Iron Avenger (5e Class)
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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 their 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 Avenger you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Iron Avenger level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Iron Avenger level after 1st
- Proficiencies
Armor: Light, Medium
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) one simple and leather armor
- (a) an explorer's pack or (b) a scholar's pack
- an Iron Suit
- If you are using starting wealth, you have your starting wealth depends on your own background in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Iron Suit, Repulsion Beams(Blaster), Arc Reactor(palladium core), Superhuman Strength, Superhuman Reflexes, Flight Capability |
2nd | +2 | Tools of Invention, UI(user interface), Advanced Combat Analysis, Energy Conversion Power Recharge |
3rd | +2 | Self-Contained Life-Support System and Environmental |
4th | +2 | Ability Score Improvement, Smart Micro-Guns, Mini Missiles |
5th | +3 | Lasers, Extra Attack, Brilliant Inventor |
6th | +3 | Tools of Invention feature, Arc Reactor(Stark's New Element) Suit Upgrade |
7th | +3 | Chest Beam (Unibeam) |
8th | +3 | Ability Score Improvement, Iron Suit Creation |
9th | +4 | Martial Prowess |
10th | +4 | UI Upgrade |
11th | +4 | Armor Summoning |
12th | +4 | Ability Score Improvement, House Party Protocol |
13th | +5 | Clean Slate Protocol |
14th | +5 | Nanotech |
15th | +5 | Chest Beam enhancement |
16th | +5 | Ability Score Improvement |
17th | +6 | Regenerative Suit |
18th | +6 | Heart of Iron |
19th | +6 | Ability Score Improvement |
20th | +6 | Invincible Iron Man |
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.
- Iron man: The armor is heavy armor and provides an armor class of 12 + Your Constitution Modifier + Your Intelligence Modifier. The Suit has grants you temporary hp equal to your max hp + 5. When this is reduced to zero, your suit breaks and unable to use class features that rely on the suit unless you take 8 hours to repair it.
- Adapted for combat: Your suit has been intricate to develop better melee techniques, deciphering what moves to make in a fight, you can use intelligence instead of Strength for attack and damage rolls for your unarmed strikes.
- Improved Strikes: you gain a d6 for your unarmed strikes, When you use the Attack action with an unarmed strike on your turn, you can perform an unarmed strike as an additional bonus action.
- Iron Defense: You have resistance to blunt, cutting and piercing damage.
- Energy: The suit is powered by the arc reactor. The amount of energy is Level + intelligence Modifier x 4. For every 2 hours, you lose 1 point of energy.
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.
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 not wearing the suit and whenever you may make any attack, you may make an unarmed strike as a bonus action on your turn
Arc Reactor(palladium core)[edit]
In the first level, this is used to power your Suit of Armor. The reactor is self-sufficient, if the suit runs out of energy, it takes a full day to recharge, thanks to this reactor implanted in your body you gain 10 feet of extra movement.
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 Repulser 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 60/180 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 can use a damaging beam. The damaging beam has no cost. 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, at a cost of 1 Energy point, 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, at the cost of 2 Energy points, 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 repulser 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, at the cost of 3 Energy points, once on your turn, you may launch a single flare at a point you can see within 60 feet of you. Any creature within 10 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, at the cost of 3 Energy points 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 two additional damage die.
On a roll of a 3 or lower on the dice, your blast misfires and the repulser 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 and Superhuman Reflexes[edit]
You equipped your armor with a strength and dexterity equal to your will, one of iron. While in the armor your strength and dexterity modifiers are equal to +2
Flight Capability[edit]
At the first level at the cost of 1 Energy point per 30 min, you have learned how to fly with the repulsers and thrusters on the suit flying distance is double your movement speed. At 8th level you can also use the this ability to increase the impact of unarmed attacks when doing this you gain a +4 to your attack rolls and 1d6 damage
Energy Conversion Power Recharge[edit]
At the first level, The armor is able to absorb and convert energy sources. When hit with fire, lightning, radiant and thunder damage, half the damage is converted to energy. This energy can overcharge your energy max. The damage is taken normally when hit.
Advanced Combat Analysis[edit]
At the level 2, 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, after the determined turns have passed, you will gain advantage in attack rolls and saves against the analyzed creature and it will have disadvantage in attacks against you.
Tools of Invention[edit]
At 2th 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]
In the 2nd level, 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 during 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
Self-Contained Life-Support System and Environmental[edit]
At the 3rd level, the armor can be completely sealed for operations in the vacuum of space or underwater, providing its own life support making it survivable in these environments. It is also shielded against radiation making you immune to its effects.
Ability Score Increase[edit]
When you reach 3rd 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.
Smart Micro-Guns[edit]
In the 3rd level, Small shoulder-mounted anti-threat weapons that can target individual targets at a time and fire in a moment. At the cost of 1 Energy point. You may choose a number of creatures within 30 feet to make a Constitution saving throw against your Dc (8 + Intelligence Modifier + Your Proficiency Modifier) on a failure they take 2d6 + your Intelligence Modifier piercing damage and are incapacitated, on a success they only take half damage and are not incapacitated.
Mini Missiles[edit]
In the 3rd level, You equip your suit with a mini missile launcher that is located above the wrist of your gauntlets. At the cost of 3 Energy points, as an action, you can launch a missile up to 120 ft. and centered on the square and any creatures within a 15 ft. radius centered on the point of your choice must make a Dexterity saving throw against your DC (8 + Intelligence Modifier + your Proficiency Bonus) on a failure they take 4d8 + your Intelligence Modifier fire damage, on a success they only take half the damage. Objects and vehicles take double the damage. You can only use this feature up to half your Proficiency bonus amount of times. You regain all uses on a short or long rest.
Lasers[edit]
Starting at 3rd level, at the cost of 3 Energy points, a powerful weapon on the gauntlet's palm that can cut through any common metal. These lasers force creatures within 100 feet line to make a Dexterity saving throw (Dc: 8 + Your Intelligence modifier + Your proficiency modifier) on failure they take 4d6 + your Intelligence modifier, on success they only take half damage. You can use this ability once per long rest, at level 10 you get another use of this ability and one last time at level 15.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Brilliant Inventor[edit]
At the 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 Determined by what you need to do at the DM's discretion
Arc Reactor(Stark's New Element) Suit Upgrade[edit]
At the 6th level, the reactor becomes stronger and recharges your energy on a short rest and your Temporary HP doubles when you use your suits
Chest Beam (Unibeam)[edit]
Starting at 7th level, at the cost of 7 Energy points, you can overload the chest piece of armor, as an action you force a creature within 100 feet line 10 feet wide to make a Dexterity saving throw, on a fail the creature takes 5d10 + your Intelligence Modifier damage by force and are pushed 30 feet, on a success they only take half the damage and are only pushed 15 feet. You can use this ability a number of times equal to your proficiency modifier; you regain all uses after a long rest.
The damage increases to 8d10 at 11th level and 11d10 at 17th level
Iron Suit Creation[edit]
Starting the 8th, you can create more iron suits and configure them however you want for whatever tasks you need for the maximum number of suits you can have. You can create a number of suits equal to twice your intelligence modifier + your level.
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.
UI upgrade[edit]
At the level 10, With this upgrade your UI can run even more suits than before, now it is your level plus your intelligence modifier, you get a +4 to a stat of your choice.
Armor Summoning[edit]
At the level 11,At the cost of 2 Energy points, With the use of the magnetic implants embedded in your forearms, individual pieces of the armor can self-assemble onto yourself or others. User must pass an intelligence check with the dc of 17 or better
House Party Protocol[edit]
At the level 12, at the cost of 10 Energy points, Use your UI to summon and control multiple suits to aid you in your fight, however, armors have hit points equal to twice your Intelligence modifier + your Proficiency modifier + your level.
Clean Slate Protocol[edit]
At the level 13, at the cost of 3 Energy points, Self destructs all suits in the area dealing damage to all in a 15ft radius of the suits must make a Dexterity saving throw (8 + intelligence mod + Proficiency bonus). Each suit adds 2d10 damage.
Nanotech[edit]
At 14th level, This suit is now made of nanotechnology and can be used in any way, in any situation, making shields, swords, etc. A nanotech suit does not self-destruct.
- Blades: At the cost of 1 Energy point. Your arms are shaped to form a sword in each, these blades deal d12 slashing damage + your Intelligence modifier and deal an additional 7 damage each time you score a critical hit with them. This weapon scores a critical hit on a roll of 19 or 20, scores a critical hit on a roll of 18-20 at 17th level. As an action, you can sweep with both swords to hit multiple enemies, creatures within 10 feet of you. You must make a Constitution saving throw against your Dc to see if they can avoid the sweep, if they fail they take damage equal to 10 hits. If you succeed, they will only take half the damage.
- Hammer Fists: At the cost of 2 Energy points. Both arms transform into large rocket-propelled hammers. On impact, it deals bludgeoning damage equal to d10 + your Intelligence modifier. This weapon gains a +4 bonus to damage and attack rolls. When you critically hit the creature, you must use a Constitution saving throw against your Dc; on a failed save, the target is knocked prone and pushed 10 feet and is stunned until its next turn. Deal 2d10 damage at 17th level and make the saving throw with disadvantage.
- Shield: At the cost of 1 Energy point. One of your normal arms quickly forms a large shield-like plate that quickly returns to its previous shape. As a reaction you add +5 to your AC and the damage received is reduced by half.
- Amplifiers: At the cost of 4 Energy points. As an Bonus action, 6 devices are deployed from the back of the armor, which amplify your attacks, by doing this you do double damage and the creature must make a saving throw against your DC, on a failure they are pushed .
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]
Starting at 18th level, 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 when you are reduced to 0 HP, instead change it to 1 hp. After which you must complete a long rest to regain this feature.
Invincible Iron Man[edit]
At 20th level, your reputation is legendary all know and respect or fear you In addition, you gain advantage on initiative rolls and at the start of combat if your at 0 Energy points, you regain 4 points.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Iron Avenger class, you must meet these prerequisites: Intelligence 13, Constitution 14,
Proficiencies. When you multiclass into the Iron Avenger class, you gain the following proficiencies:
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