Fighter
Base Class: Fighter

Iron Stalwarts are front line warriors, locking down the enemy and giving their allies room to breathe. They train in the martial disciplines, surpassing their mortal limitations and verging on superhuman. Enemies on the battlefield fear to tread near them, lest their deadly attacks pull them too close and break them. Iron Stalwarts combine the standard rigors of fighter training with special martial techniques called Exploits. These Exploits are specifically designed to create a front line to the combat and, when the Stalwart and her allies are ready, to push that front line back, gaining ground against the enemy.

Lockdown

You learn Exploits designed to lock your foes down and keep them from getting by you. You may only use one of these options at a time, and unless otherwise noted they take the place of the Attack action. Each Exploit can be used at-will unless otherwise specified. Some Iron Stalwart Exploits require saving throws.

Your Exploit Save DC  =  8 + Your Proficiency Bonus + Your Strength Modifier

At 3rd level, you learn the following Exploits:

Combat Challenge: Whenever you attack a foe, whether you hit or miss, you issue an unspoken challenge. You may challenge up to three opponents at a time. Enemies that you have challenged may not leave your reach without provoking an opportunity attack, even if they take the Disengage action.

Force of Iron: You must be wielding a shield and a melee weapon to use this attack. Using your action, make a melee weapon attack. If you hit, you push the target five feet away from you. This does not work if the target is more than one size category larger than you. You may then move five feet into the space the target previously occupied without provoking opportunity attacks.

Backlash: Use your action to make a melee weapon attack against an enemy. On a hit, deal your weapon damage as normal. Whether you hit or miss, you can then lash out at another enemy within five feet of both you and the initial target using the same attack roll or a new attack roll (your choice). If you hit, you catch the second target off guard, dealing extra damage equal to your fighter level.

 

 

 

Dominate

At 7th level, you gain the following three Exploits. Additionally, you gain temporary hit points equal your Fighter Level when you finish a short or long rest.

Covering Strikes: When you take the Attack action on your turn, you sacrifice your ability modifier damage. In return, one ally per attack you make can use their reaction to move their speed without provoking opportunity attacks from the target of your attacks. You may only use this Exploit once per round, even if you use your Action Surge to gain an extra action.

Come and Get It: You must wielding a melee weapon to use this Exploit. You attempt to provoke your foes into surrounding you and punish them for their impudence. When you use your action to utilize this ability, each enemy that can see or hear you within 15 feet must make an Intelligence saving throw against your Exploit  Save DC. Any creature who fails this save must move up to 15 ft. towards you. They do not move if they cannot reach you. You then deal damage to each creature within 5 ft. of you equal to your normal weapon attack damage plus twice your strength modifier. Once you have utilized this ability, you cannot use it again until you have completed a short or long rest.

Wallop: Using your action, make a single weapon attack against an enemy within range. On a hit, deal thrice your normal weapon damage, plus your strength modifier. Additionally, the target must make a Constitution Saving Throw versus your Exploit Save DC or be stunned until the end of their next turn. If you hit with this attack, you cannot use it again until you've completed a long rest.

Iron Vanguard

At 10th level, you gain the following Exploits:

Unstoppable Advance: On your turn, you can use half your movement to move into an enemy's space, pushing the enemy five feet away. You may not do this if the enemy is more than one size category larger than you. If any enemy makes an opportunity attack against you during this movement, they may do so as normal; however, on a miss, the attack hits the creature you pushed rather than you. Once you have used this ability, you cannot use it again until you've taken a short or long rest.

Battlefront Surge: Using your action, make a melee weapon attack against an enemy. If you hit, you do twice your weapon damage plus your strength modifier. Additionally, you may push the target five feet away from you and step into the space it previously occupied. If you do so, any allies within ten feet of you may use their reaction to move five feet in any direction without provoking opportunity attacks. Once you have used this ability, you cannot use it again until you've taken a short or long rest.

Indomitable Resurgence: Using your action, make a powerful melee weapon attack against an enemy. If you hit, deal four times your weapon damage plus your strength modifier, and half as much damage if you miss. Additionally, whether you hit or miss, the target must make a Strength saving throw equal to your spell DC or be knocked prone. After the attack, you can use your Second Wind feature to regain hit points, even if you have already expended it. Once you have used this ability, you cannot use it again until you've completed a long rest.

 

 

Storm of Iron

Starting at 15th level, you gain the following Exploits:

Talon of the Roc: Using your action, make an attack with any one-handed sword or any melee weapon that deals piercing damage against one enemy within range. If you hit, you skewer the target and pin it to a nearby surface such as the wall or ground. The target takes twice your weapon damage plus your strength modifier. Additionally,  the target cannot move away from you before the start of your next turn without sustaining damage equal to your strength modifier plus your fighter level. If you are wielding a melee weapon in each hand, you may use your reaction to make opportunity attacks with your off-hand weapon, but otherwise you cannot take any reaction that would require the use of your weapon until the target of Talon of the Roc moves away from you or until the start of your next turn. You cannot attempt this trick more than once per round, even if you use your Action Surge to gain another action.

Last Second Dodge: As a reaction when an attack would hit you, you make a seemingly impossible dodge at the last second. You take no damage from this attack, but grant advantage on attack rolls made against you until the end of your next turn.

Thief's Gambit: Using your action, make a melee weapon attack against an enemy within range that is holding a weapon. On a hit, deal your weapon damage as normal. The target must also make a Dexterity saving throw against your Exploit DC or drop their weapon. As a bonus action, you can catch the enemy's weapon in a free hand if you have one and make a secondary attack with with it. If the secondary attack hits, it deals four times the weapon damage plus your strength modifier. You can't catch the disarmed weapon if it is a two-handed weapon. If you can't or do not wish to catch it, it falls to the ground at your feet. Once you've hit with the secondary attack, you cannot use this ability again until you've completed a long rest.

 

Adamantine

At 18th level, your body and spirit are unbreakable. When you have fewer than half your total hit points remaining, you gain resistance to non-magical bludgeoning, piercing, and slashing damage, as well as resistance to fire, cold, acid, lightning, and psychic damage. You become immune to thunder damage.

You do not gain this benefit if you have 0 hit points.

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