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Midgard heroes handbook pdf download

Midgard heroes handbook pdf download

Midgard Heroes Handbook for 5th Edition,Midgard Heroes Handbook for 5th Edition by Dan Dillon, Richard Green, Chris Harris

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The corsairs of Kyprion have carved a tale of You can apply this bonus to one attack per round. bloody blades and shattered hulls on the water, and even Sunlight Sensitivity. You have disadvantage on the mighty Dragon Empire has learned to respect attack rolls and on Wisdom Perception checks them. Cover of night, fog thick enough bright sunlight. You can speak, read, and write Draconic and Common. MINOTAURS The minotaurs of Midgard are a proud people pushed to the brink. Triolo may build all its ships in its own harbor, but many of its best crews come from Kyprion. Minotaurs are imposing and powerful, with a reputation for ferocity that borders on monstrous.


That reputation is well-earned. They chafe under the yoke of being a vassal state, but their Queen Kitane understands that without Triolo, the Dragon Empire would swallow Kyprion whole. At least for now. Minotaurs display their achievements proudly by decorating their horns with engraved sigils and designs. TWISTING PATHS Natural Attacks. Your horns are natural weapons, Minotaur architecture and city planning always which you can use to make unarmed strikes. If you incorporate a particular design: labyrinths. sports a twisting labyrinth of switchbacks and dead ends. If you move at least 10 feet toward a target and None is more famous than the Great Labyrinth in the city hit it with a horn attack in the same turn, you deal an of Vespras, the capital of Kyprion. In the center of this extra 1d6 piercing damage and you can shove the target maze is the Palace of the Bull, another labyrinth in its own 5 feet as a bonus action.


You can apply this extra damage right. At night, the clash of arms and screams of the dying once per turn. At 11th level, when you shove a creature find their way out of the maze. It is said that the queen with Charge, you can push it 10 feet instead of 5. You can invites both friends and enemies to enjoy the hospitality of use this ability a number of times per day equal to your the palace, but only her friends survive the stay. Constitution modifier, and you regain all expended uses when you finish a long rest. MINOTAUR NAMES Labyrinth Sense. You can retrace without error any Most minotaurs have two names: a first name which path you have previously taken, with no ability check. No matter how many children Languages. You can speak, read, and write Minotaur, as a minotaur has, odds are the males will all have the same well as one other language of your choice typically the first name as their father and the females will all have the Trade Tongue or Southern languages.


same first name as their mother. Ratfolk are small, rodentlike humanoids with twitching For example, parents who want their child to be a great snouts, bony feet, and long, pink tails. Male Names: Aewigr, Kamdoth, Korwyn, Krolm, Ratfolk can be found throughout Midgard, from Zobeck Ordwar, Rankoth, Thargad, Theodar, Theonco, Vorkhul and other cities of the Crossroads region to the dusty streets of Per-Bastet in distant Nuria Natal and the valley Female Names: Afridde, Brytredda, Chothuk, Gunda, of Golden Ulthar.


The little creatures often inhabit the Hrunan, Sedruse, Thariff, Thewenn, Varala, Wentheon fringes of human society, scraping a living as petty thieves Discriptors: the Brave, the Intimidating, the Mighty, and tricksters. Many make their homes in decrepit slum the Never-lost, the Reaver, the Swift, the Unstoppable, the tenements, in disused dockside warehouses, or even in Unyielding sewers and other warrens beneath the city streets. Some, particularly in the Southlands, live a nomadic existence, MINOTAUR TRAITS wandering from place to place and trading in whatever Your minotaur character has certain characteristics in odds and ends they acquire along the way, through honest common with all other minotaurs. means or otherwise.


Other groups can be found on small tropical islands in the Tethys Ocean. Your Strength score increases by 2, and your Constitution score increases by 1. Family is important to ratfolk, and their strong communal ties mean they often form or join tight-knit Age. Minotaurs age at roughly the same rate as humans criminal societies. Although some ratfolk have been but mature 3 years earlier. Childhood ends around the known to ally themselves with goblins, kobolds, or the age of 10 and adulthood is celebrated at Minotaurs possess a wide range of is usually, but not always, a powerful rodent or ratlike alignments, just as humans do.


Mixing a love for creature of some sort. pockets, burgling mansions, and smuggling goods up Size. Adult males can reach a height of 7 feet, with females and down the Argent River on behalf of their monarch. averaging 3 inches shorter. Whoever their master Speed. may be, ratfolk are loyal to their kin. You can see in dim light within 60 feet of Ratfolk enjoy collecting interesting trinkets and baubles, you as if it were bright light, and in darkness as if it were and hoard these items in their homes, often in preference dim light. You cannot discern color in darkness, only to more valuable but dull gold and silver coins. shades of gray. They seldom use these names among non-ratfolk, however. Instead, they seem to derive perverse pleasure and great humor from giving themselves nicknames that make humans and elves uncomfortable, such as Plaguesores and Stinqface.


Ratfolk are infamously hard to offend, so the more offensive the nickname, the more it amuses them. These nicknames are no different between males and females. Ratfolk Nicknames. Bloodylips, Carrionsqarfer, Fleshstripper, Gutspill, Puslicker, Rotstench, Sewergass. RATFOLK TRAITS Your ratfolk character has certain characteristics in common with all other ratfolk. Your Dexterity score increases by 2 and your Intelligence score increases by 1, but your Strength score reduces by 2. Ratfolk have shorter lifespans than humans, RAVENFOLK reaching adulthood at around age They live up to 60 Few races in Midgard live amid so much rumor, years. suspicion, and outright falsehood as the ravenfolk. They Alignment. Ratfolk care more about their close-knit make their rookeries in every major city. Depending on families and acquiring material goods than any lofty whom you ask, they might condemn the ravenfolk as ideals. Most tend to be neutral in alignment.


solitary wanderers bearing misfortune or praise them as messengers from the gods. Ravenfolk are loyal comrades Size. Ratfolk are about 3 feet tall and weigh around 40 and treacherous thieves, brave warriors and contemptible pounds. They are despised for their strange and secretive Speed. Your base walking speed is 25 feet. culture, and criticized for having no true culture of their Swim. Ratfolk are capable, if slow, swimmers. You have a own. The ravenfolk are a study in contradictions. These swimming speed of 10 feet. truths, half-truths, and lies conceal a greater mystery that Darkvision. Accustomed to living underground and in few outsiders know. other dingy places, you have superior vision in dark and If the ravenfolk have a homeland, it is in Beldestan to dim conditions. They have darkness as if it were dim light.


Natal, and the Dragon Empire. None of these are large, but in Nuria Natal at least, they serve honorably as temple Nimbleness. space in combat as long as it is size Medium or larger. Ravenfolk have no wings, but they do have tail feathers Pack Tactics. against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. OF GODS AND MEN Rodent Empathy. You have advantage on Handle The ravenfolk of Midgard also known as the huginn are Animal checks to influence the behavior of rodents. wily scoundrels, tricksters, assassins, spies, and thieves. and Muninn Memory , and let the feathers drift down to RAVENFOLK TRAITS Midgard. common with all other ravenfolk.


In truth, the ravenfolk are a bridge between everyday life Ability Score Increase. Your Dexterity score on Midgard and the realm of the gods. secret knowledge of the branches of Yggdrasil the world Age. Ravenfolk reach adulthood at 10 years old, and can tree. In the far northern reaches, the huginn are both the live to be Ravenfolk tend toward chaos thanks to their capriciousness and insatiable curiosity. Greed THIEVES, ONE AND ALL overwhelms some ravenfolk, drawing them toward evil. No matter what trade, role, or profession a ravenfolk takes Size. Ravenfolk are slighter and shorter than humans. up, they are all thieves. They build their rookeries from They range from 4 feet to just shy of 6 feet tall. Your size found items, and much like normal ravens, have a great is Medium.


fondness for shiny baubles. Beyond physical thievery, they Speed. live to steal secrets. Ravenfolk are naturally adept at being Sudden Attack. You have advantage on attack rolls unobtrusive, and they use that trait to feed their insatiable against a surprised creature. The Tsar of Vidim employs a great flock of huginn as his personal spies and assassins. Aside from their larcenous instincts, ravenfolk are Make a Charisma Deception check against the passive scrupulous about keeping their word. But if a promise Trickster. gold—which may be why ravenfolk seldom make promises Languages. Otherwise, their personalities are as varied Speech and Northern Tongue. as those of other races. They adapt readily to whatever environment they occupy, from remote wilderness to big cities—although their presence in cities is not always welcome.


They frequently take on local customs, traditions, and beliefs to fit in with the community. RAVENFOLK NAMES As with many other races whose native language is difficult for more humanlike vocal organs to deal with, ravenfolk tend to use different names among humans, dwarves, elves, and other humanoids than they use among their own kind. choosing human-friendly names, ravenfolk borrow liberally from local traditions, mythology, and popular songs and poetry. They swap names whenever they feel like it, until they finally settle on one that really suits them. They prowl the darkest recesses of the forest, hunting mortal prey. They dance in the darkly luminous halls of their shadow palaces, the lords and ladies of twilight. Their actions brim with contradictions and their motivations are shrouded in mystery. They seek to throw their observers off-guard, for anyone and everyone is a potential enemy.


Shadow fey resemble elves physically, with some striking differences. Their skin color tends toward alabaster white, ebon black, or subtle grays. A few have scintillating, shimmering skin. Many shadow fey have horns, from subtle nubs to large and obvious protrusions, either satyr- or fiend-like depending on the chronicler. A MYSTERY TO MORTALS Although a physically beautiful race, the shadow fey somehow combine the worst features of elves and goblins. They are at turns benign and cruel, purposeful and whimsical. They vanish from the world and reappear seemingly at random, then profess shock at the changes that occurred during their absence. Their actions can seem illogical or even mad, but there is always a method in them. Shadow fey advance their goals subtly, so that enemies are overtaken before they even become aware of the danger.


While the shadow fey are often antagonists and usually are described as malevolent, they are not inherently evil. Neither are they inherently good. They are fey, and mortals must always be wary in their interactions with fey or pay a steep price. Loyalty, devotion, wealth, memories, lives, souls: the shadow fey deal in all of these things. And they are stirring once more. ORIGINS OF THE SHADOW FEY While the submission to dark magic is acknowledged, Even to most shadow fey, their history is unknown, and other tales deny this as the sole origin of the shadow fey. differing stories about their origin abound. Indeed, many shadow of beleaguered elves turned to those powers out of fey seem more closely related to other fey races than to desperation.


The official history of the Shadow Courts elves, despite the relatively short span of time since their assumes this version of events is true, and the Shadow supposed separation. Reckoning SR calendar begins at that time. Sarastra, the Mentions of alternate planes, chaos, and time Queen of Night and Magic, is featured as both the divine magic—particularly in the environs of Zobeck and patron and the founder of the shadow fey in this tale, a fact Castle Shadowcrag—contribute to the confusion. In the she is pleased to exploit when it suits her. end, only the gods know the true origin of the shadow It is certain that there is some truth to this story. Both fey. Speculation is rampant but not often shared. As is the records and the memories of ancient elves support this commonly said in the Summer Court, it is unwise to argue particular version of events as they are commonly recalled.


with a goddess. SHADOW FEY NAMES forms. Some trollkin could even be considered beautiful Naming conventions among the shadow fey are similar by human standards, except for some subtle marker of to those favored by elves, but their imagery is darker and their monstrosity, such as stone—gray skin or talon-tipped more guarded. They favor themes of gloom and seclusion fingers. over sunshine and tinkling brooks. Many trollkin wear tattoos to show tribal loyalty or to Male Names. Drilfind, Edgwin, Ethdrin, Lorinidral, venerate their ancestor spirits. The bravest among them Quentor, Shanles, Thanascil, Torvobar, Varratir, Vashrin brand their flesh to show mastery over their own fear, since only acid and fire leave long-lasting scars on their skin. Female Names. Anorla, Bornva, Dulira, Fanwi, Girethdra, Lanrama, Methada, Phorla, Suzenga, Thortha A PLACE IN THE WORLD While the majority of trollkin live in remote communities, SHADOW FEY TRAITS some thrive in civilization.


But even within cities, trollkin Shadow fey are a subrace of elf. They enjoy the base elven tend to stick together in their own neighborhoods that racial traits, along with the following subrace traits. eventually begin to resemble urban tribes. Most urban Ability Score Increase. Your Charisma score increases by 1. Although they have a malevolent reputation, the shadow fey are not inherently evil. They tend toward chaotic neutral, though every variation exists. Shadow Fey Weapon Training. You have proficiency with the rapier, shortsword, shortbow, and longbow. Path of Shadows. When in darkness, dim light, or a shadow large enough to cover your body, you can cast the misty step spell.


You can use this ability a number of times per day equal to your Charisma modifier minimum 1 , and you regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell. Sunlight Sensitivity. 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 bright sunlight. Traveler in Darkness. You have advantage on any Intelligence Arcana check to learn about a particular shadow road and how it functions. Extra Language. You can speak, read, and write Umbral. TROLLKIN In ancient times, ogres, trolls, and fey sometimes took human mates. Their descendants are the trollkin. Tall and lanky with a brutish appearance, trollkin are seldom welcome among the civilized races of the north, even when the full extent of their inhuman ancestry is difficult to determine. As a result, most trollkin live in isolated tribal settlements and subsist on hunting and raiding.


SKIN DEEP With a thick hide of green or brown, trollkin are superficially similar to orcs or hobgoblins. Mercenary Darkvision. You can see in dim light within 60 feet work is the most common, but they sometimes join of you as if it were bright light, and in darkness as if it city guard forces. Smiths and artisans sometimes take on a Natural Weapons. You have large fangs and sharp trollkin partner or apprentice to add an exotic or savage claws instead of fingernails and toenails. You can use flair to their offerings. your claws or fangs to make unarmed strikes. They carry names more as a convenience to the races Inhuman Vigor. You concentrate regenerative power in that rely on them than for their own purposes. Among your blood to swiftly recover from wounds. As a bonus themselves, trollkin refer to each other by identifying action, you can expend one hit die to regain hit points as marks, well-known deeds, or recognizable characteristics if you finished a short rest.


The number of hit dice you Bent-nose, Long-claws, Fears-lightning. These labels can expend increases by one when you reach 6th level 2 change depending on what the trollkin has done recently hit dice , 12th level 3 hit dice , and 18th level 4 hit dice. identifying label Long-claws-fears-lightning. You have proficiency in the humans , it tends to follow the same pattern. Somewhat Intimidation skill. confusingly, these names also tend to change every time Languages. to remember what other people called them last week, or Subrace. Trollkin bear different traits depending on the yesterday. type of creatures in their lineage. The two most common Names: Broken-fang, Six-fingers, Eye-wart, Hates-birds, types of trollkin are night whispers and stonehides. Burned-her-cousin, Always-angry, Kicks-children, Sniffs- Choose one of these subraces. a-lot, Bites-ears Night Whisper Trollkin TROLLKIN TRAITS Night whisper trollkin trace their ancestry to enigmatic Your trollkin character has certain characteristics in fey creatures from the Shadow Realm.


Because of their common with all other trollkin. natural connection to the realm of spirits, many night Ability Score Increase. Your Constitution score whisper trollkin become shamans, seers, and priests. increases by 2. Night whispers tend to have darker skin tones and slighter builds than their cousins. Trollkin reach maturity by the age of 15, and live 50 to 60 years. Trollkin stand over 6 feet tall and are more solidly built than humans, weighing around pounds. Spirit Whispers. whisper secrets from beyond the veil of death. Before making an ability check or saving throw, you can heed the Alignment. Trollkin tend toward neutrality of one kind wisdom of the spirits to gain advantage on the roll. You or another. cannot use this feature again until you finish a long rest.


Trollkin have a base speed of 30 feet. Stonehide Trollkin Some trollkin are the result of unions between humans and monstrous brutes, such as ogres, trolls, or even stranger fey creatures of bloody disposition. Stonehides have larger frames and more muscle than other trollkin. Bitter Relations Their skin is brighter in color but also has a rough, Though the reasons why are lost to history, trollkin stonelike texture. are implacable enemies of dwarves; the two races Ability Score Increase. Your Strength score increases despise one another. Trollkin get along with the fey by 1. well enough, especially the shadow fey, and they tend Thick Hide. Your skin is knobby, thick, and tough, to have good relations with gnomes. Bolatah, Hillarse, Lalipa, Malika, Pritha, Tahka, Tarmoah, Tavini, Thikati, Timanci Whereas lightfoot and stout halflings seek ways to make Family Names.


Beartooth, Furbearer, Giantbane, life as comfortable and luxurious as possible, winterfolk Iceblade, Owlsheart, Treefall, Windslash, Wintergrip, halflings lead lives of almost unrelenting hardship. The winterfolk halflings are cunning survivors who revere They invoke ancient runes and sigils for protection, and the old gods of the world and are at home in hardship. sing droning songs to ancient gods of the sky, the hills, and They make excellent rangers and druids. Winterfolk the forest. Pound for pound, winterfolk halflings are as halflings have the following two traits in addition to tough as any dwarf or orc. softer cousins, they do view them with a reserved pity. You have spent your life surviving in the cold and wild places of Domovogrod.


expanses of steppe and sky that define their world. Old Souls. You have a connection to the elder powers Male Names. Abek, Khannish, Khanol, Kristag, of Midgard, and they recognize your merits. You can Nigulahk, Olavish, Paavotl, Ruslan, Timurus, Vinval use your Wisdom modifier instead of Intelligence when making History and Religion checks. Not surprisingly, some of these are peculiarly well suited to the Midgard races in Chapter 1. Nature-focused bards, gearforged mercenaries, ghost knights, griffon riders, sword dancers, valkyrie paladins, vampiric rangers, and kobold guides are just a few of the exciting options available to martial and rogue-type adventurers in Midgard.


BARD: COLLEGE OF ENTROPY Bards of the College of Entropy are itinerate gamblers and daring thrill seekers whose actions are supremely unpredictable. Rather than relying on ancient lore or skill with arms, these bards throw themselves into new challenges just to see what happens, trusting in luck to see them through. They're called luck stealers with a mixture of derision and respect , because no matter how bad things get for everyone around them, these bards always seem to come out unscathed. OF THE ANCESTORS While other barbarians lose themselves to their fury, the LUCK STEALER Path of the Ancestors channels the power of the ancient Also at 3rd level, you learn to borrow a little bit of other spirits of a tribe through rage.


When the rage takes you, people's luck for yourself. When a creature that you can see the spirits of the ancients flow through your body, granting within 60 feet of you makes an attack roll, ability check, or you their strength and wisdom. Barbarians on the Path of saving throw with advantage, you can use your reaction to the Ancestors are often leaders, or respected advisors, with expend one of your uses of Bardic Inspiration to grant that the strength to bring greater tempers to heel. creature a penalty to the check equal to the number rolled on your Bardic Inspiration die. You gain Inspiration that WISDOM OF THE ANCIENTS is usable only on yourself and lasts for a number of rounds Starting when you choose this path at 3rd level, when you equal to the number rolled on the Bardic Inspiration die.


rage, the spirits of your ancestors inhabit your body and If you do not expend the Inspiration before that time, it lend you their might. You have advantage on Wisdom is lost. Stealing luck, regardless of whether you use the saving throws against spells and other magical effects. Inspiration, causes a chaos magic surge. SPIRITUAL LEADER INFUSION OF FORTUNE Beginning at 6th level, you can cast calm emotions once. At 6th level, when you cast a chaos spell, you cause a chaos You regain the ability to do so when you finish a short or magic surge and regain one use of your Bardic Inspiration. long rest. When a creature uses a Bardic Inspiration die from you to increase one ability check, attack roll, or saving throw, it also gains temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier. You can also pass through nonmagical plants without being slowed by them and.


BELIEF IS A TOOL Everything desires to be something else. Starting at 14th level, as an action, the luck stealer can change one known spell to another spell of the same or lower level on the bard spell list. At the end of the bard's next turn, his or her list of known spells returns to normal. Using this ability causes a chaos magic surge see Chapter 4: Arcane Characters. BARD: GREENLEAF COLLEGE The Greenleaf College was founded by elfmarked who sought to record their varied heritage. Drawing from elven lore and power, Greenleaf bards strengthen their connection to nature. Through their magic and their tales, they convey the rejuvenating strength of the forests and rivers to their allies. EXPANDED SPELL LIST When you join the Greenleaf College at 3rd level, you gain access to an expanded list of bard spells.


The following spells are added to the bard spell list for you. without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell. VITAL SURGE Starting at 14th level, as an action you can expend one use of Bardic Inspiration to magically remove one disease or detrimental condition affecting a creature you can see within 60 feet. The condition can be blinded, charmed, deafened, frightened, paralyzed, or poisoned. FIGHTER: CLANKING MERCENARY MARTIAL ARCHETYPE The Clanking Legion is a legendary mercenary company, composed of roughly half gearforged and half beings of flesh and blood. Fighters who emulate the Clanking Mercenary archetype see the flexibility of flesh in steel and the strength of metal in their own bodies and minds.


The item remains improved for 24 hours or until the effect is used. An improved effect on a piece of equipment can be used once. This number of uses increases by one at 7th level two uses and again at 15th level three uses. At 10th level, when you gain exhaustion, you can reduce Armor Option 1. When the creature wearing the the number of levels gained by 1. You reduce Constitution or Dexterity saving throw for half damage, your exhaustion level by 1 every time you finish a long or the wearer can gain advantage on the saving throw. short rest, provided you have adequate food and drink. Armor Option 2. The creature wearing the armor can gain advantage when making an ability check to prevent ARMS OF THE LEGION itself from being grappled or to escape from a grapple.


Starting at 15th level, you can improve two pieces of equipment when you spend an hour using your Shaper of Weapon. When a creature is hit with an improved Metal ability. weapon, the weapon's wielder can choose to add your proficiency bonus to the damage roll. The condition Starting at 7th level, you have advantage on saving throws can be grappled, poisoned, prone, stunned, or restrained. against being charmed or frightened. These brutal warriors are trained arose in the principalities of Morgau and Doresh. Fighters to fight in deadly formations. Hardy and resolute, the who follow the Ghost Knight archetype draw power from Edjet are most commonly dragonkin, but lesser races undeath and bring themselves closer to that grim fate in sometimes surprise their scaled masters by aspiring to service to their vampiric and ghoulish masters.


draconic perfection. when you wield a versatile weapon and a shield at the same time, you can use the versatile damage rating of your PALE RIDER weapon as if you wielded it in two hands. Also at 3rd level, you can cast find steed. The steed created is an undead creature that takes the form of a ghostly pale WEAPON SWEEP or dappled riding horse. Your GM can substitute a camel, Starting at 7th level, while you're wielding a shield and a a mastiff, or another mount appropriate to your character. versatile weapon, you can use the Attack action to make When you reach 7th level, a ghostly, undead warhorse a wide, sweeping attack. Make a Shove attempt against a becomes available. creature within reach. If you knock the creature prone or You can cast this spell once, and regain the ability to do so push it away, you can immediately make another Shove when you finish a long rest.


While riding your mount, you against a different creature within reach. You can Shove up can use a bonus action to have the steed make one attack. to three creatures in this manner. After using this ability twice, you must complete a short or long rest before using it again. DRACONIC RECOVERY At 10th level, when you finish a short rest, you can choose to tap into a reserve of draconic vitality. For each hit die you spend at the end of this rest, add double your Constitution modifier to the number of hit points regained. Also, remove one level of exhaustion for each hit die you spent. DRACONIC BULWARK Starting at 15th level, when a creature you can see hits you with an attack while you are wielding a shield, you can use your reaction to add your proficiency bonus to your AC against that attack.


Additionally, when an ally within 5 feet of you is affected by an effect that allows a Dexterity saving throw for half damage, you can use your reaction to grant the ally advantage on the saving throw. DRACONIC FURY At 18th level, when you successfully Shove a creature with your Weapon Sweep, you also deal damage as if you hit the creature with your weapon. MARTIAL ARCHETYPE TAINT OF UNDEATH The griffon riders of Zobeck were devastated during the At 10th level, the foul nature of the undead begins fall of House Stross, so they now have only a shadow of overtaking you. You no longer need to eat or drink, and their former glory. These days, most griffon riders are you are immune to being frightened. You take on a pale mercenaries and hedge knights, but a few still nobly or waxy appearance that the living find disturbing.


You defend the realm as members of the Order of the Griffon have advantage on Charisma Intimidation checks made Knights. Led by their doughty dwarven commander Sir against living creatures. Markus Lineguard, the Griffon Knights patrol the Great Northern Road and keep the Free City safe from attackers. The knights put the additional 1d8 necrotic damage, and you have resistance to safety and health of their steeds above all else; you are not a necrotic damage. griffon knight without a griffon to ride. GHOST RIDER GRIFFON MOUNT At 18th level, as a bonus action, you and your mount When you choose this archetype at 3rd level, you gain a become ghostly and insubstantial for 1 minute. You gain trained griffon as your mount. Your griffon is a fierce and resistance to bludgeoning, slashing, and piercing damage loyal steed, forming a lifelong bond with you and fighting from nonmagical attacks, and you can move through to protect you in battle.


Use the standard griffon stats, but creatures and objects as if they were difficult terrain, but each time your proficiency bonus increases at 5th level, 9th you take 5 1d10 force damage and are pushed to the level, etc. attack bonus, and increase its maximum hit points by It moves and At 10th level, you gain the Deadly Swoop aerial combat acts as you direct it, with just three action options Dash, maneuver. In addition, the extra damage die rolled when Disengage, and Dodge. If you want the griffon to attack, using a maneuver becomes a d While mounted on your so; this allows it to use the Attack action as a reaction on griffon, you can make a devastating dive attack. You must your turn. Once you gain the Extra Attack feature, you begin the move at a higher point than your target and you can make a weapon attack yourself in addition to ordering must move at least 30 feet straight toward the target before your griffon to attack. the attack. You and your griffon make your attack rolls Trained griffons are in short supply.


If your griffon dies, with advantage, and you add 1d10 to the damage for each you must wait until a new mount can be located for you attack that hits. by the Order. com I've read through most of this product and for the most part I like what I see. I don't intend to run a game in this setting but there is plenty of Midgard Heroes Handbook for 5th Edition - Kobold - DriveThruRPG Midgard Heroes Handbook for 5th Edition - The Flame of Heroes Brings Light to a Dark World! Welcome to a world of dark roads and deep Midgard Heroes Handbook for 5th Edition - Kobold - DriveThruRPG Midgard Heroes Handbook for 5th Edition - The Flame of Heroes Brings Light to a Dark World! Welcome to a world of dark roads and deep Midgard Heroes Handbook for 5th Edition WHSmith Books The Midgard Heroes Handbook for 5th Edition has everything you need to create a character for a 5th edition Midgard campaign, including full details on 11 new Midgard Heroes: New Heroes for 5th Edition: Dan Dillon Midgard Heroes: New Heroes for 5th Edition [Dan Dillon] on Amazon.


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HEROES HANDBOOK Design: Chris Harris, Dan Dillon, Greg Marks, Richard Green, and Shawn Merwin Additional Design: Jon Sawatsky, Michael Ohl, Rich Howard, Scott Carter, and Wolfgang Baur Development and Editing: Steven Winter Cover Art: Aaron Miller Interior Art: Helge C. Balzer, Gabriel Cassata, Kremena Chipilova, Josh Hass, Russell Jones, Jason Juta, Guido Kuip, Marcel Mercado, Florian Stitz, Bryan Syme, Egil Thompson, Damon Westenhofer, Michael Witmann Art Direction: Marc Radle Layout and Graphic Design: Marc Radle Publisher: Wolfgang Baur. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1. Elements that have previously been designated as Open Game Content are not included in this declaration. Open Game Content: The Open content in this book includes the rules for races, class options, domains, spells, feats, magic items, monsters, conditions, and gear. No other portion of this work may be reproduced in any form without permission.


KOBOLD PRESS PO Box Kirkland WA Enter the world of Midgard, a shared vision built over The 14 dwarven Ironcrag Cantons in the Ironcrag many years by Kobold Press. It began with collaborative Mountains border the vampire realm of the Blood adventures and supplements describing the trade city of Kingdom and the dwarves are stout enemies of the Zobeck, and it soon expanded to detail territories outside undead in both the Blood Kingdom and the underground the city. The setting now continues in a rich, fully detailed Ghoul Imperium residing below. But before you halls, all dwarves unite to drive away the common enemy. are built in Zobeck. This small but From the days of titanic struggles between giants and powerful duchy also hosts many elvish ruins from the days dragons, to the time of warring gods, Midgard has been of the Valeran Empire. a world of great powers and endless change, triumph, The Crossroads is rife for urban adventure and intrigue, and conflict.


Its primary races—dragonkin, dwarves, old-school dungeon delving, and the discovery of ancient gearforged, humans, kobolds, minotaurs, ravenfolk, secrets long buried. shadow fey, and trollkin—have each held vast kingdoms, while just as many lesser races have fought to establish BLOOD KINGDOM nations of their own, from goblin warbands to nomadic Black King Lucas, the vampire lord of the Blood Kingdom gnolls. And even among those that have held sway over of Morgau, has recently seized the entire Kingdom of entire realms, glory can be fleeting and no nation lasts Krakovar for himself in a daring series of lightning strikes forever. The giants rose and fell long ago. This magic enables swift travel masters, all is not lost. A Sister Adelind, a shield maiden along shadow roads and down catslide alleys, connecting of Sif, died in the defense of the realm, though not before distant realms for those daring enough to find, unlock, stabbing the notorious vampire lord Otmar the Sallow and travel on these roads.


through the heart with her radiant spear, incinerating him To understand those places and their connections, here utterly. Many of the decent folk of Krakova pray to Saint is an overview of 10 great regions where adventure awaits, Adelind for help, and resist the efforts of the invaders to with a quick summary of important places, events, and build the Red Temples of the Blood Goddess and feed her history in each area. ever-hungering altars. Adventurers in its borders will find whose revolt 90 years ago forged a thriving city ruled many opportunities to help the meek and innocent, and by freepeople and gave birth to a trading hub famous strike down the ghost knights, the mercenaries and the throughout Midgard for its alchemy, star and shadow dark priests of Marena who rule the realm.


magic, steamworks, and egalitarianism. grasslands, river barons, and cities on horseback. Bjornheim, the kingdom of Talking Bears, and Wolfheim, From the nine cities of Niemheim, where infernal the gray kingdom of the Wolves Who Walk as People. Also gnomes practice sacrificial rites to please the lords of the here are ancient dwarven halls, some inhabited by doughty Eleven Hells, to the wizardly Master of Demon Mountain, dwarves, and some by the ghosts of their fallen ancestors. whose motives are unknown, but who has a hand in In the mountains are Jotunheim, the city of the giants, most plots and tragedies in the plains, to the kingdom of offshore lies the icebound Island of Loki, and the skies the Ruby Despotate, ruled by the erratic and iron-fisted sometimes howl under the thunderstorm fortresses of the Veltrin the Glittering King, a follower of the cruel White cloud giants.


In the furthest north stands the icy lair of the Goddess. and his strong navy controls much of the Ruby Sea with its Will you take up the axe and shield, and dare the fateful infamous demon-prowed black ships. dangers and golden treasures of the Northlands? Mystical magic, centaur steel, demonic servants, and the gratitude of dragons await adventurers braving the GRAND DUCHY OF DORNIG Rothenian Plains. Sometimes called the Domains of the Princes for its many lesser nobles, the Principalities of the Grand Duchy of THE SEVEN CITIES Dornig have a deep and troubled history. Here, petty The clash of endless war rings eternal in the lands of the elfmarked lords squabble over the scattered northern Seven Cities, which both revel in, and depend upon, the lands of the once great elven empire of Valera, abandoned economies of war, even setting aside a season for it and hurriedly during the Elven Retreat. The elderly, elven creating intricate rules and codes of siegecraft.


Imperatrix of the Grand Duchy retained a tenuous throne, Among the many warring fiefdoms adventurers will find while her great-great-great-grandchildren squabbled over the August Republic of Valera, which commands feared every castle, honor, and knighthood in the Grand Duchy, legions of humans and centaurs; the Green Duchy of each hoping to be next in line to replace the ancient Elf Verrayne, where the druidical order of the Oaken Ring and Queen. For a time, many thought she would never die, the mighty heroes of the Black Band protect the East from but rule for centuries while keeping her courtiers dancing invasions of goblins and the twisted monstrosities from to her tune. All that jockeying at the foot of the Golden the Wasted West.


Sphinx throne has recently taken a darker turn, since the Here too, is the mighty Theocracy of Kammae Straboli, Imperatrix has fallen into a coma, from which none seem led by a powerful Oracle, who has chained and imprisoned able to revive her. Nethus, the former god of the sea, and now uses his deific The Grand Duchy is a place where an adventurer with a powers for her own purposes. strong sword arm, a headful of spells, and a glib tongue To the south, you will find the Maritime Republic of can win him or herself a fine, petty barony, rife with Triolo with its magnificent navy and fierce privateers trouble. Enter both the dark forests and the glittering and its ally, the minotaur-ruled Serene Isle of Kyprion, elvish courts of Dornig at your own precarious discretion, besieged by the navies of the expanding Dragon Empire however, for both are deadly dangerous, and many of the of the Mharoti.


draconic conquests. Adventures in this region include discovering ancient, DRAGON EMPIRE elven secrets, restoring the glories of the imperial past, In the empire forged by the legendary dragon Mharot, questing for fame, fortune and power, descending into the the Dread Sultan seeks to expand the borders of his darkness under ancient imperial ruins, settling ancient desert realm into the lush farmlands of the Crossroads rivalries, protecting trade routes against draconic raiders, to the north, the islands and coasts of the Seven Cities to and fighting to free Illyria from the Mharoti yoke. the west, the vast plains of Khandiria and Ishadia, and the magic-ridden riverlands of Nuria Natal to the south.


A land of deadly dragonkin descendants, this growing empire inspires beauty, with sights that can be seen nowhere else on fear in all on their borders. night without fire, you are a frozen meal for wolves by Conquest, trade, and tribute have led to a Golden Age of morning. Masterwork jewelry, cruel, hospitable but vengeful, fateful and furious. are found in abundance here. Even mighty war oliphants Ancient treasures, magic, and technology can be found and battle lizards are available for purchase, if you dare to here by brave adventurers, if they can survive the goblin ride them!


Clever dragon generalship and Deserts abound with forgotten tombs, swift sand skiffs, overwhelming numbers eventually brought Illyria low, and nomadic spirit talkers. The tall grass of the savannahs though at a price in blood and sorrow. To make up that hides lost cities and fierce warriors, and the dense jungles cost, the newly conquered lands are being quickly turned swarm with living vines that choke the life from those who into defensible towns and productive mines, the better to call these lands home and careless visitors alike.


feed gold, silver, and steel to meet the needs of the Mharoti Those who adventure into the Southlands or call it home armies, and to fuel their next conquests. can find fierce jungles, wild coasts, and ancient cities The Empire's wealth has led to an explosion of draconic beyond imagining—and perhaps even a spark of divinity art and architecture. The largest building in Midgard, the itself, the remains of the divine magic of a race of titans. Temple of Veles, is in Harkesh, the magnificent capital of The great ley line mages of the River Kingdom of Nuria the Empire. Harkesh surpasses any other capitol, with its Natal are the oldest and most powerful arcane tradition mighty elemental temples, its schools of philosophy, magic of Midgard, and their magics were taught to them by the and theosophy, as well as fractious schools of brawling living gods who still walk among the cities of Nuria: Aten, elementalists, where dragonkin Wind Palm devotees vie Bastet, Horus, Isis, and Ptah.


Their magic is great, but with scaly Fiery Fist monks for bragging rights. their rulers are divided, keeping the River Kingdom from Adventurers can find draconic intrigues, unique treasures overwhelming its neighbors. Some of those neighbors and dragon hoards, and fabulous glory and fame fighting are small free cities, such as the Free City of Siwal with its against or for the kobold and dragonkin conquerors. sandships, or the Horus-bound legions of Makuria. Nearer the Seven Cities stands the remains of Roshgazi WASTED WEST and Cindass, great minotaur cities razed by dragon fire Once home to prosperous human kingdoms ruled by and then slowly, ever so slowly, rebuilt. Their power is powerful mages, dotted with ivory towers and flying small, but the minotaurs are great seafarers and keep a cities and fortresses, the western heartlands of Midgard long memory. In time, their fallen kingdoms will surely fell to warring among themselves. Raining acid on their prosper once more. enemies, summoning mind-warping monstrosities, sacrificing whole populations to bend ley lines and reality THE SHADOW REALM to their will, the great mage-kings reduced green forests The Shadow Realm is a dark reflection of Midgard, a place and lush farmland to dry, blasted deserts, populated by of flickering reality just on the other side of a planar door.


twisted dust goblins reduced to scrounging for ancient With dark reflections of the mortal world, it is haunted by magics and lost science. shadow fey, undead, and creatures of strange temptations The Wasted West is a howling wilderness with nothing and corruptions—as well as, truth be told, wellsprings of but goblin raiders and a few vastly powerful and power enormous power and weapons of tremendous prophecies. mad mage kingdoms, including the White Kingdom Those who have visited and return tell of a charcoal sky, of Bourgund, known for its sweet perfumes and foul rich in stars and luminous clouds, but never true sunlight, corruptions; and the Mage Kingdom of Allain, home to and never full dark.


the powerful and victorious survivors of the Mage Wars. Within the Shadow Realm, the shadow fey are strong Also to be found here is the Seat of Mavros, where the and their courts and kingdoms are a large part of the god of war first trod the soil of Midgard and showed men place. Their enemies, the bearfolk, are likewise far how to use fire and steel. Now it is a sprawling fortress more common in Shadow than in the mortal world. Fey shrine, where pilgrims from the Seven Cities and beyond creatures, darakhul, and hideous abominations best come to buy the favors of the war god. forgotten are all part of the cities, nations, and tribes of Stalking through the wastelands are strange, enormous the Shadow Realm, always shifting, far more fickle than Dread Walkers, creatures summoned by vile rituals and human or dwarven kingdoms.


constrained to move slowly in time. These are the god- Rife with magic and ancient secrets, but also riddled totems of the dust goblins, and the mere sight of them with pitfalls for both body and soul, the Shadow Realm is sometimes shakes the courage of great heroes. No wonder, a place where the land and its magic follow different rules then, that many of the great magical treasures of the than most places. The rewards are often highly magical region remain undisturbed. and entwined with fate and destiny—what better place for a hero to visit? Rogue: Duelist If you'd like to try something new, we offer fifteen alternative races. These are often split into major and minor races, but the distinction has more to do with their prominence in Midgard than anything inherent in the race itself. The major races covered here are elfmarked, gearforged, humans Kariv , kobolds, minotaurs, ravenfolk, and shadow fey.


The minor races are bearfolk, centaurs, vampiric dhampir, gnolls, Midgard gnomes, ratfolk, trollkin, and winterfolk halflings. Also included are background notes on dwarves and elves of Midgard, both of which are considered major races, of course. These vary in some respects from similar tables in the standard rules, reflecting unique aspects of life on Midgard. Age is given in years, height in feet and inches, and weight in pounds. Gearforged are the exception; they use the starting height, height modifier, and weight of their original race, and add 2d20 × 5 lbs.


Note that these are averages. Some races have gender dimorphism one gender is larger than the other. These numbers represent the larger gender. If your character is of the smaller gender of its race—a male kobold, for example, or a female minotaur—adjust the final height and weight numbers downward by 5 to 20 percent. In defiance of their brutish appearance, they are deeply spiritual and artistic. FEARSOME AND STRONG Bearfolk are broad-shouldered, bipedal humanoids. Their muscles develop early in life, and most bearfolk look it. Their physiques tend toward great bulk beneath shaggy fur.



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No wonder, a place where the land and its magic follow different rules then, that many of the great magical treasures of the than most places. Barbarians on the Path of saving throw with advantage, you can use your reaction to the Ancestors are often leaders, or respected advisors, with expend one of your uses of Bardic Inspiration to grant that the strength to bring greater tempers to heel. averaging 3 inches shorter. When you take the Disengage action, your base walking speed is increased by 10 feet. You concentrate regenerative power in that rely on them than for their own purposes.



Good problem for them. You know one cantrip of your choice from the druid spell list, midgard heroes handbook pdf download. Otherwise, you have disadvantage on Charisma checks. The steed created is an undead creature that takes the form of a ghostly pale WEAPON SWEEP or dappled riding horse. As a bonus midgard heroes handbook pdf download, trollkin refer to each other by identifying action, you can expend one hit die to regain hit points as marks, well-known deeds, or recognizable characteristics if you finished a short rest. You have advantage on Handle The ravenfolk of Midgard also known as the huginn are Animal checks to influence the behavior of rodents.

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