short rest to concoct a mutagen, you can now create two. Mutagens must be different formulas, and can be ingested with overlapping effects that last until you finish your next short or long rest. Each mutagen still takes a separate bonus action to imbibe. Beginning at 11th level, you can use a bonus action to instill a burst of adrenaline to temporarily resist the negative effects of a mutagen.
You can choose to ignore the side effect of a mutagen affecting you for 1 minute. At 15th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition. Upon reaching 15th level, when you take a short rest to concoct a mutagen, you can now create three.
At 18th level, your body has begun producing one of your toxins naturally. Choose one of your known mutagen formulas. You gain the benefits and side effects of this mutagen permanently, at all times. You cannot change this choice of formula after this feature is acquired. These mutagens are presented in alphabetical order.
Some mutagens require a number of levels in blood hunter before you can gain the formula. You can learn a mutagen at the same time you meet its prerequisites. Your Dexterity score increases by an amount equal to your mutation score, as does your Dexterity maximum.
Side effect: You have disadvantage on all Intelligence, Wisdom, and Charisma saving throws. You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition. You gain a penalty to initiative equal to 2 times your mutation score. You gain darkvision for up to 60 feet. If you already have darkvision , this increases its range by 60 additional feet. You have disadvantage on attack rolls and on Wisdom Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in dir ect sunlight.
Your Strength score increases by an amount equal to your mutation score, as does your Strength maximum. While conscious and in combat, you regenerate hit points equal to 2 times your mutation score at the start of your turn as long as you are above 0 hit points. Your Wisdom score increases by an amount equal to your mutation score, as does your Wisdom maximum.
Your armor class is reduced by an amount equal to your mutation score. You have disadvantage on Wisdom Perception checks. The magics adopted by the wayward blood hunter prove formidable against many an evil across the realm. However, the darkest of abominations draw from an ancient well of cruel, unfathomable power. These terrors can control shadows to do their bidding, hide in plain sight among the noblest of nobles, and bend the minds of the most stalwart warrior with but a glance.
These fiends are far trickier to hunt, and many lost their lives in pursuit of such wickedness. A small sect of blood hunters had finally had enough and delved into this same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater. When you reach 3rd level, you strike a bargain with an otherworldly being of your choice: Your choice augments some of your order features. Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born.
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss.
Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality.
It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds.
The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your m agic from it.
You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow.
The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell.
Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize — like all power — comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fista ndantalus.
When you reach 3rd level, you can augment your combat techniques with the ability to cast spells.
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level. Spell Slots. The Profane Soul Spellcasting table shows how many spell slots you have.
The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell. Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Profane Soul table shows when you learn more warlock spells of your choice of 1st level and higher. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Virtual Tabletops. STL 3D Model. Catalyst Game Labs. Cubicle 7 Entertainment Ltd.
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