Base Class: Fighter
Metal is not merely the bones of the earth; it is the foundation of war, the weapon of choice for every army in every age. You have learned the secrets of a particular sect of warriors who see this truth far better than any other, learning to wield metal itself without regard of what becomes of it. Brittle blades crack and break apart into shards of stabbing, slicing death. Armor, pierced through, becomes a prison for your enemies. Steel breakers like you possess a supernatural control over metal, and destroy it to destroy your foes.
Shattering Steel
At 3rd level, you learn to turn broken weapons into a potent arsenal. When you make an attack, you can break and twist unattended non-magical metal of your choosing, such as discarded weapons or coins, within a 15 foot radius of you and cause one of the following effects as the metal rockets forward.
Shard Wave: Your attack targets each creature in a 15 foot cone originating from you, using the same attack role for each target.
Splitting Spike: You launch the broken metal to a point you can see within 30 feet of you and cause it to explode, dealing 1d8+your Constitution modifier to each creature within a 10 foot radius of the point.
Lethal Lance: You hurl shards of broken steel in a 5 foot wide, 30 foot long line. Each creature within the area must choose to either fall prone of take 1d12+your Constitution modifier piercing damage.
You can use this feature once a round.
Reforge
At 3rd level, you can cast the mending cantrip, using Constitution as your casting ability modifier. While you’re holding a piece of metal that was once part of another object you know the direction of the other components of the object.
Iron Impaler
At 7th level, your strikes leave shattered shards of metal in your enemies. When you use your Second Wind feature, each creature within 30 feet of you that you’ve damaged with your Shattering Steel ability takes piercing damage equal to the amount of hit points you regain, and you immediately retrieve metal to manipulate out of their wounds.
Sacred Metal
At 7th level, your weapon attacks and damage from your Steelbreaker features all count as magical for overcoming resistance and immunity to non-magical damage.
Unbreakable
At 10th level, you reject any attempts to stop your advance. When you use your Indomitable feature to reroll a saving throw you gain an amount of temporary hit points equal to your Fighter level.
Prison of Pain
At 15th level, you control the shards you leave imbedded in your foes. When you damage a creature with your Shattering steel feature, the creatures movement speed is reduced to 0 until the start of your next turn.
Platinum Wrath
At 18th level, the metal you control is an extension of your will. When you use your Action Surge feature, you can choose to break and shatter any non-magical metals of your choosing, including wielded weapons and armor, in a 30 foot radius of you. If you destroy an enemies armor, they take piercing damage equal to your fighter level and are restrained until the start of your next turn.
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