Fighter
Base Class: Fighter

"Down in the mines, that can be dangerous work. Not as dangerous as it used to be, mind, but then that's why our ancestors formed the Ironbreakers. Head to foot in the best gromril armour, it'd be a brave Goblin, Troll or ratman who faces an Ironbreaker and doesn't turn tail. And even if the roof caved in, not that a good proper Dwarf roof would do that, but them Goblin tunnels is shoddy work, nine times out of ten he'd climb out again, dust himself down and get back to the fight, not like you young whelps..."

The Ironbreakers are amongst the most heavily armoured infantry fielded by the armies of the Dwarfs. Clad from head-to-toe with full suits of magnificent gromril plate armour and wielding rune weapons, these warriors are considered by many to be the elite of the elite in Dwarfish society. They wear their heavy, rune-engraved Gromril Armour because of the extreme danger of their duties.

 

Restriction: Dwarf Only

Only dwarves can become Ironbreakers. The Ironbreaker fills a particular niche in dwarven society and culture.

Defensive Stance

When you choose this archetype at 3rd level, You hone into your ancestors before you and channel the way of the Iron Breaker.
On your turn, you can enter a Defensive Stance as a bonus action.

While in a Defensive Stance, you gain the following attributes:

-You have advantage on Constitution saving throws

-You cannot be moved or knocked prone unwillingly

-You reduce the damage you receive by 1d6 (this is increased to 1d8 at level 5, 1d10 at level 8, and 1d12 at level 11)

-if an ally is within 10ft of you, and directly behind you in relation to an AOE attack, they take no damage on a successful save and half damage on a non-successful.

-You automatically fail Dexterity Saves

-Your speed is 0 until you exit the Defensive Stance

You may exit the Defensive Stance as a bonus action and can enter a Defensive Stance up to your proficiency bonus.

Blazing Fire

When you choose this archetype at 3rd level, you are trained in the art of suppressive fire. You gain proficiency in firearms that have the 'Heavy' trait attached.

Rallying Presence

Starting at 7th level, you become a hope to dwarves everywhere. All allies within 10ft of you as you begin your Defensive Stance gain 1d8 Temporary hit points.
In addition, they gain a d8 they may use to reduce the damage on one attack, after which it is expended. This die can be held onto for 1 minute.

Hold the line!

You've honed your skills in the art of lock down. Starting at 10th level, You've honed your skills in the art of lock down. While you are in your Defensive Stance, 15ft around you is considered difficult terrain. In addition, any enemies who walks within 5ft of you provokes an opportunity attack.

Stalwart Defender

Starting at 15th level, while you are in your Defensive Stance, you and friendly creatures within 10 feet of you gain +2 AC and reduce the distance they are moved by any pull, push, or slide by 10 feet.

True Ironbreaker

Starting at 18th Level, You've become a master of the Ironbreakers. Upon reaching zero hit points, you can use a reaction to heal 5d10, have advantage on attacks and strength ability checks until the next turn, and remain conscious. This feature is then expended and is replenished upon a long rest.

Previous Versions

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8/27/2024 1:14:41 PM
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