The Ironbreakers are a force to be reckoned with. Warriors clad in steel and iron, unraveling and shaping their armor into implements of destruction at a moment's notice. Their unparalleled control over the battlefield has gained them a fearsome reputation, and justly so. An Ironbreaker's armor is an extension of their body. They reshape their armor on pure instinct, which to them is just as easy as moving a muscle. This fine control comes from a trained bond with their armor, that allows them to channel their will through it. One cannot learn this art by studying dusty tomes and grimoires, but must attain it through first-hand experience with the clashing of steel. ### Ferrous Bond Starting at 3rd level, you can bond with armor to begin your training as an Ironbreaker. You gain the following bonuses: - You gain proficiency in heavy armor. While wearing medium armor, you can use either your Strength or Dexterity modifier to calculate your Armor Class. - Wearing heavy armor no longer imposes disadvantage on Dexterity (Stealth) checks. - Your ability to reshape metal allows you to don and doff your armor as an action. - If you are wearing medium/heavy armor made of at least 50% metal, you can spend 1 hour concentrating to bond to it, allowing you to use it as a catalyst for your magic. ### Metalmorphosis At 3rd level, your metallurgic bond with your armor allows you to morph it into a weapon form at will. Your bonded armor has two forms, Armor Stance and Weapon Stance. While in either stance, you can use your bonus action to reshape your bonded armor into its other form. Choose one type of melee weapon for your bonded armor to take on in your Weapon Stance. Your bonded weapon inherits all properties of that weapon while you are in Weapon Stance. If your bonded weapon mimics a weapon with the *Light* property, you can create up to two of that weapon, one in each hand. Weapons with the *Thrown* property return to your hand at the end of the turn they were thrown. Whenever you take a long rest, you can change the form your bonded armor takes on in Weapon Stance. ##### Armor Stance In this stance, you wear your bonded armor in full. Your bonded armor may also take on the form of a shield or any other defensive implement. While you are in this stance and not wielding any weapon or shield in either hand, you gain +1 to AC, +1 to all Strength, Dexterity and Constitution Saving Throws, and your unarmed strikes deal 1d4 + your Strength modifier as bludgeoning damage. ##### Weapon Stance In this stance, you forego your full armor in order to forge a powerful weapon. While you are in this stance, your AC equals 10 + your Strength or Dexterity modifier (your choice), your movement speed increases by 5 feet, and you gain a +1 to all attack rolls made with your bonded weapon. You can also forego your armor to shape your armor into any basic tool, such as a pickaxe, shovel, bucket or lockpick. You are considered proficient with whatever tool you create. You can spend 1 hour concentrating with a piece of magic armor or a magic weapon whose type you can mimic. Once you do so, you absorb the magic into your bonded armor, and the original item loses its effect. Effects of magic armors are active while you are in Armor Stance, and effects of magic weapons are active while in Weapon Stance with your bonded weapon in a form that fits that of a weapon you have absorbed. If you have the original item, you can spend 10 minutes concentrating to return the magic to it. You can have a number of magical effects absorbed equal to your proficiency bonus. You can only have one effect absorbed at a time for your armor and each weapon type. \pagebreakNum ### Magnetokinesis At 7th level, your mastery over metal allows you to magnetically disrupt and disarm your foes. As an action, while you are wearing your bonded armor or wielding your bonded weapon, you can point at a target and attempt to magnetically pull a weapon they are holding or their armor towards you and absorb it into your own for a time. The target creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be forced to let go of their weapon or armor. If the creature succeeds, it is pulled 15 feet towards you. A creature can choose to fail the saving throw and willingly let go of its weapon or armor. - If you absorb a weapon, your bonded weapon (or your unarmed strikes if you are in Armor Stance) deals extra damage equal to your proficiency bonus. - If you absorb an armor, you gain temporary hit points equal to your fighter level + your proficiency bonus. These effects last for three turns, or until you expel the absorbed object (no action required), causing it to reform and fall onto the ground in a random space within 5 feet of you. You can use this feature an number of times equal to your proficiency bonus and regain all expended uses upon finishing a long rest. ### Steelweaver At 10th level, your combat prowess is further bolstered by your familiarity with your armor. You now gain +2 AC and +2 to all Dexterity, Strength and Constitution Saving Throws while in Armor Stance, and +10 feet of movement speed and +2 to all attack rolls made with your bonded weapon while in Weapon Stance. Additionally, you gain access to the following two techniques: ##### Splintered Aegis While you are in Armor Stance, you can use an action to envelop your allies in a shroud of armor shards. Choose a number of creatures within 30 feet equal to or less than your Proficiency Bonus. These creatures will receive +2 to their AC and +2 to all Dexterity, Strength and Constitution Saving throws they make for the duration of this effect. This effect lasts for up to 1 minute and requires concentration to be maintained. Switching to Weapon Stance cancels the effect. ##### Iron Ram While you are in Weapon Stance, you can use an action to charge towards and attempt to push a creature within 15 feet of you. The target takes 2d10 and damage must succeed a contested Strength (Athletics) check or be moved 15 feet away from you. If a creature is unable to move the entire 15 feet due to another creature or an object, both take damage equal to the shoved creature's size: 1d8 bludgeoning damage for Medium and below, increasing by 1d8 per size above Medium. You can use each technique once, and can't use them again until you finish a long rest. \columnbreak ### Iron Curtain At 15th level, you learn to materialize and manipulate iron to control the battlefield. As an action, you can summon a number of ferrous cubes in any formation in spaces you can see within 60 feet of you. If you summon a cube in a space occupied by a creature that creature is ejected into the nearest empty space of your choice. Cubes can be summoned into the air, where they will be magnetically suspended for up to 10 minutes before falling to the ground. Each cube is 5 feet in all dimensions, has an AC equal to 8 + your Strength modifier + your proficiency bonus, hit points equal to your fighter level + your proficiency bonus, resistance to cold, fire, lightning and poison damage, immunity to radiant, necrotic and psychic damage and automatically succeeds all Saving Throws. You can use your action to move any number of existing cubes within 60 feet of you by up to 5 feet. Rearranging cubes this way will remagnetize them, allowing them to hover in the air for up to 10 minutes. If a cube is moved into a space occupied by a creature, that creature must succeed on a Dexterity or Strength Saving Throw or take 1d10 bludgeoning damage. Whether the creature succeeds its Saving Throw or not, it is moved to the nearest unoccupied space. You have a maximum number of cubes equal to half your fighter level, rounded down, and can use up and summon any number of them at once. You regain all cubes upon finishing a long rest. ### Heavy Metal At 18th level, you learn to store kinetic energy from combat in your armor to dampen blows you receive and imbue your own with supernatural strength. When you hit an attack, you gain temporary hit points equal to your proficiency bonus until the start of your next turn. When you take damage, you can add half the damage taken to any attack you make until the end of your next turn.