Path of the Iron Fist (5e Subclass)
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Path of the Iron Fist[edit]
Barbarian Subclass
Through intense physical training and nearly mind-breaking concentration of rage and ambition, some barbarians manage to turn their fists into lethal weapons capable of creating shockwaves far beyond arm's reach.
- Unarmed Attack
Starting when you choose this path at 3rd level, your unarmed strikes deal 1d8 bludgeoning damage.
This damage increases to 1d10 when you reach 10th level, and 1d12 when you reach 17th level.
When you use the Attack action with an unarmed strike or a weapon on your turn, you can make one unarmed strike as a bonus action.
- Fists of Fury
Additionally at 3rd level, immediately after you take the Attack action on your turn to make an unarmed attack, you can use your bonus action to make two unarmed attacks.
You may use this feature a number of times equal to your level, and regain all expended uses when you finish a short or long rest.
- Shockwave
At 6rd level, you can throw your fist so hard and fast, it creates a shockwave that can hit distant enemies and damage even the most resilient targets.
Your unarmed attacks are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks.
Additionally, while raging, your unarmed attacks are considered to have a reach of 30 feet and deal maximum damage to objects and structures.
- Shock Propulsion
At 10th level, you can use your shockwaves to propel yourself through the air.
While raging, your speed increases by 10 feet, and during your turn, you gain a flying speed equal to your walking speed. If you end your turn while in the air, you drop to the ground and take any resulting fall damage.
Additionally, moving does not provoke opportunity attacks from creatures you have hit with an unarmed attack this turn.
- Shockblast
At 14 level, you can focus your rage to make explosive shockblasts.
While raging, you can use an action on your turn to launch a shockblast at a point you can see up to 150 feet away. Each creature within a 20 foot radius of that point must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). A creature takes 5d10 force damage on a failed save, and half as much damage on a successful save.
Once you use this feature in this way, you cannot do so again until you end your current rage and begin a new one.
Additionally, when you take damage from a creature, you may use your reaction to make an unarmed attack against it (if it is in range) or regain one expended use of your Fists of Fury feature.
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