Rogue
Base Class: Rogue

When you play as an ironhand, you can not have levels in any other class.
The ironhand is intended to be played as a unique class, not as a rogue subclass.

Nothing to Lose

An ironhand is one that knows loss. Defeat through battle, loss through accident or disease, their physical form was damaged. The skilled hand of an artisan, the powerful arm of a warrior, replaced by iron. To a Dwarf, there is nothing worse than to lose the craft they have dedicated their life to. Yet the ironhand does not dwell on regret. Rather, they are filled with a driving force that propels them onwards to forge a new path, learn new skills, and be greater than they ever were. Ironhands often decide to become Reclaimers, as they already have nothing left to lose, the glory of a successful Reclaimer is all the more enticing.

Keep on Fighting

For many a Dwarf, the sight of an ironhand in battle is beyond inspirational. Being able to overcome such a grave loss is truly commendable, as the mental burden of a lost craft is often too much for a Dwarf to return to society, let alone grow stronger. Not one would think of surrender, fighting alongside you, as they are filled with confidence to follow in your footsteps should they themselves face loss.

Creating an Ironhand

The ironhand is a trained warrior not intended to be played at low levels. The ironhand is intended for a campaign with a heavy, almost exclusive, focus on combat and resource management and thus might not be suitable to be played in a normal adventuring campaign.

When creating an ironhand character, think about what drives them. How did your character lose their hand? Why did they decide to become an ironhand? Do they have a grudge against the thing that made them lose their hand? Talk with your DM about the setting and find an appropriate origin for your ironhand. Did you join the party to gain experience? Are you on the way to a fallen hold that needs to be reclaimed? Were you already a Reclaimer, but were you beaten back the first time?

QUICK BUILD

You can make an ironhand quickly by following these suggestions: First, put your highest ability score in Wisdom, followed by Dexterity, followed by Intelligence. Second, choose the outlander background. (If your campaign allows it)

 The Ironhand Table

Level Proficiency Bonus Features Tools Bonus Inspiration Uses
1st +2 Iron Hand, Inspiring (d4) 1 +0
2nd +2 I've Seen Worse 1 +0
3rd +2 Reinvigorating Charisma 1 +1
4th +2 Ability Score Improvement 2 +1
5th +2 Extra Attack 2 +2
6th +3 Iron Hand Upgrade 2 +2
7th +3 Wise Words, Inspiring (d6) 3 +3
8th +3 Ability Score Improvement 3 +3
9th +3 Second Wind 3 +4
10th +3 Extra Attack (2) 4 +4
11th +4 Iron Hand Upgrade 4 +5
12th +4 Ability Score Improvement 4 +5
13th +4 Inspiring (d8) 5 +6
14th +4 Iron Hand Upgrade 5 +6
15th +4 Extra Attack (3) 5 +7
16th +4 Ability Score Improvement 6 +7
17th +5 Iron Hand Upgrade 6 +8
18th +5 Inspiring (d10) 6 +8
19th +5 Ability Score Improvement 7 +9
20th +5 Awe Inspiring 7 +10

Class Features

As an ironhand, you gain the following class features.

Hit Points

Hit Dice: 1d8 per ironhand level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per ironhand level after 1st

Proficiencies

Armor: Light armor, shields
Weapons: Simple weapons
Tools: Thieves' tools, smith's tools
Saving Throws: Dexterity, Wisdom
Skills: Investigation and Deception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two daggers or (b) a handaxe
  • (If your background is not Reclaimer) (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Leather armor, thieves' tools

Iron Hand

The defining feature of an ironhand is of course their metal prosthetic. You can decide which arm is replaced with the prosthetic. The iron hand is a part of your body and can not be unequipped or taken off without a painful medical procedure or severe trauma.

Clunky

You are unable to use two-handed objects or perform an action that requires two free hands. An iron hand is never considered a free hand.

Even if you have proficiency with martial weapons, this does not apply to martial weapons used through the iron hand.

Spellcasting

Spells that require a free hand for somatic components can be used through the iron hand instead.

Iron Strike

You can use your iron hand, even when it is wielding a tool, to perform an unarmed strike, dealing 1d4 + your Strength modifier bludgeoning damage on a successful hit.

Integrated Tools

Through skilled artisanry, various items can be integrated into the iron hand. Once integrated, these tools can be switched out as a bonus action. Only one tool can be active at any given time. A perceptive individual will be able to tell which tools are integrated. The iron hand can also be switched to an "unarmed" mode, which hides the tools, but not completely.

The following items can be integrated:

  • Any tools aside from vehicles, kits, and sets
  • Melee weapons that are not heavy or two-handed
  • Shields
  • Anything you can persuade the DM to allow

Using an integrated tool works the same as when they are used normally in one hand. The weight of integrated tools still counts towards your maximum carry capacity.

You can integrate a number of tools up to the amount listed for your ironhand level as shown in the Tools column of the Ironhand table. If the total weight of the integrated tools exceeds 1/3 of your carrying capacity (or 5 times your Strength score in pounds), any actions involving your iron hand are done at disadvantage.

Integrating a tool is a process that takes 2 - your Intelligence modifier (for a minimum of 1) hours of work and requires the use of thieves' tools, tinker's tools, or smith's tools. You can work on it during a rest. Removing a tool works in the same way as integrating a tool.

Inspiring

Your tenacity is inspiring. By reminding others of your inspirational feats you are able to inspire them. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d4.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once) + the bonus shown for your ironhand level in the Bonus Inspiration Uses column of the Ironhand table. You regain an expended use whenever you perform an Inspirational Feat. You regain all expended uses whenever you reach a new character level.

Inspirational Feat

No one is inspired by empty words. To regain your expended uses of Inspiration, you will need to perform Inspirational Feats.

The following events are considered inspirational feats:

  • Whenever you roll a crit success on an attack roll or saving throw.
  • Whenever you defeat multiple opponents with a single action.
  • Whenever you free an ally from the effects of being charmed.
  • Whenever you suffer more than half your hit points rounded up in damage between turns, without falling unconscious.
  • Whenever you succeed on a death saving throw.
  • Specific events at the discretion of the DM.

Your Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 7th level, a d8 at 13th level, and a d10 at 18th level.

I've Seen Worse

At 2nd level, you've dealt with incredible odds and lived to tell the tale. If you suffer damage that would lower your hit points below 1 without killing you outright, you can choose to stay at 1 hit point.

Once you use this feature, you can’t use it again until you finish a long rest.

Reinvigorating Charisma

At 3rd level, you are so charismatic, you are able to reinvigorate your allies. To do so, at the cost of one of your inspiration uses, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature can then choose to use one of its available hit die to recover hit points.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 10th level in this class and to four when you reach 15th level in this class.

Iron Hand Upgrade

When you reach 6th level, you can permanently upgrade your iron hand by choosing one of the following feats. At 11th level, and again at 14th, and 17th level, you can choose an additional upgrade. You can not choose the same upgrade multiple times.

To use an upgrade it first needs to be applied. To apply an upgrade, you require smith's tools in addition to any other resources mentioned. Applying an upgrade is a process that takes 5 - your Intelligence modifier (for a minimum of 1) hours of work. You can work on it during a rest.

Grappling Hook

Requires a grappling hook and a rope. Can not be used in combination with Stealth Model.

You create a mechanism that allows you to integrate a grappling hook launcher into your iron hand. The grappling hook launcher can be used to launch a grappling hook, with rope attached, up to 50 feet away.

Adding this upgrade decreases your total tool capacity by 1, but the launcher is always active and does not require a tool switch.

Whenever you use the grappling hook launcher, the grappling hook and rope need to be replaced. The process of reloading the launcher takes 5 uninterrupted minutes.

Crushing Grip

Whenever you perform a successful grapple while your iron hand is unarmed, you can choose to activate crushing grip. Then, at the end of each of your turns while the creature remains grappled by you, you can use the powerful grip of your iron hand to inflict 1d4 bludgeoning damage. If you switch tools the creature immediately escapes the grapple.

Quick-Release Mechanism

Installing the quick-release mechanism allows you to instantly detach the active tool from the iron hand. This can be used to throw the attached tool.

Re-attaching the tool is the same as integrating it.

Launch Mechanism

Requires Quick-Release Mechanism.

Improving upon the quick-release mechanism, you gain the ability to launch the active tool, rather than just detaching it. By launching a tool, its thrown range is multiplied by 3. Upon impact, it also deals an additional 1d4 bludgeoning damage.

Martial Training

After intensive training and many adjustments, you gain the ability to use integrated tool martial weapons with proficiency. Additionally, you gain proficiency with martial weapons.

Hotswap

Tuned to perfection, your movements have become quick enough that you can now switch the active tool as a free object interaction instead of a bonus action.

Stealth Model

Can not be used in combination with Grappling Hook or Crossbow Mount.

Following this upgrade, with the naked eye, it is impossible to tell from the outside which tools are integrated into the iron hand. This also makes the iron hand itself easier to hide.

Emergency Shield

This upgrade allows you to, whenever you are being attacked, use your reaction to switch your active tool to any integrated shield. Unfortunately, the emergency deployment disabled tool switching until it is reset. The process of resetting the emergency shield takes 5 uninterrupted minutes.

Crossbow Mount

Can not be used in combination with Stealth Model.

Attaching a special mount to your iron hand allows you to integrate a crossbow. The integrated crossbow is treated as being held in one hand.

Dragonbreath Cannon

One of the most powerful upgrades you can attach to your iron hand. The dragonbreath cannon allows it to fire blasts of magical energy similar to dragons. Choose acid, cold, fire, lightning, or poison. You can then use an action to blast energy of the chosen type in a 15-foot cone from your cannon. Each creature in that area must make a DC 15 Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

To use the dragonbreath cannon, it needs to be loaded with a bit of phosphorus and a piece of obsidian worth 10 gp, which it consumes. The dragonbrearth cannon takes an action to reload.

Jack of All Tools

Allows you to embed up to 5 tools (artisan's tools or thieves' tools) into your iron hand as if they were one tool.

Big Fist

Nothing works better than a big chunk of iron. Iron Strike now deals an additional 1d4 + 2 bludgeoning damage.

Wise Words

Starting at 7th level, you gain the ability to reflect on previous experiences to solve current problems. When you or another creature that can hear you within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Wisdom modifier to the roll. Once you use this feature, you must finish a short or long rest before you can use it again.

Second Wind

Starting at 9th level, you gain a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your ironhand level. Once you use this feature, you must finish a short or long rest before you can use it again.

Extra Attack

Beginning at 10th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

The number of attacks increases to four when you reach 15th level in this class.

Extra Attack

Beginning at 15th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

Awe Inspiring

At 20th level, if your total for a Charisma check is less than your Charisma score, you can use that score in place of the total.

Ironhand Archetype Features

Choosing the archetype of the ironhand, you gain the following archetype features.

Rogue Level Features
3rd Iron Hand
9th Iron Hand Upgrade
13th Iron Hand Upgrade
17th Iron Hand Upgrade

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with smith's tools.

Iron Hand

The defining feature of an ironhand is of course their metal prosthetic. You can decide which arm is replaced with the prosthetic. The iron hand is a part of your body and can not be unequipped or taken off without a painful medical procedure or severe trauma.

Clunky

You are unable to use two-handed objects or perform an action that requires two free hands. An iron hand is never considered a free hand.

Even if you have proficiency with martial weapons, this does not apply to martial weapons used through the iron hand.

Spellcasting

Spells that require a free hand for somatic components can be used through the iron hand instead.

Iron Strike

You can use your iron hand, even when it is wielding a tool, to perform an unarmed strike, dealing 1d4 + your Strength modifier bludgeoning damage on a successful hit.

Integrated Tools

Through skilled artisanry, various items can be integrated into the iron hand. Once integrated, these tools can be switched out as a bonus action. Only one tool can be active at any given time. A perceptive individual will be able to tell which tools are integrated. The iron hand can also be switched to an "unarmed" mode, which hides the tools, but not completely.

The following items can be integrated:

  • Any tools aside from vehicles, kits, and sets
  • Melee weapons that are not heavy or two-handed
  • Shields
  • Anything you can persuade the DM to allow

Using an integrated tool works the same as when they are used normally in one hand. The weight of integrated tools still counts towards your maximum carry capacity.

You can integrate a number of tools up to the amount listed for your ironhand level as shown in the Tools column of the Ironhand table. If the total weight of the integrated tools exceeds 1/3 of your carrying capacity (or 5 times your Strength score in pounds), any actions involving your iron hand are done at disadvantage.

Integrating a tool is a process that takes 2 - your Intelligence modifier (for a minimum of 1) hours of work and requires the use of thieves' tools, tinker's tools, or smith's tools. You can work on it during a rest. Removing a tool works in the same way as integrating a tool.

Iron Hand Upgrade

Starting at 9th level, you can select an upgrade for your iron hand.

To use an upgrade it first needs to be applied. To apply an upgrade, you require smith's tools in addition to any other resources mentioned. Applying an upgrade is a process that takes 5 - your Intelligence modifier (for a minimum of 1) hours of work. You can work on it during a rest.

Big Fist

Nothing works better than a big chunk of iron. Iron Strike now deals an additional 1d4 + 2 bludgeoning damage.

Crossbow Mount

Can not be used in combination with Stealth Model.

Attaching a special mount to your iron hand allows you to integrate a crossbow. The integrated crossbow is treated as being held in one hand.

Crushing Grip

Whenever you perform a successful grapple while your iron hand is unarmed, you can choose to activate crushing grip. Then, at the end of each of your turns while the creature remains grappled by you, you can use the powerful grip of your iron hand to inflict 1d4 bludgeoning damage. If you switch tools the creature immediately escapes the grapple.

Dragonbreath Cannon

One of the most powerful upgrades you can attach to your iron hand. The dragonbreath cannon allows it to fire blasts of magical energy similar to dragons. Choose acid, cold, fire, lightning, or poison. You can then use an action to blast energy of the chosen type in a 15-foot cone from your cannon. Each creature in that area must make a DC 15 Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

To use the dragonbreath cannon, it needs to be loaded with a bit of phosphorus and a piece of obsidian worth 10 gp, which it consumes. The dragonbrearth cannon takes an action to reload.

Emergency Shield

This upgrade allows you to, whenever you are being attacked, use your reaction to switch your active tool to any integrated shield. Unfortunately, the emergency deployment disabled tool switching until it is reset. The process of resetting the emergency shield takes 5 uninterrupted minutes.

Grappling Hook

Requires a grappling hook and a rope. Can not be used in combination with Stealth Model.

You create a mechanism that allows you to integrate a grappling hook launcher into your iron hand. The grappling hook launcher can be used to launch a grappling hook, with rope attached, up to 50 feet away.

Adding this upgrade decreases your total tool capacity by 1, but the launcher is always active and does not require a tool switch.

Whenever you use the grappling hook launcher, the grappling hook and rope need to be replaced. The process of reloading the launcher takes 5 uninterrupted minutes.

Hotswap

Tuned to perfection, your movements have become quick enough that you can now switch the active tool as a free object interaction instead of a bonus action.

Jack of All Tools

Allows you to embed up to 5 tools (artisan's tools or thieves' tools) into your iron hand as if they were one tool.

Launch Mechanism

Requires Quick-Release Mechanism.

Improving upon the quick-release mechanism, you gain the ability to launch the active tool, rather than just detaching it. By launching a tool, its thrown range is multiplied by 3. Upon impact, it also deals an additional 1d4 bludgeoning damage.

Martial Training

After intensive training and many adjustments, you gain the ability to use integrated tool martial weapons with proficiency. Additionally, you gain proficiency with martial weapons.

Quick-Release Mechanism

Installing the quick-release mechanism allows you to instantly detach the active tool from the iron hand. This can be used to throw the attached tool.

Re-attaching the tool is the same as integrating it.

Stealth Model

Can not be used in combination with Grappling Hook or Crossbow Mount.

Following this upgrade, with the naked eye, it is impossible to tell from the outside which tools are integrated into the iron hand. This also makes the iron hand itself easier to hide.

Iron Hand Upgrade

By 13th level, you can select an additional upgrade for your iron hand. You can not choose the same upgrade multiple times.

Iron Hand Upgrade

When you reach 17th level, you can select an additional upgrade for your iron hand. You can not choose the same upgrade multiple times.

Ironhand Image

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