Steel Hand (5e Subclass)
From D&D Wiki
|The Fight Knight by Kyle S Shaezer https://rocketpunchriot.tumblr.com/post/159653968186/fight-knight-fight-knight-fight-knight-fight|
In the holy metropolis of Talo Cosa, all weapons are forbidden. And yet, there is no shortage of those who aspire to martial excellence. Here, warriors of all stripes hone their skill in unarmed combat to defend themselves, their homes, and their employers from blasphemers and desperates. The finest among them are often called Steel Hands, lest they be among the Blessed Gauntlets, the Blurred Fingers, or the ferocious Dock Workers.
At 3rd level, you learn to throw your best blows even faster. When you make an unarmed strike as part of the Attack action on your turn, you can make one unarmed strike as a bonus action.
In addition, your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d4 becomes a d6. Whenever you are wearing magical gloves, gauntlets, or armor, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical damage.
At 7th level, you tap into a profound appreciation of tearing your foes apart by hand. On your turn, you can enter a state of mania as a bonus action.
While manic, you gain the following benefits if you aren't wielding any weapons or a shield:
- Your unarmed attacks score a critical hit on a roll of 17-20.
- You have a +3 bonus to all saving throws.
- Your speed increases by 15 feet.
If you are able to cast spells, you can't cast them or concentrate on them while manic.
Your mania lasts for 1 minute. It ends early if you are knocked unconscious or if you choose to end your mania on your turn as a bonus action.
You can use this feature three times, and you regain all expended uses after you finish a long rest.
Without the distractions of weapons and shields, you've learned to put more faith in the resilience of your armor. Beginning at 10th level, you gain a +1 bonus to AC while wearing medium or heavy armor.
In addition, you gain the ability to channel power from magical armor into your unarmed strikes. While wearing Rare or better armors, you have a bonus to attack and damage rolls for your unarmed strikes depending on the armor's rarity. Rare and Very Rare armors grant a +1 bonus while Legendary and Artifact armors grant a +2 bonus.
Starting at 15th level, you can use your reaction to deflect or catch the weapon when you are hit by an unarmed strike or an attack made using a melee weapon. When you do so, the damage you take from the attack is reduced by 1d10 + your Constitution modifier + your fighter level. You must be wearing gauntlets or thick gloves.
If you reduce the damage to 0, you can choose to grab the weapon if it is small enough for you to hold in one hand and you have at least one hand free. If you do, make a Strength (Athletics) check against the target's attack roll. On a success, you take the weapon from the target or an unarmed attacker becomes grappled. You have disadvantage on the check if your target is larger than you or holding the weapon with at least two hands, you have advantage if your target is smaller than you, and you automatically succeed when catching a thrown melee weapon.
Beginning at 18th level, the drive to destroy your foes sustains you in battle. At the end of each of your turns, you regain 3 hit points for each successful unarmed strike made against enemies during your turn if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Back to Main Page → 5e Homebrew → Character Options → Subclasses