Rogue
Base Class: Rogue

Iron Fist Rogues are trained in a unique combat style that emphasizes heavily armored defense and unarmed strikes. They specialize in swift and powerful punches, taking advantage of their armored protection to strike their enemies with deadly force.

Shadow Step

3rd-level Titanwraith Feature

At 3rd level, you gain the ability to teleport up to 60 feet to an unoccupied space you can see that is in dim light or darkness as a bonus action. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.

Starting at 3rd level, when wearing heavy armor, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. Additionally, you can use your bonus action to enter an Iron Defense stance, gaining advantage on Strength (Athletics) and Dexterity (Acrobatics) checks until the end of your next turn.

Iron Fist Mastery

9th-level Titanwraith feature

At 9th level, you gain the ability to use your unarmed strikes as a bonus action after taking the Attack action, adding 1d6 damage to your initial damage roll. Additionally, you can choose to deal bludgeoning or piercing damage with your unarmed strikes. At 12th level, the additional damage increases to 2d6, at 15th level to 3d6, at 18th level to 4d6.

Ghost Walk

13th-level Titanwraith feature

You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.

Titan Fist Strike

17th-level Titanwraith feature

At 17th level, you can use your action to make a special unarmed strike. Choose a creature within 5 feet of you and make a melee attack. On a hit, the target takes 8d8 bludgeoning damage and must make a Constitution saving throw. The DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, the target is stunned until the end of your next turn. You can use this feature once per long rest.

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