Base Class: Barbarian
Barbarians who partake in the Thundering Iron direct their rage in the crafting and usage of Heavy Firearms. Their path leads them march into the thickest of firefights, bedecked in the heaviest of armour while unleashing a torrent of bullets and explosions that is their namesake.
Level 3: Raging Powder
Your rage is somewhat cooled, but no less potent, allowing you to wield range weapons with the same power and ferocity as they would in melee.
You can use your strength modifier, instead of dexterity, for attack and damage rolls.
being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with range weapons.
you add Rage Damage to range attacks.
Level 3: Instinctive Firearm
You Gain proficiency with Smith's tools and you can make one of two possible martial range weapons.
Name Cost Ammo Damage Weight Range Properties
Primitive Spinigun Crafted 5g (20) 1d10 Piercing 15 lb. 120/480 Reload (40 shots) Two-handed, extra shot 5, burst fire
Porta Cannon Crafted 20g (5) 4d6 fire +2d4 force 27 lb. 200/600 Loading, Two handed, Heavy, Explosive
Level 6: Iron Rage
You gain Proficiency in heavy armour, and no longer suffer penalties to your features while wearing it. In addition, while wearing heavy armour, you gain resistance to thunder, lighting, fire, poison and force damage as well as dealing 1d4 additional thunder damage with every weapon attack.
Raging Volleys
When Raging, you can add your Damage modifier to the DC of burst fire or explosive weapon attacks.
also expand the radius of burst fire and explosive attacks by 5 feet.
Advanced Instinctive Firearms
you can make and or upgrade your existing instinctive firearm to one of two possible martial range weapons.
Name Cost Ammo Damage Weight Range Properties
minigun Crafted 5g (20) 2d12 pierce + 2d4 force 35 lb. 200/600 Reload (500 shots) Two-handed, heavy, extra shot 10, short burst 5, burst fire
Multi grenade launcher Crafted 20g (5) 5d6 fire +3d4 force 21 lb. 200/600 reload(6 shots), Two handed, Heavy, Explosive
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