Is there any psion variant/ACF/etc that gets Grip of Iron?

I have a character who would really like to have grip of iron, the 1st-level psychic warrior power. However, said character is a psion, specifically an egoist, not a psychic warrior, and doesn’t have a feat to spare for Expanded Knowledge.

Is there any variant, ACF, etc. that allows a psion to learn grip of iron? All 3.5e material (including 3.5e-legal 3e material) in Wizards of the Coast sources or Dragon or Dungeon magazines are acceptable. Said variant cannot touch the 1st-level bonus feat, as I am already using the variant shapeshifter egoist to get minor change shape instead of that bonus feat.

Does the Iron Flask let you Order the Creature Back in Without a Save?

So I have an Iron Flask in my current campaign, and we happened to find out that it contains Tiamat. We released her to have a conversation, where she threatened to eat me at the end of the hour. Since it didn’t directly lead to her death, I ordered her back in the Flask, but am not sure if that’s okay? If you order the creature in, do they still get to make the save?

Does an Iron Flask (5e) work on a creature that is immune to Charm?

The Iron Flask states, “You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that Duration. If you give no commands or give it a Command that is likely to result in its death, it defends itself but otherwise takes no Actions. At the end of the Duration, the creature acts in accordance with its normal disposition and Alignment.”

Now my issue with this comes from the following incident that just occurred in my past session for Baldur’s Gate: Descent into Avernus. The players traversed the Scab prior to entering the Bleeding Citadel to find the Iron Flask amongst the deceased Night Hag’s obejects in her lair. They released the Fiendish flesh golem and killed it due to it not being their’s and attacked them so says the module. They still held onto it after the wizard identified it and realized its potential for demons if anything. So they eventually came across the diggers trying to dig out the Crokek’toeck. They killed them and reached the beast themselves to capture it in the Iron Flask instead. The bit I’m concerned with is they intend to use the creature as a trump card and have it serve them in battle for the hour use.

What I don’t understand is that the item doesn’t explicitly state that this is a charm on the creature to force its friendly position towards the party and adhere to their commands. The crokek’toeck has immunity to charm and confuses me as I presume the Iron Flask technically charms said captured entities to obey their temporary master(s). Due to the fact the item neglects to state this; do I proceed with the crokek’toeck being immune to the friendly nature once it pops out and proceeds to flee, attack, etc the party, or is this Flask meant to override that immunity and it works as they think it would, therefore obeying the party? I’m seeking a logical answer prior to flavored suggestions.

Is there any spell, feat, or class ability that allows natural attacks to bypass DR/Cold Iron?

I have seen the feat ‘Eldritch Claws’ which allows natural attacks to bypass DR magic and/or silver, but I have never found anything similar to bypass DR/cold iron. The DR rules are also pretty specific about having DR/cold iron oneself not being sufficient to overcome the same DR in others. I haven’t even seen any spells that would grant the ability to bypass cold iron DR.

Of course I know about the rules for overcoming DR/Cold Iron with a +3 weapon (which would require an Amulet of Mighty Fists +3 for natural attacks), but that is not always within reach–Maybe there’s something I’m missing?

What is Cold Iron actually? [closed]

It came up in Dresden Files, but is not limited to that game, you can find the term in DnD as well. I would like to know what it means.

If you look for Cold Iron on Wikipedia, you only get iron: “Cold iron is a poetic and archaic term for iron.”
This would imply everything made mostly from Fe is cold iron. Clearly, this is not the case, in every game Cold Iron is something special, the every day sword is not made out of it.

The Dresden Files rulebook is not very specific about it:

something that anyone could reasonably get access to, but usually doesn’t carry on them (like cold iron) page 185.

What is cold iron?
How do I create cold iron?
How do I get cold iron?

To make the question easier to understand, compare Cold Iron to Holy Water. You know how it is different from usual Water, you know how you get it or create it.

Spirit guardians and iron golems

I have a room with two iron golems. They look like statues of a rider on horseback. They count as a single golem.

The party just finished a fight in last room. The cleric keeps spirit guardians active. They walk into the room with the iron golems. Do the golems take damage and animate and attack? Or do they stay hidden and look like a statue unless someone actually attacks them with a specified attack action? Normally the golems will not do anything unless attacked.

Also does truesight detect that the golem is in fact “alive”?

Does an Iron Defender mounted by an artificer still get its actions, if commanded?

Playing a human artificer battle smith with the spell Enlarge/Reduce, I want to use the Steel Defender as a mount. It is a medium size construct that becomes large size under the effects of the spell.

You may design the Steel Defender as you like, given that:

You determine the creatures appearance and whether it has two legs or four; your choice has no effect on its game statistics. (Eberron – Rising From the Last War, pg.61)

Even though it has “no effect on game statistics,” we can assume we care enough to design it in such a way it may act as a suitable mount.

The PHB rules for a mount in combat state, on pg.198:

…and it has only three action options: Dash, Disengage, and Dodge.

But also says, shortly after:

An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. (emphasis mine)

The Steel Defender has an intelligence of 4, meaning it does not automatically (and always) act as an independent mount (it is not sufficiently intelligent). Yet, according to this question and accepted/upvoted answer all mounts may act independently.

Yet in the rules-text for the Steel Defender (pg.61 of Eberron – Rising From the Last War) it says:

It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it…

One more relevant rule:

…the Steel Defender shares your initiative count, but it takes its turn directly after yours.

Which is the same as the PHB rules for a mounted creature.

If I use my bonus action on my turn to command it while mounted, may it still use its Force-Empowered Rend or Repair action on its turn?

Related Questions

What are the benefits of having a mount?

How does a Gnome Battle Smith artificer (UA) riding his iron defender control it?

How do I determine if a creature is too intelligent to be a controlled mount?

Does a controlled mount share its rider’s turn?

Can a controlled mount make an Opportunity Attack?

Essentially what I’m going for (Image from Final Fantasy Brave Exvius):

Power Armour

Not that the rules care what it looks like. It could just as easily be a mechanical horse.

Is this Way of The Iron Fist homebrew monk subclass too overpowered?

This homebrew subclass is something I came up with to compensate for the fact that my group has only three members, and I as a monk am the only one remotely capable of tanking.

I call it the Way of the Iron Fist:

Way of the Iron Fist

You are a monk who has forged yourself into a weapon after years of brutal training and hardship to atone for a past evil and fight as a defender of the common people.

Iron Fists

At third level when you assume this tradition, your fists and feet become as hard as iron from years of brutal training in martial arts. This grants you the ability to deal 3 extra damage on unarmed strikes. Your fists also have the ability to strike the ki of the creature that you are striking, allowing you to siphon their ki and regain up to 3 HP per melee attack if you are striking an enemy while injured.

Iron Defense

At third level, due to the iron strength of your limbs, you are capable of blocking melee weapons with your hands. If a melee attack hits you, you can choose as a reaction to make a Dexterity saving throw against your ki save DC; if you succeed on the saving throw, you can, as a last ditch defense, catch the melee weapon with your hands to deflect the blow.

Iron Heart

At sixth level, you can have an extra strike added to Flurry of Blows.

Iron Will

Upon reaching 11th level, your will has become as strong as iron from brutal mental conditioning and transcending your fears to resist those who attempt to control your mind. You cannot be charmed, frightened, or put to sleep. You also gain resistance to psychic damage, and creatures cannot see your thoughts or intentions due to your strength of mind.

Iron Body

After years of self-imposed hardship to toughen your body, your entire body has become as strong as iron. You no longer feel pain and cannot be incapacitated by physical blows, and gain resistance to bludgeoning, slashing, and piercing damage.

I really love this subclass idea as it fits perfectly with my character’s backstory, but I am afraid it would make them way too overpowered and unbalance the game.

Is there any way maybe I should change it to make it less overpowered if it is too strong?

Can you combine the feats Iron Palm Technique and Dragon Style?

A party member of my campaign wants to get both Iron Palm Technique and Dragon Style.

However, it is unclear for us if it is possible to combine these two feats and what the result will be.

Iron Palm Technique makes it possible to use your constitution modifier instead of your Strength modifier for unarmed strikes. However, the Dragon Style will convert 1-1/2 times the strength modifier on the damage roll for your first unarmed strike on a given round.

Can they actually be used together, and how do they combine?