Ironclad (5e Class)

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Ironclad[edit]

A ringing in your ears fades as you open your eyes on a battlefield, blood and bodies everywhere. Friend and Foe alike lay at your feet, a testament to the might of those who still stand. The demon-backed Ironclad Regime will continue to march, and may the gods have mercy on those that stand in their path.

An Ironclad Soldier has an unnatural hunger for battle and conquest, and the demon that they made a pact with will make sure that they never starve.

The fight never ends[edit]

The Ironclad is one of four playable characters in Slay the Spire by Megacrit games. He wields an arsenal of powerful strikes, boasts formidable defensive options, and can draw fiendish power from his demonic benefactors. In a contest of strength or defense, few can best an Ironclad 1 on 1.

Creating a Ironclad[edit]

What was the name of your company? What pushed you to sell your soul for strength? Who was the demon that you sold your soul to?

Quick Build

You can make an Ironclad quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution Second, choose the Soldier background. Third, choose Greatsword, Scale Mail, Athletics and Survival

Class Features

As a Ironclad you gain the following class features.

Hit Points

Hit Dice: 1d10 per Ironclad level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Ironclad level after 1st

Proficiencies

Armor: All
Weapons: Two handed weapons, Simple weapons, Shortswords
Tools:
Saving Throws: Strength Constitution
Skills: Choose two from Athletics, Acrobatics, Survival, Medicine, and Intimidation

Equipment

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

  • (a) Greatsword or (b) Two Shortswords
  • (a) Scale Mail or (b) Chain Mail

Table: The Ironclad

Level Proficiency
Bonus
Features
1st +2 Burning Blood
2nd +2 Bash
3rd +2 Demon Form
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Whirlwind
7th +3 Demon Form Feature
8th +3 Ability Score Improvement
9th +4 Shrug It Off
10th +4 Demon Form Feature
11th +4 Heavy Blade
12th +4 Ability Score Improvement
13th +5 Feed
14th +5 Sword Boomerang
15th +5 Demon Form Feature
16th +5 Ability Score Improvement
17th +6 Feel no Pain
18th +6 Reaper
19th +6 Ability Score Improvement
20th +6 Limit Break

Burning Blood[edit]

At 1st level, your blood burns with demonic energy, making your body respond to combat. When you roll initiative, you regain a number of hit points equal to 1d6 + your Ironclad level.

You may only use this feature a number of times equal to your Constitution modifier per long rest

Bash[edit]

Beginning at 2nd Level, you gain the ability to attack your opponents with such force to knock them off balance, setting up for future attacks. The first time you hit a creature with a melee weapon attack, the next attack you make against that creature until the end of your next turn has advantage.

You may use this feature a number of times equal to your Strength Modifier per short rest

Demon Form[edit]

At 3rd level, you choose a Demon Form. Choose between Blood, Slayer, or Defender, each detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 10th, and 15th level

Ability Score Improvement[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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Whirlwind[edit]

Beginning at 6th level, you learn to whirl your blades around you hitting multiple creatures. As an action, make a weapon attack on a creature within 5 feet of you. As long as this attack hits, you may make another attack on a creature within 5 feet of you that you have not yet attacked this turn. (You may repeat this process any number of times until the end of your turn).

The maximum number of creatures attacked with this feature equals your proficiency bonus.

Shrug it off[edit]

At 9th level, your bodies becomes extremely resilient as a result of your demonic gifts. Whenever you get hit by a weapon attack, you can use your reaction to make a DC 5 Constitution Saving throw. On a success, you take half damage from that attack.

Each time you use this feature, increase the DC by 5. The DC resets to 5 when you finish a long rest.

Heavy Blade[edit]

At 11th level, you begin to be able to channel your demonic strength through your weapons more efficiently. Whenever you make and attack with a weapon that uses Strength, add your proficiency bonus to your damage for the attack.

Feed[edit]

Beginning at 13th level, your boiling demon blood drives you to commit acts akin to the demon you signed away your soul to. Whenever you reduce a creature's to zero hit points, you may use your reaction to feast upon it's flesh, gaining temporary hit points equal to half that creature's hit point maximum.

Once you use this feature, you can't use this feature again until you finish a long rest.

Sword Boomerang[edit]

Beginning at 14th level, your demonic gifts allow you manipulate your blade in inhuman ways. As an action, you may choose up to 4 target creatures in a 15-foot cone in front of you and hurl your blade at them. Those creatures must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or take damage equal to 2d6 plus your Strength modifier on a failure, or half as much on a success.

Once you use this feature, you cannot do so again until you finish a short or a long rest.

Feel No Pain[edit]

At 17th level, your body strengthens against pain. Whenever you get hit by a weapon attack, you may gain temporary hit points equal to half your Ironclad level at the start of your next turn.

Reaper[edit]

At 18th level, you learn to sap the life energy out of creatures around you using your Demonic gifts. As an action, you can have a number of creatures equal to your Constitution Modifier of your choice within 20 feet of you make a Constitution Saving Throw (DC 8 + your proficiency bonus + your Strength modifier), taking necrotic damage equal to 2d8 plus your Strength modifier on a failed save, or half as much on a success.

You regain an amount of hit points equal to half the amount of necrotic damage you cause using this feature.

Once you use this feature, you cannot do so again until you finish a long rest

Limit Break[edit]

At 20th level, your Strength score increases in additional 6, up to a maximum of 26.

Demon Forms[edit]

Blood[edit]

These soldiers utilize their own boiling demon blood as a tool to achieve victory.

Blood for Blood

When you take this subclass at 3rd level, you gain the ability to sacrifice your own health for battle power. When you hit a creature with a melee weapon attack, you can add 2d8 to the damage of the attack, from the weapon's type.

If you do, you take 1d8 necrotic damage. This damage ignore resistance or immunity to necrotic.

Offering

At 7th level, you learn a ritual to offer your blood to the demon who you signed your contract to, in exchange for power. Once per turn on your turn, you can choose to take 2d8 necrotic damage (that ignore resistance and immunity to damage) to take one additional action.

You may use this feature twice, and regain your uses of it after completing a short or a long rest.

Bloodletting

At 10th level, you can drain your own blood to rid yourself of negative effects. As a bonus action, you can end any negative status effect on yourself. If you do, you take 1d8 necrotic damage (Damage taken this way cannot be reduced by resistances or immunity to necrotic damage).

Hemokenisis

At 15th level, you learn how to weaponize your blood, even after it has already been split. As an action, you can lift all of your split blood off the ground and send it in a line 30 feet long in front of you. Creatures in that line must make a Dexterity saving throw, taking Necrotic damage equal to 1d6 per 10 health that you are missing. (Example: If you have 100 Max HP and are currently at 50 Hp, then the damage is 5d6)

Once you use this feature, you cannot do so again until you finish a short or a long rest.

Slayer[edit]

With your Demonic gifts, your strength and wit in battle is that of 10 men.

Flex

When you take this subclass at 3rd level, you gain the ability to bolster your strength modifier by 1 as an action for one minute.

Once you use this action, you cannot do so again until you finish a short or long rest

Spot Weakness

Beginning at 7th Level, as an action, you can study a creature of your choice that you can see within 30 feet of you, determining where it is weakest. For the next minute, attacks with strength based weapons on that creature will Critically Strike on a 19.

Twin Strike

Beginning at 10th level, whenever you make your first attack roll using your Extra Attack feature, you may choose to use that attack roll for another one of your attacks.

Seeing Red

At 15th Level, you can focus your attention on one enemy, and will not stop until they drop. As a bonus action, you can choose one creature you can see within 30 feet of you. Attacks you make against that creature have advantage, and you have disadvantage to attack other creatures. This effect ends once the chosen creature reaches 0 HP, disappears from your sight for 1 minute, or you fall unconscious.

Once you use this action, you cannot do so again until you finish a short or long rest

Defender[edit]

These soldiers took their pact in order to be a shield for their comrades, making them nigh impossible to get through

Ghostly Armor

When you take this form at 3rd level, you can use your action to cover yourself with an ethereal armor for 1 minute. For the duration, you gain Temporary HP equal to half your Ironclad level rounded up at the start of your turn.

You may use this ability a number of times equal to your proficiency bonus per long rest.

Entrench

Beginning at 7th level, you can plant your feet and stand your ground as an action. If you do, you gain resistance to bludgeoning, piercing, and slashing damage, and cannot be moved against your will. This ability ends if you move 5 feet or more.

You may use this ability a number of times equal to your proficiency bonus per long rest

Walking Barricade

At 10th level, your defensive capabilities are unparalleled. Whenever you gain Temporary HP, you may now add the total to your current Temporary HP value instead of replacing it. However, your Temp HP value can no longer exceed 10 times your Ironclad level, and you lose any temp HP you have when you roll for initiative.

Body Slam

It has long been said that the best offense is a good defense, and you embody that statement

Beginning at 15th level as an action, you may choose one creature within five feet of you and slam your body into it as an unarmed strike. If you hit, you may add your half of your Temporary HP value to the damage of the attack roll, rounded down.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Multiclassing[edit]

If running a Slay the Spire based campaign, I would recommend requiring the Prismatic Shard relic in order to multiclass this class

Prerequisites. To qualify for multiclassing into the Ironclad class, you must meet these prerequisites: 13 or higher Strength

Proficiencies. When you multiclass into the Ironclad class, you gain the following proficiencies: Two Handed Weapons, Light and Medium Armor

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