Wizard
Base Class: Wizard

You bind and manifest armor from pure magical energy, each piece pulsating with ancient glyphs and runes. Encased within the metallic embrace, you become a vessel of power, a living conduit of magic. With every step, the armor, your magic in physical form, whispers secrets of forgotten realms to be gained through pain, empowering you to wield spells with unmatched intensity. Yet, within this shell of iron and steel, you find not imprisonment, but liberation, as you unlock the true depths of your magical potential.

Iron Maiden's Vow

Starting at 2nd level, you've become adept in intertwining magic with vitality, binding your own life force to your spells. Your spellbook transforms into a set of heavy armor that you cannot remove. It replaces and acts as your spellbook, and contains all the same spells before transformation. This armor does not affect your ability to rest as normal. 

You are considered proficient with this armor even if you lack proficiency with heavy armor. While you are wearing this armor, your AC equals 13 + your Constitution modifier. Additionally, you have advantage on Charisma (Intimidation) checks and disadvantage on Dexterity (Stealth) checks.

Iron Maiden's Kiss

Also at 2nd level, you can use your bonus action to manifest spikes within your armor. You take piercing damage equal to your proficiency bonus, and you have advantage on the concentration saving throw made due to this damage.

Once per round, when you take damage greater than or equal to your proficiency bonus, you gain a +1 bonus to spell attack rolls and to the saving throw DC of your wizard spells until the end of your next turn.

 

 

Iron Maiden's Blessing

At 6th level, once per round when you take damage from any source greater than or equal to your proficiency bonus, you may spend and roll a number of unspent Hit Dice to regain a spell slot equal in level to twice the amount of Hit Dice rolled, reducing your hit point maximum until your next short rest by the result.

Alternatively, when you are below half of your current max HP, you may use your action to expend a spell slot of a level of your choosing and regain an amount of Hit Dice equal to the level of the spell slot expended.

You may only expend a number of Hit Dice equal to your Constitution modifier per short rest for these abilities.

Iron Maiden's Retribution

Starting at 10th level, once per short rest, if you succeed a saving throw against a creature’s harmful effect, you may choose to impose disadvantage on yourself, but the creature’s next saving throw against your spell effects also has disadvantage.

Iron Maiden’s Embrace

At 14th level, as a bonus action, you can transform your armor into an indestructible Iron Maiden. When you do this within 5 ft. of a Large or smaller creature, you may force them to roll a Strength saving throw against your spell save DC. On a failed save, the creature is trapped within the Iron Maiden, and your armor is removed. While your armor is removed, the scars from it act as and replace your spellbook, containing all the same spells as before the transformation of your armor.

Creatures that are trapped by the maiden take 2d6 + your Intelligence modifier as magical piercing damage at the start of their turn, and you regain HP equal to the damage dealt. Trapped creatures may repeat the saving throw at the end of each of their turns, ending the effect and returning your armor to its normal state worn by you upon a success.

While within the Iron Maiden, creatures gain full cover and their movement speed is reduced to 0.

To remain within the maiden after the end of your turn, you must take damage greater than or equal to your proficiency bonus.

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