Steel Beast (5e Class)

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Steel Beast[edit]

You have been modified to achieve what people would deem impossible, change your own body to become another being.

Creating a Steel Beast[edit]

Quick Build


Class Features

As a Steel Beast you gain the following class features.

Hit Points

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

Proficiencies

Armor: none
Weapons:
Tools:
Saving Throws: Constitution and Strenght
Skills: Choose two of the following: Acrobatics, atlethics, intimidation, insight, nature, survival and perception

Equipment

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

Table: The Steel Beast

Level Proficiency
Bonus
Features Steel Shape CR Transformation Boons
1st +2 Steel Shape, Metal Resilience, Metallic Strikes 1/4 -
2nd +2 Iron Endurance 1/4 -
3rd +2 Steel Path 1/2 -
4th +2 Ability Score Improvement 1/2 -
5th +3 Steel Path Feature 1 -
6th +3 Magical Strikes 1 -
7th +3 Transformation Boons 2 1
8th +3 Ability Score Improvement, Potent Forms 2 1
9th +4 Steel Path Feature 3 1
10th +4 Adamantine Skin 3 2
11th +4 Bestial Agility 4 2
12th +4 Ability Score Improvement 4 2
13th +5 Forged Heart 5 3
14th +5 Metal Self 5 3
15th +5 Steel Path Feature 5 3
16th +5 Ability Score Improvement 5 4
17th +6 Steel Leviathan 6 4
18th +6 6 4
19th +6 Ability Score Improvement 6 5
20th +6 6 5

Steel Shape[edit]

Starting at 1st level, you can use your bonus action to magically assume the shape of metal construct. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your form has the statistics of a beast with a CR equal to 1/4, though you are a construct, instead of a beast.

You can stay in a steel shape for a number of hours equal to your steel beast level. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • You assume a metallic form while transformed, granting your form a +2 bonus to Armor Class. You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You also don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep.
  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Metal Resilience[edit]

Starting at 1st level, you draw from the energy of metal to protect you. When you make an ability check, you can choose to reroll it after you see the result, but before you know if it succeeds or fails. You get a bonus to this reroll equal to half of your steel level (minimum of 1).

You can use this feature twice. You regain expended uses when you finish a short or long rest.

Metallic Strikes[edit]

Also at 1st level, you can reshape your arms in metal weapons to make strikes with. You can cast the primal savagery cantrip. When you do so, you cause slashing, piercing or bludgeoning damage, instead of acid.

In addition, you can roll a d6 in place of the normal damage for your unarmed strikes. This die changes to a d8 at 5th level; a d10 at 11th level; and a d12 at 17th level. When you use Metallic Strikes to make an unarmed strike, you can choose whether you inflict slashing, bludgeoning, or piercing damage with the attack.

Iron Endurance[edit]

Beginning at 2nd level, you can use spend one use of your Steel Shape to enhance your resistance. When you make a saving throw, you can use your reaction and spend one use of your Steel Form to gain advantage on it. You must use this feature before you know the outcome of the roll.

You regain a number of hit points equal to half your Steel Beast level right after using this feature.

Magical Strikes[edit]

Starting at 6th level, choose one of the following damage types when you finish a long rest: bludgeoning, piercing, slashing, cold, lightning, necrotic, psychic, or thunder. On your turn, the first creature you hit with an unarmed strike takes an additional 1d6 points of damage of that type. If you select bludgeoning, piercing, or slashing damage, it counts as magical damage.

At 11th level, the additional damage increases to 2d6.

Transformation Boons[edit]

At 7th level, you have trained your body to absorb features of the creatures you transform into. At the end of a long rest, you can choose a feature from a creature you have transformed into to gain that feature. You can have as much features as shown in the transformation boons table, if you want to switch the features you can make a short rest to switch.

Potent Forms[edit]

At 8th level, while transformed, you can add your Wisdom modifier to the damage rolls of your natural weapons while in your Steel Form.

Adamantine Skin[edit]

Starting at 10th level, while you are transformed by Steel Shape, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

In addition, you gain the ability to use Steel Shape as a reaction when you take damage, and the damage from that attack is applied to the hit points of your steel form.Constructed Perfection

Bestial Agility[edit]

Starting at 11th level, when you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can spend 1 hit die to roll an additional d20. You can choose to use this ability after you roll the check, but before the outcome is determined. You choose which of the d20s is used for the ability check, omitting the highest if this check was rolled with disadvantage.

Forged Heart[edit]

Starting at 13th level, when you fail a saving throw while in your steel shape, you can replace the roll with a 20, potentially changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

Metal Self[edit]

Starting at 14th level, while you are transformed by Steel Shape, you can’t be charmed, frightened, paralyzed, petrified, or poisoned. In addition, you are immune to poison damage.

Steel Leviathan[edit]

At 17th level, your steel form turn you in a legendary machine of destruction. Whenever you finish a long rest, you can choose to manifest one of the following benefits below. The chosen benefit last until the end of your next long rest.

Reinforced Skin

When you are hit by an attack, you can use your reaction to add your Constitution modifier (minimum of 1) to your AC, including against the triggering attack. This effect lasts until the start of your next turn.

Cleaving Strikes

When you cause your additional Magical Strikes damage, you can choose up to three creatures within reach to take damage equal to half your Steel Beast level.

Destructive Attack

When you deal damage to a creature with an natural weapon, it takes an additional 1d8 damage and must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be stunned until the end of its next turn.

Metallic Rage

When you take the Attack action and attack with your unarmed strikes, you can make an additional attack with a natural weapon as a bonus action on your turn. You have advantage with this attack.

Steel Paths[edit]

Living Weapon[edit]

Magical Claws

At 3rd level, your unarmed strikes are considered magic weapons, that grants a +1 bonus to attack and damage rolls made with it. This bonus increases when you reach certain levels in this class, increasing to +2 at 8th level and +3 at 13th level.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Arcane Beast[edit]

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Steel Beast class, you must meet these prerequisites:

Proficiencies. When you multiclass into the Steel Beast class, you gain the following proficiencies:

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