Base Class: Barbarian
It is true most blacksmiths or other hard labor craftsman tend to be physically strong; it is the nature of their work that hones them to such benefits. However, blacksmiths who choose a life of adventuring and continue to hone their strength and craft can become barbarians who follow the path of the Iron Hammer. Whether because they are tired of getting scammed or the general hardships they've experienced, Iron Hammer Barbarians are not only just a raging whirlwind of metal but a fiercely protective armor-clad tank.
Blacksmith's Demeanor
Starting when you select this path at 3rd level, you gain the following:
- You have proficiency in Smith's Tools.
- You may choose the Insight or Persuasion skill to be proficient in. If you are already proficient in both skills, you may choose an additional skill from the barbarian skill list to be proficient in.
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Finally, your experience in long days at the forge has increased your stamina. Your hit point maximum increases by 3, and you gain an additional 1 hit point whenever you take a level in barbarian.
- You have advantage on Persuasion and Intimidation skill checks when speaking to a blacksmith or similar craftsman.
Armored Overwatch
Starting at 3rd level, you can maintain overwatch over your allies, imposing yourself on creatures to force them to focus you. You maintain the benefits of rage even while wearing heavy armor and gain the following options while you rage.
Advancing Rebuttal. As a reaction, whenever a creature within 10 feet attacks you or a friendly creature within 10 feet, you can move 5 feet towards that creature and make a single weapon attack.
Iron Guardian. As a bonus action, choose a creature within 10 feet. While you are within 10 feet of the chosen creature, attacks made against them have disadvantage, and you can use your Advancing Rebuttal to counterattack a creature targeting your chosen ally with advantage.
Terminating Swing
At 6th level, you can put the full weight of yourself behind a single final strike. When you take the attack action, you make only one attack instead of two. When you do, your next attack that hits deals additional damage equal to your proficiency modifier + an extra 1 weapon damage dice.
On your next turn, your speed is halved, you cannot take the dash action, you only make one attack with the attack action, and it cannot be reckless. You can do this twice per day at 6th level, and three at 12th level, regaining all uses after a long rest.
Iron Imposition
Beginning at 10th level, your overwatch options have expanded, granting you more ways to protect others.
Critical Challenge. As a reaction, whenever the enemy scores a critical hit on an ally within 10 feet, you can step up to 5 feet and bellow a challenge at the attacking creature. The critical hit is turned into a normal hit, and the target creature has disadvantage on attacks not directed at you until the start of your next turn.
Armor Crash
14th-level Path of the Iron Hammer feature
At 14th level, you can identify chinks in the enemy's defenses and shatter them to let your allies through. Immediately after you hit an attack, as a bonus action you can sunder the enemy's armor. The target's AC suffers a -3 penalty, and your allies and yourself can double their ability score modifiers when rolling damage against that target until the start of your next turn.
You can use this a number of times equal to your strength modifier (minimum 1), regaining all uses after a long rest.
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