Iron Avenger (5e Class)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Marvel Universe franchise, and/or include content directly affiliated with and/or owned by Marvel. D&D Wiki neither claims nor implies any rights to Marvel Universe copyrights, trademarks, or logos, nor any owned by Marvel. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Iron Avenger[edit]

Rocketing down from the skies, an ironclad man decimates the battlefield with a brutal charge into the front lines leaving a swathe through the earth with a single attack.

An inventive tinkerer with just the solution to a difficult problem.

A titanic wall of metal built for a single purpose, destruction through raw strength.

These are the calling cards of the Iron Avengers. As varied as they are, they all have one thing in common, domination over the skies. The Iron Avengers are counted as some of the most intelligent battle masters there are. They are both leaders and soldiers.

Genius Inventors Tinkering plays an integral role to the Iron class. Ever striving towards highly advanced combinations of arcane and mechanical, these individuals seek out the means to advance themselves and their equipment. These Avengers have little martial skill and no magical skill, but, they more than make up for this with there intellect, always finding new ways to surpass the limitations of men.

The Suit The suit is the life-blood of the Iron Avenger. Without it, an Iron Avenger is little but a man with a spear. But with it, they are a force to be reckoned with. Due to the class's dependency on the suit, losing or severely damaging it puts the Avenger in grave danger and as such, your suit should be protected at all costs, especially if you do not have the time or money to have it replaced.

Creating a Iron Avenger[edit]

Quick Build

You can make an Iron Avenger quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Strength and Constitution. Second, choose either the noble or inheritor background.

Class Features

As a Iron Advenger you gain the following class features.

Hit Points

Hit Dice: 1d8 per Iron Advenger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Iron Advenger level after 1st

Proficiencies

Armor: Light
Weapons: simple
Tools: Tinker's tools and one additional tool of your choice
Saving Throws: Constitution, Intelligence
Skills: choose Four from Acrobatics, Athletics, History, Investigation, Medicine, Persuasion, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two simple weapons or (b) two simple weapons
  • (a) an explorer's pack or (b) a scholar's pack
  • (a) an Iron Suit or (b) an Iron Suit
  • If you are using starting wealth, you have your starting wealth depends on your own backround in funds.

Table: The Iron Advenger

Level Proficiency
Bonus
Features
1st +2 Iron Suit, Repulsion Beams(Blaster), Arc Reactor(palladium core), Superhuman Strength, Superhuman Reflexes
2nd +2 Tools of Invention, UI(user interface),Advanced Combat Analysis, Energy Conversion Power Recharge
3rd +2 Extra Attack, Flight Capability, Self-Contained Life-Support System and Environmental
4th +2 Ability Score Improvement, Lasers, Smart Micro-Guns, Mini Missiles
5th +3 Chest Beam (Unibeam), Brilliant Inventor
6th +3 Tools of Invention feature
7th +3 Arc Reactor(Stark's New Element) Suit Upgrade
8th +3 Ability Score Improvement, Iron Suit Creation
9th +4 Martial Prowess, Armor Summoning
10th +4 House Party Protocol, Clean Slate Protocol
11th +4 Suit Upgrade
12th +4 Ability Score Improvement
13th +5 UI Upgrade
14th +5
15th +5 Chest Beam enhancement, Suit Upgrade
16th +5 Ability Score Improvement, Nanotech
17th +6 Regenerative Suit,Heart of Iron
18th +6
19th +6 Ability Score Improvement
20th +6 Invincible Iron Man

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Iron Suit[edit]

A suit of armor made from a blending of arcane and mechanical design that, for the right wearer, is an extremely powerful and essential tool. The creation of an Iron Suit is extremely complex and only those with a mastery of tinkering could have the faintest of chances to create or use such a tool. At 1st level, you gain a special suit of armor, each suit is tailored for its maker and may not be used by any other creature. The armor is heavy armor and provides an armor class of 16. You have disadvantage with stealth checks while wearing the suit. There is no strength requirement for wearing the suit. It weighs 600 pounds though only encumbers you for 30 pounds. The rest of the weight is picked up by the enchantments of the suit itself. The armor class of the suit increases as you level 1-5 AC is 16, 6-9 Ac is 17, 10-14 AC is 18, 15-19 AC is 19, 20 AC is 22 While wearing the suit, you gain a +2 to your strength score. At 11th level, the bonus increases to +4. Additionally your unarmed strikes deals bludgeoning damage equal to 1d4 + your strength modifier while wearing the suit and whenever you may make any attack, you may make an unarmed strike as a bonus action on your turn

Repulsion Beams[edit]

The suit is equipped with a pair of repulsion beams in the palms of the gauntlets that can be used for deadly ranged attacks. At 1st level, while wearing the gauntlets of the armor, you gain the usages of specialized Repulsor beams. You gain uses of different effects for these at higher levels. When you make an attack you can instead choose one of the following beams to utilize. These beams each have a range of 60 feet unless stated otherwise. You are proficient with these beams. Choose one of the effects below, then you may make a ranged attack. These attacks use your Intelligence modifier instead of your Dexterity modifier. You must declare which attack you are using before you cast the die for the attack.

Blast. At 1st level, you use a damaging beam. The beam deals 1d8 + your Intelligence modifier force damage. This damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Forceful Blast. At 3rd level, You may attempt to push one creature or object away from you. On a hit, a creature that is of a size large or smaller is pushed back 5 feet and takes force damage equal to your Intelligence modifier. This damage increases when you reach 5th level adding 1d8, 11th level (2d8), and 17th level (3d8). If targeting an object that weighs less than 100 pounds that isn't being worn or carried, the object is pushed 30 feet away from you. If the object is being worn or carried by a creature, you must make the ranged attack with disadvantage contested by that creature’s Strength score. If you roll higher than that creature's Strength, you succeed and push the object 30 feet away from you.

Rapid Blast. At 3rd level, once on your turn, you can attempt to fire a pair of blasts in rapid succession. Make an attack roll for each blast, all of which must come from the same gauntlet. On a roll of a 2 or lower on the dice, your blast misfires and the repulsor in that hand is disabled until a bonus action is used to make a successful DC 15 tinker's tools check to repair the hand. You may have two blasts target either the same creature or one blast for two different creatures. On a hit, these blasts deal force damage equal to 2 + your intelligence modifier. The amount of beams you fire increases as you level to three at 5th level, four at 11th level, and five at 17th level.

Harassing Blast. At 6th level, once on your turn, you may launch a single flare at a point you can see within 60 feet of you. Any creature within 5 feet of this must make a Constitution saving throw or suffer disadvantage on the first attack roll it makes until the end of their next turn. Overcharge Blast. At 6th level, once on your turn, you can push extra charge into the gauntlet to force it to do additional damage. A creature hit by this attack takes the damage for a Blast attack and one additional damage die. On a roll of a 3 or lower on the dice, your blast misfires and the repulsor in that hand is disabled until a bonus action is used to make a successful DC 15 tinker's tools check to repair the hand.

Superhuman Strength[edit]

Adds 20 to your Strength score only when in the Armor

Superhuman Reflexes[edit]

Adds 20 to your Dexterity score only when in the Armor

Advanced Combat Analysis[edit]

The armor and component UI have the ability to analyze people's specific fighting patterns, and in turn, find a counter to said fighting style. the number of rounds is determined by rolling 2d6

Energy Conversion Power Recharge[edit]

The armor is able to absorb and convert energy sources, such as heat, kinetic energy or energy from the planet itself into electricity, directly into the batteries for recharge.

Self-Contained Life-Support System and Environmental[edit]

The armor can be completely sealed for operations in vacuum or underwater, providing its own life support. It is also shielded against radiation.

Lasers[edit]

A powerful weapon in the gauntlet wrists that can cut through any common metal, it only had a one-time use. is an instant kill to everything in a 100ft radius that fails a Dexterity Check at 10th level you can upgrade the lasers to be used multiple times.

Smart Micro-Guns[edit]

Small anti-personnel guns in the shoulders that can target individual targets at once and fire at a moment's notice. They could be used to incapacitate rather than killing. they deal 1d6 damage

Mini Missiles[edit]

mini-rockets hidden in a secret compartment in the boosters on the back, can be Anti-Tank or Armor-Piercing rounds. Anti-Tank deals 4d6 damge to a single target, Armor-Piercing ignores all armor and deals 2d6 to a single target.

Tools of Invention[edit]

At 3rd level you become a master with your tinker's tools, your proficiency bonus is doubled for any tinker's tools ability checks you make. At 7th level, whenever you make an ability check with a tool set that lets you add your proficiency bonus, you do so with advantage.

UI (User Interface)[edit]

You Have a User Interface System or UI that is also an artificially intelligent system, that you create and Name to help you run your Suit as well as provide a tactical information durning combat as well as any situation that you need. At 8th level you can use it to run multiple Suits, which maxes out at half your level plus your intelligence modifier, Increases your dexterity +4

UI upgrade[edit]

With This upgrade your UI can run even more suits then before now its your level plus your intelligence modifier, Increases your strength +2 and dexterity +6

Extra Attack[edit]

Beginning at 3rd level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Chest Beam (Unibeam)[edit]

Starting at 5th level, at the end of a long rest, you can overcharge the chest piece of the armor. Doing so can lead to an overload if not released after 2 full rounds, causing you to operate at half power meaning you can't fly far and your blasts do half damage. When you use this attack, each creature in a line that is 5 feet wide and 60 feet long originating from your chest must make a dexterity saving throw. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus. A creature caught in this takes 5d10 force damage on a failed save, or half as much damage on a successful one.

The damage increases to 8d10 at 11th level and 11d10 at 17th level

Flight Capability[edit]

At 3rd level you have learned how to fly with the repulsors and thrusters on the suit flying distance is double your movement speed you can also use the this abulity to increase the impact of unarmed attacks when doing this you gain a +4 to your attack rolls and 1d6 damage

Brilliant Inventor[edit]

At 5th level you have gained the knowledge and ability to create anything you need to overcome any problem as long as you have the time and to do so. it is determined by an intelligence check the DC is Determind by what you need to do at the DM's discretion

Arc Reactor(palladium core)[edit]

This is used to power your Suit of Armor.

Arc Reactor(Stark's New Element) Suit Upgrade[edit]

Increases the power output of your energy blasts adds 1d6 to all engery attacks

Iron Suit Creation[edit]

you can create more iron suits and set them up to how you'd like for what ever task you need it for the max number of suits you can have is your intelligence modifier at 14th level its your level plus intelligence modifier

Martial Prowess[edit]

Even without your suit you are not helpless. At 9th level, you gain proficiency with all martial weapons. Additionally, you gain one fighting style from the fighter list. You may only use this Fighting Style while not wearing the suit.

Armor Summoning[edit]

With the use of the magnetic implants embedded in your forearms, individual pieces of the armor can self-assemble themselves onto yourself or others. you just need to pass an intelligence check with the dc of 17 or better

House Party Protocol[edit]

Uses your UI to call and control multiple suits to aid you in your fight how ever all suits with out you in them have only 20 hit points

Clean Slate Protocol[edit]

Self destructs all suits in the area dealing damage to all in a 15ft radius of the suits. multipule suits does equal multiple hits each one being 1d10 damage.

Nanotech[edit]

Your Suit is now made up of Nanotech and can be used in any way for any situation, making shield, blade exc.,a Nanotech suit doesn't self destruct

Regenerative Suit[edit]

Starting at 17th level, you have such a mastery with the tools at your disposal, to embed your armor into yourself forming a regenerative skeleton just beneath your skin. As a bonus action you may don or doff your armor and may don or doff specific pieces of the armor, i.e. boots, gauntlets, helmet, etc. Additionally, if the suit is ever damaged, it will automatically attempt to repair itself at the end of your turn making tinker's tools checks on your behalf. Also, while you are conscious, at the start of each of your turns, you regain 1d10 hit points if you have no more than half of your hit points left.

Heart of Iron[edit]

your suit keeps you alive as it sits beneath your skin. If you are attacked while not wearing the suit, your UI will automatically don the armor for you before the attack hits. Additionally, whenever you roll for initiative, the suit will don itself. You also are immune to poison, disease, and gain advantage whenever you are required to make a death saving throw.

Invincible Iron Man[edit]

Your reputation is legendary all know and respect or fear you in addition your gain advantage on initiative rolls

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: