Fighter
Base Class: Fighter

The Ironclad Fighter (While they can put out quite their fair share of harm) specializes in personal defense, and making use of the weight and protectiveness of the armor they wear, resulting in additional benefit from it ranging from extra power behind their punches due to the gauntlets they have donned, to being in such harmony with the armor that they wear that it can protect them even more so than one might think.

Heavy Gauntlets

When you hit with your Unarmed Strike and deal damage, you can deal bludgeoning damage equal to 1d6 + your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren’t holding a shield or any weapons when you make the attack, the d6 becomes a d8.

(If your hands are full, you may flavor the unarmed strike as either a kick, a shield bash, hitting with the flat of the blade, etc.)

Level 3: Ironfoot

When a creature that is Large or smaller ends its turn within 5 ft. of you, or a creature that is Large or smaller within 5 ft. of you gets up from being prone, you can use your reaction to force that creature to make a Strength saving throw, on a failed save they are knocked prone. You may also choose to do an Opportunity Attack using an Unarmed Strike instead.

(DC = 10 + Your Proficiency bonus)

Level 7: Ironwall

If your total Armor Class is 16 or higher, then whenever you are hit by a Melee attack, the creature who made the attack takes a penalty to Melee attack rolls until the end of its turn equal to half of your proficiency bonus rounded down (This can stack). If you are hit by a Ranged attack that does damage while your total Armor Class is 16 or higher, the Ranged attack does less of its damage equal to your proficiency bonus.

Level 10: Absorbing Armor

If your total Armor Class is 16 or higher, whenever you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half if you fail. 

While your total Armor Class is 16 or higher, Unarmed Strikes become magical for the purpose of overcoming resistances.

Ironwall now applies to Ranged Spell attacks and Melee Spell attacks in addition to Melee and Ranged attacks.

Level 15: Cast in Iron

When you take damage, you can use either your reaction or your bonus action (if you had not used it on your previous turn) to reduce the damage.

The damage reduced is equal to your Constitution modifier, your proficiency bonus, and your Armor Class minus 10.

You may do this a number of times per long rest, equal to your proficiency bonus.

Level 18: Galvanization

Galvanization: You can choose to forgo one or more of your Extra attacks to activate one of the following effects, this can be done multiple times in a single turn:

 

  • (Cost: 1 attack) Until the start of your next turn, you are considered under effect of the Shield spell, this effect cannot be negated or removed.

 

  • (Cost: 1 attack) Until the start of your next turn you have advantage on all Strength, Dexterity, and Constitution checks and saving throws, as well as Strength skill checks. 

You may substitute an attack for something that would require you to make a Strength, Dexterity, or Constitution check (i.e. grappling, shoving, things that would require an Athletics check, breaking bonds, or quaffing unwarranted amounts of alcohol).

 

  • (Cost: 2 attacks) The effect of Dispel Magic happens around you at a 20 ft. Emanation, your AC - 10 is your spellcasting ability modifier for the sake of Dispel Magic’s DC, and you can choose what creatures and objects are unaffected by it.

 

  • (Cost: 3 attacks) You cast Investiture of Stone

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