Way of the Iron Fist (5e Subclass)
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Way of the Iron Fist[edit]
Monk Subclass
Monks of the Way of the Iron Fist have trained their bodies to handle the strain of heavy armor and to utilize the unyielding shell of metal they wear against their opponents. Deceptively agile, even in plate mail, these monks believe that the best offense is a good defense.
- Armor Training
When you pick this subclass at 3rd level, you gain proficiency with all armor, but not shields. You also gain proficiency in the Athletics skill, if you don’t have it already. Finally, you can don and doff armor as if it were one category lighter.
- Armored Defense
While wearing armor, you count as unarmored for the purpose of using Monk class skills. If you are wearing armor and not wielding a shield, you may add half of your Wisdom modifier, rounded down, to your armor class. Note: This means that you can use either your Unarmored Defense or your armor’s base AC when determining your armor class. You do not get both.
- Ki Enchantment
Also at 3rd level, you gain the ability to magically augment your armor using your Ki. During a short or long rest, you may spend 1 hour meditating while wearing nonmagical armor that includes boots, a helmet or headgear, and gauntlets, after which you gain additional benefits while using it.
- Magical Armor. This armor now gives off a moderate aura of conjuration magic.
- Restful Armor. You can sleep in this armor without suffering the drawbacks normally incurred by sleeping in armor of that type.
- Loyal Armor. While your armor remains enchanted by your ki, it cannot be removed against your will.
- Enchanted Armor. Choose an Artificer Infusion. The Infusion must one that could be placed on your armor. For as long as this armor remains enchanted, it gains the benefits of that Infusion. At 6th, 11th and 17th level, you may pick additional infusions specific to gauntlets, helmet, and boots, respectively, and apply them to your armor. If the infusion has a level requirement, use your level in this class as your Artificer level.
If your Ki-enchanted armor is destroyed or lost, you may perform this ritual again, wearing a different suit of armor. When you do so, the previous suit of armor immediately becomes inert, losing its special properties. The armor also becomes inert when you die.
- Steel Wind Strike
Starting at 6th level, whenever you use your Step of the Wind feature to Dash while wearing armor, if you move at least 10 feet in a straight line and then immediately take the Attack action, you may expend some of your remaining movement to strengthen your next attack. You may expend any amount of movement you have remaining, in increments of 10. The next attack you make this turn deals an additional Martial Arts die of damage. Additionally, if that attack's damage type was bludgeoning, the attack deals an additional 1 damage for each 10 feet of movement spent on this feature, and scores a critical hit on a roll of 19 or 20.
- Lion Style
At 11th level, you learn to emulate the strength of the lion in your fighting style. When you make an unarmed strike for the first time on your turn, if you are wearing your ki-enchanted armor, you gain a bonus to melee attack damage equal to your Strength modifier until the beginning of your next turn.
- Iron Titan
At 17th level, your mastery over armored combat is second to none. While wearing your ki-enchanted armor, you gain resistance to bludgeoning, piercing and slashing damage. Whenever a creature hits you with an attack that deals damage to which you are resistant to, you may use your reaction and expend 4 ki points to gain immunity to the triggering damage type instead. Finally, your attacks with unarmed strikes or Monk weapons score a critical hit on a roll of 19 or 20, and when you deal bludgeoning damage with your Steel Wind Strike, the attack scores a critical hit on a roll of 17, 18, 19, or 20.
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