Base Class: Fighter
The first Iron Knights were criminals, sealed within their armor and forced to serve. Over time, the order has become a place for those that need to start a new life. When you take the to the Iron Knights, you forever leave you prior life behind.
The modern Order is trains its adherents to in battlefield tactics and control, with heavy focuses on defense. Groups of Iron Knights will move methodically across a battlefield, crushing each foe in turn.
Encased in Iron
When you choose this archetype at 3rd level, you gain a +1 to AC while you wear heavy armor and wielding a shield. This bonus increases by 1 at 11th level (+2) and 17th level (+3).
Additionally, you do not suffer any drawbacks for resting in heavy armor.
Guarding Stance
Also at 3rd level, your can adopt a guarding stance to protect your allies. As an action, choose a number of creatures within 30 feet that you can see, up to a maximum equal to your proficiency bonus, you cannot be one of the creatures chosen. Attacks against the chosen creatures are made at disadvantage until the beginning of your next turn as long as both the target creature and the attacking creature are within 30 feet of you.
Inner Strength
Starting at 7th level, you learn to use your armor to protect from all manner of attacks. When you are subject to an effect requiring a Dexterity saving throw while in heavy armor, you may choose to roll a Constitution saving throw against the same DC instead. Success on the Constitution saving throw provides the same result as success on the Dexterity saving throw would have.
Knight's Move
Beginning at 10th level, you learn to control movement on the battlefield. As an bonus action, you may choose one ally that can both see and hear you. That ally can then move up to it’s speed as a reaction. It does not provoke opportunity attacks during this movement.
Additionally, you are now able to move through hostile creature’s space regardless of the creature’s size. When you do so, treat the space as difficult terrain.
Inevitable
Starting at 15th level, you personify the code of the Iron Knights, you will succeed at your mission, regardless of the costs. When a creature hits you with an attack, you have advantage on attacks against it until it is defeated.
Additionally, when you would be reduced to 0 hit points, you may trigger Second Wind as a reaction as long as you have a use of Second Wind available.
Blood Stained
At 18th level, you join the order of the Red Knights, those who have survived encased in their armor for so long that their armor has begun to rust. Once per turn, when you deal damage with a melee weapon attack, you regain hit points equal to your Constitution modifier. If the attack was a critical hit, you instead gain twice your Constitution modifier in hit points.
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