Dark Iron Warrior (4e Feat)

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By Playground AI [1]

Dark Iron Warrior

You gain access to certain features and special Dark Iron At-will, Utility, Encounter and Daily powers
Prerequisite: Dwarf (4e Race), Dark Iron Dwarf (4e Feat), Duergar Weapon Proficiency (4e Feat)
Benefit: Many Dark Iron dwarves are shaped heavily by their experiences mining in caves. They are different from regular dwarves in many ways, having spent much of their lives, which could be more than a century, digging in caves for rocks. As a result, they often develop or possess very particular features, such as enhanced dark vision, skills with pickaxes and hammers, and general resistance to the cold and other dangers. Being a Dark Iron dwarf isn't a minor feature but influences the way they live their lives and their outlook on like heavily, as well as their training. As a result, regardless of where you go in life, being a Dark Iron dwarf has a tendency to stick with you. You gain access to certain features and special Dark Iron At-will, Utility, Encounter and Daily powers. When you gain the appropriate level or retrain a power, you may replace one of your class powers with a Dark Iron Dwarf power of the same level or lower. You also gain a +2 bonus to skills Athletics and Dungeoneering, and 2 extra healing surges. This feat requires Dark Iron Dwarf (4e Feat) and Duergar Weapon Proficiency (4e Feat) as a prerequisite.


Avalanche Feat Attack 1
You strike with tremendous force, like with the overwhelming power of an Avalanche, penetrating through your targets defenses with ease.
At-Will Star.gif Weapon, Cold, Racial
Standard Action Melee
Requirement: You must use either a pick, an axe or a hammer for the attack.
Target: One creature
Attack: Highest ability modifier Vs. Fortitude
Hit: 1[W] + Highest ability modifier cold damage.
Special: Before the attack, the target takes a -2 penalty to all defenses. This effect lasts until the end of your next turn.



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Piercing Strike Feat Attack 1
You use your natural grace developed over the years with throwing pickaxes and rocks to land a strike on your opponent.
At-Will Star.gif Weapon, Cold, Racial
Standard Action Ranged
Requirement: You must use a thrown weapon.
Target: One creature
Attack: Highest ability modifier Vs. Fortitude
Hit: 1[W] + Highest ability modifier cold damage.
Special: You ignore long range penalties and light or heavy concealment for the attack.



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Iron Wave Feat Attack 3
You unleash a wave of iron to every enemy around you.
Encounter Star.gif Weapon, Cold, Racial
Standard Action Melee Close blast 3
Target: Each creature in burst
Attack: Highest ability modifier Vs. Fortitude
Hit: 1[W] + Highest ability modifier cold damage.



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Rock and Stone Feat Attack 7
You fight with the ferocity built up over time of smashing rock and stone
Encounter Star.gif Weapon, Cold, Racial
Standard Action Melee
Target: One creature
Attack: Highest ability modifier Vs. Fortitude
Hit: 2[W] + Highest ability modifier cold damage.
Special: Before the attack, you and each ally within 10 squares of you may gain a +1 bonus to attack rolls and all defenses until the end of your next turn.



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Dark Iron Brawler Feat Attack 5
You are naturally attuned to fighting in the deep caves of the Duergar, and not only can easily fight in complete darkness, but you prefer it.
Daily Star.gif Weapon, Cold, Racial, Throwing
Standard Action Melee or ranged
Requirement: Must use a melee or throwing weapon.
Target: One creature
Attack: Highest ability modifier Vs. AC
Hit: 3[W] + Highest ability modifier cold damage.
Effect: Until the end of the encounter any enemy that starts it's turn next to you takes 3 cold damage.
Special: If you are fighting in low light or dark conditions, or if the target is blinded, you gain a +2 bonus to the attack roll before the attack and may target fortitude instead of AC.



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Dark Iron Heritage Feat Utility 2
Your dark iron heritage naturally boosts your inherent Dwarven features.
Encounter
Free Action '
Trigger: You use your second wind.
Target: Self
Effect: When you use your second wind, you may gain an additional +1 bonus to attack rolls and all defenses until the end of your next turn. In addition, each adjacent ally may also gain a +3 bonus to all their defenses and a +1 bonus to their attack rolls until the end of their next turn.



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Dark Iron Will Feat Utility 6
After living for years in the mines, you have learned to overcome your struggles by sheer will alone
Daily
Minor Action Melee
Target: Self
Effect: You may remove one ongoing or negative effect against your character. In addition, you gain temporary hitpoints equal to 3 + 1/2 your level.



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Dark Iron Stance Feat Utility 10
You adopt a fighting stance not dissimilar to one a miner would make before delivering a strike to the earth with a pickaxe
Daily
Minor Action Melee
Target: Self
Effect: You adopt the dark iron stance. While in the stance, you take a -1 penalty to movement speed, but gain a +1 bonus to all defenses and melee attack rolls. You also can reduce the distance you can be pushed, pulled, slid, teleported or shifted by 2 squares from any power if you choose, and are unable to be knocked prone. If you are already prone, you can may stand up as a free action.



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By aminoapps [2]



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