Class: Ironclad
ROCKETING DOWN FROM THE SKIES,
an ironclad man decimates the battlefield with a brutal charge into the front lines leaving a swathe through the earth with a single attack.
An inventive tinkerer with just the solution to a difficult problem.
A titanic wall of metal built for a single purpose, destruction through raw strength.
These are the calling cards of the ironclad. As varied as they are, they all have one thing in common, domination over the skies. The ironclads are counted as some of the most intelligent battle masters there are. They are both leaders and soldiers.
Genius Inventors
Tinkering plays an integral role to the Iron class. Ever striving towards highly advanced combinations of arcane and mechanical, these individuals seek out the means to advance themselves and their equipment. These ironclad have little martial skill and no magical skill, but, they more than make up for this with there intellect, always finding new ways to surpass the limitations of men.
The Suit
The suit is the life-blood of the ironclad. Without it, an ironclad is little but a man with a spear. But with it, they are a force to be reckoned with. Due to the class's dependency on the suit, losing or severely damaging it puts the ironclad in grave danger and as such, your suit should be protected at all costs, especially if you do not have the time or money to have it replaced.
Creating an Ironclad
Not every ironclad is a billionaire arms dealer. When building out an ironclad, consider what might drive one to come to the conclusion of the suits invention. It may have been developed as a weapon on a path of vengeance or as a form of personal protection. Maybe you were inspired by someone's similar invention.
Quick Build
You can make an ironclad quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Strength and Constitution. Second, choose either the noble or inheritor background.
The Ironclad
| Level | Proficiency Bonus | Features | Armor Class | Flight Speed |
|---|---|---|---|---|
| 1st | +2 | Iron Suit, Repulsion Beams | 16 | ─ |
| 2nd | +2 | Magic Duplication, Sky Sentinel | 16 | 15 ft. |
| 3rd | +2 | Specialization | 16 | 15 ft. |
| 4th | +2 | Ability Score Improvement | 16 | 20 ft. |
| 5th | +3 | Extra Attack | 16 | 20 ft. |
| 6th | +3 | Specialization feature | 17 | 25 ft. |
| 7th | +3 | Chest Beam, Tools of Invention | 17 | 25 ft. |
| 8th | +3 | Ability Score Improvement | 17 | 30 ft. |
| 9th | +4 | Martial Prowess | 17 | 30 ft. |
| 10th | +4 | Tools of Invention feature | 17 | 35 ft. |
| 11th | +4 | Arcane Intelligence | 18 | 35 ft. |
| 12th | +4 | Ability Score Improvement | 18 | 40 ft. |
| 13th | +5 | Specialization feature | 18 | 40 ft. |
| 14th | +5 | Magic Duplication improvement | 18 | 45 ft. |
| 15th | +5 | Specialization feature | 18 | 45 ft. |
| 16th | +5 | Ability Score Improvement, Chest Beam improvement | 19 | 50 ft. |
| 17th | +6 | Regenerative Suit | 19 | 50 ft. |
| 18th | +6 | Specialization feature | 19 | 55 ft. |
| 19th | +6 | Ability Score Improvement | 19 | 55 ft. |
| 20th | +6 | Heart of Iron | 19 | 60 ft. |
Rules for Multiclassing
Prerequisites: In order to multiclass into ironclad, you must have at least 13 intelligence as well as spend the initial cost of building the suit.
Proficiencies: You gain the following proficiencies when you multiclass into the ironclad class: All armor, tinker's tools and one additional tool of your choice.
Class Features
As an ironclad, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Ironclad level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Iron level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons
Tools: Tinker's tools and one additional tool of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose three skills from Acrobatics, Arcana, Athletics, History, Medicine, Persuasion, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• two simple weapons
• (a) an explorer's pack, or (b) a scholar's pack
• an Iron Suit
Iron Suit
A suit of armor made from a blending of arcane and mechanical design that, for the right wearer, is an extremely powerful and essential tool. The creation of an Iron Suit is extremely complex and only those with a mastery of tinkering could have the faintest of chances to create or use such a tool.
At 1st level, you gain a special suit of armor, each suit is tailored for its maker and may not be used by any other creature.
The armor is heavy armor and you have disadvantage with stealth checks while wearing the suit. There is no strength requirement for wearing the suit. It weighs 600 pounds though only encumbers you for 30 pounds. The rest of the weight is supported by the enchantments of the suit.
The suit provides an armor class of 16 which increases as shown in the Ironclad table.
Your unarmed strikes deal bludgeoning damage equal to 1d6 + your strength modifier while wearing the suit.
While wearing the suit, you may use your Intelligence in place of your Strength when making Strength ability checks.
At 11th level, you may use your Intelligence in place of your Strength when making Strength saving throws or when making melee attacks using Strength based weapons.
Rebuilding the Suit
You can create a new suit of armor with a series of successful tinker's tools checks. You may perform one check a day after 8 hours of work. You must succeed on 4 DC 13 checks in order for the suit to be completed. You must also pay for the materials needed to create the suit which equates to 60 gp.
Repulsion Beams
The suit is equipped with a pair of repulsion beams in the palms of the gauntlets that can be used for deadly ranged attacks.
At 1st level, while wearing your armor, you gain the usage of forceful Repulsor beams. At certain levels, you gain new attack options. When you make an attack using your Attack action, you can instead choose one of the following beams to utilize.
These beams each have a range of 60 feet unless stated otherwise. You are proficient with these beams which are ranged attacks. These attacks use your Intelligence modifier instead of your Dexterity modifier. You must declare which attack you are using before you cast the die for the attack.
Blast. At 1st level, you use a damaging beam. On a hit, the beam deals force damage equal to 1d8 + your Intelligence modifier. This damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Forceful Blast. At 3rd level, You may attempt to push one creature or object away from you. On a hit, a creature that is of a size large or smaller is pushed back 5 feet and takes force damage equal to your Intelligence modifier. This damage increases when you reach 5th level adding 1d8, 11th level (2d8), and 17th level (3d8).
If targeting an object that weighs less than 100 pounds that isn't being worn or carried, the object is pushed 30 feet away from you.
If the object is being worn or carried by a creature, you must make the ranged attack with disadvantage contested by that creature’s Strength score. If you roll higher than that creature's Strength, you succeed and push the object 30 feet away from you.
Rapid Blast. At 3rd level, once on your turn, you can attempt to fire a pair of blasts in rapid succession. Make an attack roll for each blast, all of which must come from the same gauntlet. On a roll of a 2 or lower on the dice, your blast misfires and the repulsor in that hand is disabled until a bonus action is used to make a successful DC 15 tinker's tools check to repair the hand. You may have two blasts target either the same creature or one blast for two different creatures.
On a hit, these blasts deal force damage equal to 1d4 + your intelligence modifier. The number of beams you fire increases as you level to three at 5th level, four at 11th level, and five at 17th level.
Harassing Blast. At 6th level, once on your turn, you may launch a single flare at a point you can see within 60 feet of you. Each creature within 5 feet of this must make a Constitution saving throw or suffer disadvantage on the first attack roll it makes until the end of their next turn.
Overcharge Blast. At 6th level, once on your turn, you can push extra charge into the gauntlet to force it to do additional damage. A creature hit by this attack takes the damage for a Blast attack and one additional damage die.
On a roll of a 3 or lower on the dice, your blast misfires and the repulsor in that hand is disabled until a bonus action is used to make a successful DC 15 tinker's tools check to repair the hand.
Scatter Blast. At 9th level, once on your turn, you may blast forth a barrage of repulsion blasts within a 15-foot cone. Make a Blast attack for each creature within this cone.
Sniper Blast. At 9th level, when you make any type of Blast attack, you may increase the Blast's range by raising the misfire score of the blast. The misfire score increases by 1 for every 30 feet added to the Blast's range.
The range must be increased in increments of 30. A Blast's range cannot be increased more than 120 feet.
Scatter Blast's range cannot be increased by Sniper Blast.
Concussive Blast. At 11th level, once on your turn, you may make one Blast attack, if the attack hits, a creature must succeed on a Constitution saving throw. On a failure, the target is stunned until the end of its next turn.
Magic Duplication
You have gained the ability to study and comprehend the workings of magical items and may adapt their properties to apply to your suit.
Starting at 2nd level, you may spend 8 hours studying a magical item while working on the suit. After this time of study, you log its machinations within the suit, duplicating its effects on it. Doing so allows you to apply its magical enchantment to the suit. The magic item can be used normally after this time has been spent.
Artifacts cannot be duplicated.
At 14th level, you may have two enchantments applied, using an additional attunement slot where applicable.
Duplication Cost
| Rarity | Cost |
|---|---|
| Common | 50 gp |
| Uncommon | 250 gp |
| Rare | 2000 gp |
| Very Rare | 8000 gp |
| Legendary | 70000 gp |
Enchantments can only be applied to the suit if they realistically apply to the suit and they apply to a specific area.
- A helm enchantment applies to the helm of the armor. An armor enchantment applies to the chest piece. Etc.
- An enchantment on a ranged weapon applies to the repulsor beam or any other ranged weapon created by the suit.
- An enchantment on a melee weapon applies to your unarmed strikes or any other melee weapon created by the suit.
- If the magic item is a singular use item such as a potion, you may use its effects only one time.
Magic Item Duplication
You may have only one effect applied to the suit at a time. If the magical item requires attunement, your suit requires attunement. Duplicating a magical effect on the suit costs an amount of gold which varies on the magic items rarity.
These are guidelines, your DM may adjust these costs to adapt to a high or low magic item setting.
In low magic settings, it may be typical for these costs to be doubled or even tripled, while in higher magic settings it can be down to half as much.
Sky Sentinel
Also, at 2nd level, you have begun to understand the machinations required for flight. The suit gains a flight speed of 15 feet which increases as shown on the class table.
Iron Specialization
Starting at 3rd level you gain access to a new specialized suit designed for a specific purpose. Choose Titan Buster, Tinkerer, Sky Striker, or Arcane Inventor all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th, 13th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Saving Throw DCs
Whenever you see an ironclad class ability that requires a saving throw, the DC for this saving throw is 8 + your Intelligence modifier + your proficiency modifier, unless otherwise specified.
Chest Beam
Starting at 7th level, at the end of a long rest, you can overcharge the chest piece of the armor using your tinker's tools, gaining a single use of a Chest Beam.
As an action, each creature in a line that is 5 feet wide and 60 feet long originating from you must make a Dexterity saving throw. A creature caught in this takes 4d10 force damage on a failed save, or half as much damage on a successful one.
At 16th level, you may use this beam twice and you can overcharge your armor at the end of a short or long rest.
The damage increases to 7d10 at 11th level and 10d10 at 17th level
Tools of Invention
At 7th level you become a master with your tinker's tools, your proficiency bonus is doubled for any tinker's tools ability checks you make.
At 10th level, whenever you make an ability check with a set of tools that lets you add your proficiency bonus, you may substitute the ability used with your Intelligence.
Martial Prowess
Even without your suit, you are not helpless. At 9th level, you gain proficiency with all martial weapons.
Additionally, you gain one fighting style from the fighter list. You may only use this Fighting Style while not wearing the suit.
Arcane Intelligence
Starting at 11th level, you gain an Arcane Intelligence assistant built into your suit. While the suit is worn by you, if you are not proficient with perception, you are treated as if you are. If you are proficient, you may double your proficiency bonus.
You have advantage on Intelligence checks made when searching for information.
Information learned in this way is no more detailed than what you would find in a large library.
Regenerative Suit
Starting at 17th level, you have such mastery with the tools at your disposal that you embed your armor into yourself, forming a regenerative skeleton just beneath your skin. As a bonus action, you may don or doff your armor and may don or doff specific pieces of the armor, i.e. boots, gauntlets, helmet, etc.
Additionally, if the suit is ever damaged, it will automatically attempt to repair itself at the end of your turn making tinker's tools checks on your behalf.
Also, while you are conscious, at the start of each of your turns, you regain 1d10 hit points if you have no more than half of your hit points left.
Heart of Iron
At 20th level, your suit keeps you alive as it sits beneath your skin. If you are attacked while not wearing the suit, your A.I. will automatically don the armor for you before the attack hits. Additionally, whenever you roll for initiative, the suit will don itself.
You also are immune to poison, disease, and gain advantage whenever you are required to make a death saving throw.
Specializations
All ironclads bear a quick intellect and a knack for invention, but the path of invention is not linear. For some, it is a path of enhancement of the body, whether with might or speed. For others, it is a path of curiosity trained with trial and error or of study in the arcane powers of their own suit.
Titan Crusher
The Titan Crusher is its own class of suit that favors size over all else. Standing nearly 10 feet tall and weighing well over two tons, the Titan Crusher is a behemoth. Those who pursue this archetype are titans on the battlefield whose raw strength is unmatched.
Titan Armor
The material used in the construction of your suit either increases in mass or density, granting you additional armor and weighted strikes. The suit's total weight increases to 4500 pounds and encumbers you for 60 of it. You are treated as though you are one size category larger—from Medium to Large, for example.
You gain a special pool of d12's known as Armor dice. You have a number of Armor Dice equal to half your Ironclad level, rounded up, which fully replenishes when you complete a long rest.
Additionally, your unarmed strike damage increases to 1d10 and gains the Siege property, dealing double damage to objects and structures. You also gain proficiency with improvised weapons.
This damage increases again to 1d12 at 13th level.
At 15th level, your Armor Dice fully replenish when you complete a short or long rest.
Iron Defense
Beginning at 3rd level, you have further bolstered the defenses of the suit. As a bonus action on your turn, you can expend any number of your Armor dice to immediately roll them and gain temporary hit points equal to the result.
Alternatively, when you would take damage from any source that does not deal necrotic, psychic or poison damage, you may choose to expend and roll one of your Armor dice and add your Constitution modifier to the result, reducing the damage taken by that amount.
At 15th level, you can expend any number of your armor dice as a reaction.
If you end your turn with any temporary hit points granted by this feature, you instantaneously repair one of your repulsors if any have misfired.
Reflective Armor
Your thick armor allows you to use the attacks of others against them. At 6th level, whenever you take no damage from an attack as a result of your Iron Defense reaction, you may spend an additional Armor die to reflect the attack to either the attacker or one creature of your choice within the range of the attack, taking the damage in your stead.
Distracting Presence
Your size makes you an obvious target. Beginning at 6th level, when you expend an Armor die, you may choose to draw the attention of creatures in range. Each hostile creature within 30 feet of you must make a Wisdom Saving throw.
On a failure, a creature affected by this must spend their next turn attacking you. If the creature has no ranged attacks, they must move to you and make a melee attack against you. If the target is unable to, or has no way to safely do so, it may act as normal. Potential oppurtunity attacks are not considered as being unsafe to move.
Once you've used this ability, you can't use it again until you complete a short or long rest.
Primordial Strength
Your suit emboldens your physicality, allowing you to easily perform feats of strength. Starting at 13th level, you have advantage on Strength ability checks and saving throws while wearing your suit.
Last Bulwark
You form a final enduring bulwark as you prepare to self-destruct your armor. At 15th level, you can choose to give yourself resistance to all damage for up to 1 minute as an action. During this time, your armor stores endured damage as it prepares a detonation. Your armor can store an amount of damage up to 5 times your Ironclad level.
At the end of the minute, or should you choose to end it as a bonus action, your armor explodes in a flurry of shrapnel, releasing all of its endured energy.
Each creature within 20 feet of you, not including yourself, must succeed on a Dexterity saving throw or take fire damage equal to the amount stored, or half as much damage on a successful save.
After this, the suit is destroyed and must be replaced.
Titanic Endurance
Starting at 18th level, when you roll the d10 for your Regenerative Suit ability, you regain an additional amount of hit points equal to the amount of Armor dice you have remaining.
Additionally, when you roll initiative and have no Armor dice remaining, you regain one Armor die.
Tinkerer
The Tinkerer utilizes the ingenuity of the ironclad to alter and further push the limits of the suit's abilities through inventions, gadgetry, weaponry and even additional suits.
Inventor's Boon
Starting at 3rd level when you take this specialization, any and all tools are at your disposal; you may add half your proficiency, rounded down, to any check using artisan's tools you are not proficient with.
Additionally, whenever you make an ability check with a tool that you are proficient with, you may choose one of the following benefits to give to yourself or one other creature within 15 feet of you:
Evasive. The next attack roll made against you is made with disadvantage.
Steady Aim. The next ranged attack roll you make is made with advantage.
Swift. Your movement speed increases by 10 feet until the end of your next turn.
Using this ability again removes the effect from the first creature.
Modifications
At 3rd level you also gain access to modifications, detailed at the end of this subclass, that can be used to enhance the suit's abilities. Choose two Basic Modifications.
You gain access to Basic Modifications at 3rd level, Adept at 6th, Expert at 11th and Masterwork at 15th level.
At levels 6, 11, and 15, when you gain access to later modifications, you may choose one of your currently equipped modifications to become permanently applied to your armor and may choose one new modification from any of the lists which you meet the level requirement. You can only have one Masterwork modification.
Refer to the table below for a break down of how many modifications you are granted and at what levels.
Total Number of Modifications
| Level | Permanent Basic Mods | Permanent Adept Mods | Permanent Expert Mods | # of Mods in Total |
|---|---|---|---|---|
| 3-5 | ─ | ─ | ─ | 2 |
| 6-12 | 1 | ─ | ─ | 3 |
| 13-14 | 1 | 1 | ─ | 4 |
| 15+ | 1 | 1 | 1 | 5 |
Once a modification is permanently applied it cannot be replaced or removed.
You may replace any non-permanent modification at any time with a measure of time and gold as shown in the Modification Cost table.
Modification Cost
| Modification | Time | Cost |
|---|---|---|
| Basic | 2 Hours | 50 gp |
| Adept | 4 Hours | 150 gp |
| Expert | 6 Hours | 250 gp |
| Masterwork | 8 Hours | 500 gp |
Tinkerer's Armory
Starting at 6th level you create one of the weapons listed at the end of this subclass. When you gain certain levels with this class, you may take one additional weapon at 13th and 15th level.
When you gain a level in this class you may replace any weapon with any other one from the same list.
At 7th level, you may expend one of your Chest Beam charges to Overcharge one of your weapons to create an additional effect as detailed in the weapon's description.
Incredible Intellect
Beginning at 13th level, when you make an Intelligence ability check you may re-roll the check after you have seen the roll but before the DM declares the check as a success. You must use the new roll.
Tinkerer's Assistants
Starting at 15th level, once at the end of a long rest, you can enhance two allies' armor. Choose up to two friendly creatures' armor, the armor must be either medium or heavy. You can choose 2 effects from the list below which last until the end of your next long rest.
-
Combat Enhancement. You create one of the weapons from the Tinkerer's Armory.
-
Tactical Enhancement. You apply one basic or adept modification to the creature's armor.
-
Movement Kit. The creature's movement speed increases by 5 feet while wearing their armor. The creature also gains a flight speed of 30 feet. If the creature has a flight speed greater than 30 feet, its flight speed is unaffected.
-
Assault Kit. The creature gains access to your standard blast attacks as well as one specialty repulsor beam option of your choice. The damage of these use the dice for your Blast damage.
Tinkerer's Stockpile
Beginning at 18th level, you may craft additional suits to have in wait. Each of your spare suits may have any combination of modifications that you could have on your current suit including modifications that you do not currently possess, however, you may only have one of each modification; basic, adept, expert, masterwork.
You may call a suit to you as an action. It flys its way to you using your movement speed while using its action to dash.
You receive one additional suit upon gaining this feature. Creating a suit in this fashion costs 60 gp and the same amount of work as creating a new suit. You must also pay the additional costs for modifications to the suit.
Modifications
Basic Modifications (3rd Level)
Lighter Material. You managed to shave some of the extra bulk off of the armor. Doing so cuts the suit's weight in half and the armor is treated as medium armor instead of heavy. However, it's AC is reduced by 1.
Additionally, the armor does not provoke disadvantage on stealth checks.
Night Lenses. You gain darkvision out to a range of 30 feet. If you already have darkvision, the range increases by another 30 feet and you see normally for that range.
Decoder. You can read all writing.
Projections. You can cast silent image at will.
Comms System. You can cast message at will.
Smoke Screens. As a bonus action on your turn, you create a 20-foot-radius sphere of smoke centered on a point you choose within 120 feet of you. The sphere spreads around corners, and its area is heavily obscured. It lasts for one round or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Once you use this, you can't use it again until you complete a short rest.
Flood Lights. You can cast light on yourself at will.
Tracking Sensors. You can cast locate object. Once you use this feature, you cannot use it again until you finish a short rest. Additionally, choose one type of creature from the following list. You gain advantage on intelligence and wisdom checks that pertain to tracking this specific type of creature.
Aberrations
Beasts
Constructs
Dragons
Giants
Humanoids
Monstrosities
Medical Scan. At will and as an action, you learn the relative state of health of one creature you can touch. Doing so tells you if the creature is diseased as well as what that disease is and if the creature has any status effects applied to them such as poisoned, stunned or paralyzed. Additionally, you get a rough estimate of the remaining hit points of this creature and learn the type of damage that was previously dealt to them.
Using this on a corpse tells you the relative time of death as well as up to two types of damage that caused its death.
Alarm System. You can cast the Alarm spell requiring no material components. Once you use this feature, you cannot use it again until you finish a long rest.
Augmented Movement. You can cast Jump or Longstrider on yourself. Once you do so, you cannot use this again until you finish a short rest.
Purifier. You can cast Purify Food and Drink, which takes 10 minutes to cast. Once you use this feature, you cannot use it again until you complete a short rest.
Illusory Barrier. You can cast disguise self at will.
Arcane Sensors. You can cast detect magic at will.
Adept Modifications (6th Level)
Rebreather System. Regardless of air conditions, you can breathe normally for up to an hour. Once this feature is used, it cannot be used again until you spend 10 minutes in breathable air.
You also gain a swimming speed up to your walking or flight speed, whichever is higher.
Translator. You can understand all spoken language.
Stealth Field. You gain proficiency with stealth. If you are already proficient in stealth, you may add double your proficiency bonus to any checks made.
Long Range Comms. You can cast sending. Once this ability is used, it cannot be used again until you finish a short rest.
Elemental Shield. You can cast Absorb Elements. Once this ability is used, it cannot be used again until you finish a short rest.
Miniature Medic. As a bonus action, you deploy a small magical orb of light that you can move on your turn as a bonus action. Whenever you or another creature moves into the orb’s space for the first time on a turn or starts its turn there, you can cause the orb to restore 1d4 hit points to that creature (no action required). The orb can’t heal constructs or undead. This lasts for one minute, after which it cannot be used again until you complete a long rest.
Social Analyzer. Whenever you make an Wisdom (Insight) ability check on a creature while wearing the suit, you gain advantage on the roll.
Hunter's Beacon. When you make an attack with one of your Blast attacks, you may use a bonus action to launch a tiny beacon at the target of your Blast. Make another attack using your bonus and modifiers for your Blast attacks.
If the beacon hits, it deals 1 point of piercing damage and lodges itself within the target, glowing brightly. The beacon glows until the end of your next turn. While the beacon glows, any creature that makes an attack against the target may reroll one of their attack rolls. They must do this before it is decided that the attack hits or misses. A creature may only do this once.
Once this ability hits a creature, it cannot be used again until you finish a short rest.
Filtering. You have resistance to poison as well as gain advantage on saving throws against effects that cause you to be poisoned and diseased.
Magnetism Manipulation. Once on your turn when you make an attack with your repulsors targeting either an object made of metal or a creature wearing a fair amount of metal (DM's discretion), you may choose either repel, anchor or attract.
Repel. You attempt to force a creature or object away from you. A creature hit by this must make a Strength saving throw. On a failed save, a creature is hurled up to 20 feet away from you taking 2d6 bludgeoning damage if they strike into a surface.
If targeting an object that weighs less than 100 pounds that isn't being worn or carried, the object is pushed 30 feet away from you.
If the object is being worn or carried by a creature, you must make the ranged attack with disadvantage contested by that creature’s Strength score. If you succeed, you push the object 30 feet away from you.
Anchor. You attempt to force a creature to the ground. A creature hit by this must make a Strength saving throw. On a failed save, a creature is pinned to the ground and restrained until the end of your next turn. If the creature is flying, they begin to fall. An object sticks to the ground and its weight doubles.
Attract. You attempt to pull a creature or object towards you. A creature hit by this must make a Strength saving throw. On a failed save, a creature is pulled 20 feet towards you.
If targeting an object that weighs less than 100 pounds that isn't being worn or carried, the object is pulled 30 feet towards you.
If the object is being worn or carried by a creature, you must make the ranged attack with disadvantage contested by that creature’s Strength score. If you succeed, you pull the object 30 feet towards you.
Expert Modifications (13th Level)
Shield Generator. Once on your turn, you can use an action to deploy a sphere of energy centered on yourself. The sphere has a 10-foot radius and expands around corners. The sphere has an AC of 10 and 100 hit points. Attacks cannot be made through the shield nor can spells be cast through it. A creature attempting to enter the shield takes 2d6 force damage and must succeed on a Strength saving throw or be pushed back 5 feet. Creatures can exit the shield freely. This lasts for 1 minute or until you use an action to deactivate it.
Once you use this, you can't use this again until you complete a long rest.
Restorative Systems. As an action, you end a single effect on one creature you can touch. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
- One effect that charmed, blinded, deafened, paralyzed, poisoned or petrified the target
- One curse, including the target's attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum
Once you use this ability you cannot use it again until you complete a long rest.
Invisibility Field. As an action, you may choose to become invisible. This ends if you make an attack or cast a spell. You may be invisible for up to 10 minutes a day. Once the 10 minutes are used, you can't use this again until the end of a long rest.
Field Command. You gain a telepathic link to up to 5 creatures of your choice. You may speak telepathically with any of these creatures, either collectively or selectively, so long as they are within 400 feet of you.
Bolster. Additionally, once on your turn, you may use a bonus action to bolster your allies for one minute. While any of these creatures are within 120 feet of you, whenever they make an attack roll, the target can roll a d6 and add the number rolled to the attack roll.
After you use this, you can't use this again until you finish a long rest.
Magic Shield. You can cast dispel magic or as a reaction, you may cast counterspell. Once this has been used three times, you must complete a long rest to gain usage of this modification again.
Warp Beacon. As an action, you may place a Warp Beacon on one creature or object that you can touch. After which, on your turn, you may transport yourself back to this beacon as a bonus action. The beacon is tuned to your current suit, you must be wearing the same Iron Suit with which you planted the beacon. You may only have one active beacon. The beacon is invisible, a creature with truesight will see the beacon as a palm-sized golden orb. You may only warp back to a beacon that is on the same plane of existence.
After you transport back to a beacon, you cannot do so again until the end of a short rest.
Tracer Beacon. As an action, you may plant an invisible tracking beacon on one object or creature within 30 feet of you. If you are targeting a creature it must succeed on a Dexterity saving throw. On a failed save, the beacon is planted. While you are on the same plane of existence as the creature or object you may use an action to discern the relative distance and direction of this beacon. The beacon remains planted until 8 hours have passed. A creature who can see invisibility can see the beacon as a small bead-sized pale orb. You may only have one active beacon. After you plant a beacon, you cannot do so again until the end of a long rest.
Masterwork Modifications (15th Level)
Mage Slayer Suit.
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If you have the Arcane Sensors Adept Mod, you are permanently under the effects of detect magic though only out to a range of 10 feet.
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If you have the Magic Shield Expert Mod, you may use its ability 5 times instead of 3.
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You can cast Antimagic Field. Your armor continues to function as normal while this is in effect. Once you use this, you can't use it again until you complete a long rest.
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You gain the usage of an Arcane Scan. Once per long rest, you may use a bonus action to discern whether or not a creature you can see is a spellcaster. You also learn what level of spellcaster they are.
Ambusher Armor.
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If you have the Lighter Material Basic Mod, your AC may use your Intelligence instead of your Dexterity and the potential bonus increases from +2 to +4
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If you have the Stealth Field Adept Mod, if you roll below your Intelligence score on a stealth check, you may use that instead.
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If you have the Invisibility Field Expert Mod, the duration increases to up to an hour.
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Any hit you score against a creature that is surprised is a critical hit.
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Any creature you are hidden from has disadvantage on any saving throw you force upon them.
Gadget Master Suit.
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If you have the Night Lenses Basic Mod, both its ranges increase by an additional 30 feet.
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If you have the Smoke Screens Basic Mod, when you use this, you also gain the benefits of the disengage and dash actions.
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If you have the Magnetism Manipulation Adept Mod, all the distances and damages double.
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If you have the Warp Beacon Expert Mod, you may have up to five active beacons and you may use these beacons a number of times equal to your intelligence modifier per short rest.
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If you have the Shield Generator Expert Mod, any number of creatures you can see that you designate when activating can freely pass through the shield.
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You gain truesight out to a range of 30 feet.
Medic Suit.
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If you have the Medical Scan Basic Mod, the range increases to 30 feet and you may also learn the exact current hit points as well as a creature's max hit points. You also learn any resistances, immunities and vulnerabilities that that creature may have.
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If you have the Nano-Medic Adept Mod, once per short rest, one creature targeted when the mod is first used is healed for an additional 6d4 and regains 1 hit point at the start of every one of its turns for 1 minute.
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You may use the Restorative Systems Expert Mod three times. Regaining these usages after a long rest.
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If you are unconscious at the start your turn while wearing the suit, you stabilize after your first death saving throw regardless of the outcome unless you roll a 19 or 20 on the die. In which case you come back to consciousness with 15 hit points.
Commander Suit.
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If you have the Long Range Comms Adept Mod, you may cast sending at will.
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If you have the Field Command Expert Mod, you gain another usage of Bolster and may use d8s for the bonus instead of d6s.
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As a bonus action on your turn, you can compel a friendly creature to make a ranged or melee weapon attack against an enemy of your choice.
Predator Suit.
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If you have the Lighter Material Basic Mod, your AC uses your Intelligence instead of your Dexterity and the potential bonus increases from +2 to +4
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If you have the Tracking Sensors Basic Mod, you may cast locate object at will and you may choose two additional creature types from the list.
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If you have the Hunter's Beacon Adept Mod, all attacks made against the creature are made with advantage until the beacon ceases to glow.
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You may use the Tracer Beacon Expert Mod as a bonus action and you may instead use a bonus action to discern its distance and direction. The beacon may also remain planted for up to 24 hours.
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You can use your action to focus your awareness on the region around you. For 1 minute, you can sense whether one of the types of creatures chosen in the Tracking Sensors Basic Mod is present within 1 mile of you. If you do not have the Tracking Sensors Basic Mod, this only functions for aberrations and monstrosities. This feature doesn’t reveal the creatures’ location or number.
Tinkerer's Armory
Cutting Beam. Once per short rest, replacing one of the attacks for your extra attack, you use a slicing beam of energy. The beam is 10 feet long, incinerates any flammable material it comes in contact with and can bore through up to six inches thick of wood, an inch of metal or like material, two inches of stone and instantly penetrates cloth.
A creature caught in the beam's path must make a Dexterity saving throw. On a failed save, the creature takes 3d6 slashing damage. On a success, the creature takes no damage. The beam lasts for 1 minute and you can make a creature repeat the saving throw once on your turn, no action required. You may instead choose to move the beam in a new direction of your choice.
Overcharge. The beam's range increases by 5 feet, deals an additional 2d6 slashing damage.
Fire Cannon. As an action on your turn, you may create a font of flame from your wrist. Each creature in a 20-foot cone must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.
Overcharge. You may use this weapon in place of one of your attacks, rather than as an action, its damage increases by 2d6, and the size of the cone increases by 10 feet.
Disabler. Once on your turn, replacing one of the attacks for your extra attack, you attempt to electrically disable one creature within 15 feet of you. This creature takes lightning damage equal to 2d6 + your intelligence modifier and must succeed on a Constitution save or be paralyzed until the end of your next turn.
Once you've used this attack twice, you cannot use it again until you complete a short rest.
Overcharge. This attack deals an additional 3d6 lightning damage.
Arcane Missiles. As an action, you create five missiles in your space. They float in the air and orbit you for one minute. When you use this weapon — and as a bonus action on each of your turns thereafter — you can expend one or two of the missiles, sending them streaking toward a point or points you choose within 120 feet of you. Once a missile reaches its destination or impacts against a solid surface, the missile explodes. Each creature within 5 feet of the point where the missile explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
Once you use this weapon, you cannot use it again until you complete a short rest.
Overcharge. You create an additional 2 missiles.
Guided Missile. As an action, you fire a single missile at one creature within 120 feet of you. Make a ranged attack roll using your intelligence modifier with advantage. On a hit, each creature in a 15-foot radius, including the creature hit, takes 2d6 fire and 2d6 piercing damage.
Overcharge. The creature hit by the missile takes an additional 2d6 piercing damage as a secondary explosive buries into the target. At the start of the creature's next turn, it explodes again, dealing damage in the same way as before.
Disintegration Ray. As an action a thin red beam streaks from your shoulder out to a range of 60 feet. A creature targeted by this must succeed on a Dexterity saving throw or take 4d6 + 15 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.
Once you have used this weapon, you cannot use it again until you complete a short rest.
Overcharge. This attack deals an additional 15 points of force damage.
Magnetic Field Generator. As an action, you can encase yourself in a magnetic field that lasts for 1 minute or until you use a bonus action to dispel this.
While activated, all ranged attacks against you as well as attacks made by you have disadvantage. While in effect, any creature made of metal or wearing metal armor that moves within 5 feet of you or starts its turn within the field must make a strength saving throw or be pushed 10 feet away from you.
Once you use this, you cannot use it again until you complete a short rest.
Overcharge. Your ranged attacks are not made with disadvantage.
Fist Launcher. Once on your turn, in place of one your attacks, make an unarmed strike at one creature within 30 feet of you. On a hit, the target takes the damage of the strike and must also make a Constitution saving throw. On a failure, the target is stunned until the end of its next turn.
Overcharge. The target takes an additional 1d10 bludgeoning damage and on a failure, the target is also knocked prone.
Blade Arm. Your gauntlet can be transformed into a 2-foot long blade at will. Your unarmed strikes deal slashing damage equal to 1d10 + your strength modifier.
Overcharge. When you make an attack with your Blade Arm, the target takes an additional 1d10 slashing damage and for the next minute, any hit points lost to your Blade Arm cannot be restored until the creature completes a long rest.
Hammerfist. As an action, you can make three unarmed strikes.
Overcharge. You may make an additional three unarmed strikes.
Empowered Blasts. All of your repulsor attacks deal an additional die of damage.
Overcharge. You can decide to have any of your repulsor blasts that can only be used once on your turn to be used multiple times for the rest of your turn.
Flame Jets. As an action, you can choose to emit jets of flames while flying. Until the end of your turn, whenever you pass within 5 feet of another creature, the creature must succeed on a Dexterity saving throw or take 2d6 fire damage.
Overcharge. Your flight speed increases by 10 feet and you do not provoke oppurtunity attacks until the end of your turn.
Sky Striker
The Sky Striker is a master of aerial attacks and is exceptionally mobile. Those who take this archetype pursue rapid movement and quick hard-hitting attacks.
Sky Charge
At 3rd level, when you hit a creature with an unarmed strike after flying directly towards them for at least 10 feet, the creature takes an additional 1d4 damage for every 10 feet you've travelled.
At 18th level, the additional damage is equal to 1d6 for every 10 feet traveled in this way.
Additionally, your suit gains a set of mechanical wings gaining a flight speed of 25 feet. As you gain flight speed through advancing your level as per the Sky Sentinel feature, you add this as a +10 bonus to the speed listed on the class table.
Flyby
Starting at 3rd level, whenever you make an attack on a creature regardless of whether or not the attack hits, you do not provoke attack of opportunities from that creature while flying.
Violent Takeoff
Beginning at 6th level, while standing on the ground you may use a bonus action to propel yourself upwards. Doing so immediately moves you 10 feet upwards and you do not provoke attack of opportunities during this. When you use this ability, each creature within 10 feet of you must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and falls prone. A creature takes half as much damage on a success.
Evasive Maneuvers
Starting at 13th level, you gain a keen eye for evading incoming attacks while flying. Whenever a creature hits you with an attack while you are flying you can use your reaction to try to dodge the attack forcing them to re-roll. If the attack misses, you may move up to 15 feet in any direction without provoking attack of opportunities.
You can do so a number of times equal to your Intelligence modifier and regain all expended uses when you finish a long rest.
Overdrive Suit
Beginning at 15th level, you may use a bonus action to call in an Overdrive Suit. This suit sits over-top of your original suit amplifying its abilities. You gain the following features from this;
• Your movement speed doubles.
• You have advantage on Dexterity saving throws
• You may make one additional attack when you take the Attack action.
• You may take an additional action on your turn, this action can only be used to take the dodge, disengage, or dash action.
The suit is significantly heavy and extremely taxing on the body. While wearing the Overdrive Suit, you suffer 1 point of exhaustion for every three rounds spent inside.
Once you have done so, you cannot do so again until you complete a long rest.
Arcane Inventor
Arcane inventors infuse their suits with raw arcane prowess, using spellcraft to maneuver through the battlefield. These ironclad can channel their arcane abilities, fueled from their suit's machinations.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Arcane Inventor Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.
Spells Known of 1st-Level and Higher
You know three 1st level wizard spells of your choice, two of which you must choose from the abjuration and conjuration spells on the wizard spell list.
The Spells Known column of the Arcane Inventor Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or conjuration spell of your choice and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or conjuration spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Arcane Inventor Spellcasting
| Iron Level | Cantrips Known | Spells Known | Spell | Slots | Spell | Level |
|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | |||
| 3rd | 3 | 3 | 2 | — | — | — |
| 4th | 3 | 4 | 3 | — | — | — |
| 5th | 3 | 4 | 3 | — | — | — |
| 6th | 3 | 4 | 3 | — | — | — |
| 7th | 3 | 5 | 4 | 2 | — | — |
| 8th | 3 | 6 | 4 | 2 | — | — |
| 9th | 3 | 6 | 4 | 2 | — | — |
| 10th | 4 | 7 | 4 | 3 | — | — |
| 11th | 4 | 8 | 4 | 3 | — | — |
| 12th | 4 | 8 | 4 | 3 | — | — |
| 13th | 4 | 9 | 4 | 3 | 2 | — |
| 14th | 4 | 10 | 4 | 3 | 2 | — |
| 15th | 4 | 10 | 4 | 3 | 2 | — |
| 16th | 4 | 11 | 4 | 3 | 3 | — |
| 17th | 4 | 11 | 4 | 3 | 3 | — |
| 18th | 4 | 11 | 4 | 3 | 3 | — |
| 19th | 4 | 12 | 4 | 3 | 3 | 1 |
| 20th | 4 | 13 | 4 | 3 | 3 | 1 |
Arcanist's Suit
Beginning at 3rd level, your suit becomes the focus for your arcane prowess. Your suit can be used as a spellcasting focus.
Additionally, while using your Magical Duplication, you gain a fourth attunement slot.
Conjurer's Displacement
Also at 3rd level, whenever you use an action to cast a conjuration spell of 1st level or higher, you can use a bonus action to teleport yourself up to 15 feet into any unoccupied space.
Spell Blaster
Beginning at 6th level, when you use your action to cast a spell, you can make one Blast attack or one unarmed strike as a bonus action.
Arcane Siphon
Starting at 13th level, you learn the spell Counterspell if you do not already have it. Whenever you cast Counterspell and successfully dispel the casting, you may siphon the arcane energy into your suit, regaining an expended spell slot of half of the original spell's level (rounded up).
Antimagic Armor
Starting at 15th level, whenever you are required to make a saving throw against a spell or magical effect, you do so with advantage. Additionally, any spells cast on you of 2nd level or lower have no effect.
Escape Arcana
Starting at 18th level, after you are hit by an attack, you may use your reaction to teleport yourself to any unoccupied space within 60 feet of you. Once you use this ability three times, you cannot use it again until you complete a long rest.
Builder
Honing weaponry and refining armor, solidifying stone and crafting masterful works of art. These are the hallmarks of the humble builder.
Builders practice in making their trades fantastic, and few are as skilled with a hammer or chisel. Working with natural resources, builders construct designs far beyond the sum of its parts.
Humble Trade
Beginning at 3rd level, you gain proficiency with Smith's tools, Carpenter's tools and Mason's tools. If you already have proficiency with any of these, you may add twice your proficiency modifier to any ability check made with these tools.
Additionally, any time you use any of these tools for constructing something outside of the features of this subclass, you only require half as much materials to do so. This also cuts the cost, if any, as well as time in half when constructing anything.
Grand Architect
Also at 3rd level, you may construct grand designs. With appropiate tools, you may shape and construct raw material to form a nonmagical object you wish. Each material you work with takes its own amount of time per cubic foot as stated in the table below and the value of the constructed object cannot exceed your Ironclad level x 10 gp.
Grand Architect Construction
| Material | Time Required per Cubic Foot |
|---|---|
| Wood | 1 minute |
| Stone | 10 minutes |
| Metal | 1 hour |
| Adamantine and Precious Metals | 6 hours |
Additionally, when you use this feature, you may choose to produce your own masterpieces. You may have a number of such masterpieces equal to your proficiency bonus at any time. When you finish crafting an item, choose one of the following benefits to be applied to it.
Your masterpieces are magical items.
If you craft additional masterpieces, you may decide which of your masterpieces are active at a time at the end of a long rest.
Inspiring Beauty. A friendly creature that can see the item within 60 feet of it becomes inspired and may add 1d4 to an attack roll, ability check or saving throw of their choice.
Once a creature has used this feature, it cannot do so again until it completes a long rest.
Razor Sharp. If the item is a weapon that deals slashing damage, it deals an additional 1d4 slashing damage.
Incredible Density. If the item is made of either stone or metal, you may choose to thicken the material. Doing so increases the items weight by at least 5 pounds and up to 15 pounds per cubic foot and makes the item immune to the siege property.
If the item is a weapon that deals bludgeoning damage, it deals an additional 1d4 bludgeoning damage.
If you use this masterpiece to create armor, all nonmagical bludgeoning, piercing and slashing damage is reduced by an amount equal to your proficiency bonus.
This can reduce damage an amount of times equal to your Intelligence modifier, regaining expended uses at the end of a long rest.
Indestructible. If the item is made of metal, it cannot be destroyed by nonmagical means.
Hazardous Constructions
At 6th level, when you use your Grand Architect feature to create a trap or other hazardous effect, a creature has disadvantage on any saving throw it might require.
Resupply
At 13th level, you have an impeccable eye for acquiring and maintaining resources.
All expended nonmagical ammunition that you choose to search for, whether your own or another creature's, are recovered.
Also, you may choose to temper one magical piece of ammunition of your choice at the end of a short or long rest. Doing so allows the magical ammunition to be used one additional time if the item would usually be destroyed. An item cannot benefit from this feature more than once.
Additionally, any ability check you make to search for resources such as food, water, or building material is made with advantage.
Reposing Bastion
At 15th level, you have constructed a portable fortress which takes 10 minutes to deploy. The fortress stands until you take 10 minutes to disassemble it. The fortress is a 50-foot by 50-foot square with 20-foot tall walls.
When resting within this fortress, you gain the following benefits:
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During a short rest, you, and any other creature that rests within this fortress may roll an additional hit die for every two hit dice spent.
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A creature has advantage on any Wisdom (Perception) checks made to keep watch from the outer walls and a creature's Passive Perception increases by 3.
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Spending a long rest within this fortress reduces any Exhaustion a creature has by 2.
Strengthen Steel
At 18th level, at the end of a long rest, you may choose to coat a number of weapons or armors equal to your Intelligence modifier in an impossibly hard and light metal. Any weapon or armor coated in this metal gains a +1 magical bonus and is considered magical. This can be applied to items, even if they already have some other magical effect.
This item loses its enchantment at the end of your next long rest.