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eraellas’
KNIGHT of IRON

v2.0
Swear the Iron Creed, take up your arms, and bring peace to Emaxus. By
whatever means necessary.

A martial class that becomes the monster to slay them. Choose your Creed, undergo

your Initiation in Blood, and become a Knight of the Iron Order.


Credits
Template Designers: 5e_cleric, Kaiburr_Kath-Hound
Artist Credits
Front Cover: The Witcher - Facing his Demons - after Sidney R.
Percy by Oliver Wetter

On the Cover
Sword in hand, a Knight of Iron stands over a slain Scarred Dragon,
in this painting by Oliver Wetter.

   

The contents of this document is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
Using This Class
The Knight of Iron is a homebrew martial class
designed by Eraellas Homebrew that seeks to give
players a highly-customizable and variable warrior
who fights for a cause, no matter how muddled it may
be. Each subclass is essentially an entirely different
class, so never fear about having two (or more!) of
these grizzled monster hunters in your party.
The Knight of Iron is my setting-specific answer to
Witchers, Blood Hunters, and the like. While some
aspects of the class are obviously inspired by those
great tropes, my goal was to make something similar
but unique rather than trite and derivative. My only
hope is that I succeeded on that front!
Additionally, while the lore of this class is setting-
specific to my world, Emaxus (shameless plug:
https://www.worldanvil.com/w/emaxus-eraellas), I
did try to make the class as plug and play as possible.
For one, you can totally ignore the mechanics and
flavor of the class. For two, you can ignore the
locations and the proper nouns and just drop the Iron
Order into any setting! As long as there are monsters
and people who get hurt by them, the Iron Order can
make sense.

 
Knight of Iron
When Aitreas was at its lowest, the Iron Order Your Iron Temple  
formed with a single goal in mind: Do whatever was
necessary to protect the people of Aitreas from the All Knights of Iron are trained at an Iron Temple.
countless threats within and without. To this end, the Whether its the ancient, grand halls of Castrum
Iron Order created the Iron Creed, and with it, the Duetonis or a small, dank safehouse in a rural village,
Knights of Iron began to be born. the process of training and then performing your
As a Knight of Iron, you have sworn your life to the Initiation in Blood under the watchful guise of a
Iron Creed and undergone the training – both Templar(s) of Steel is what makes Knights of Iron
physical and mental – to be raised from a Prospect to who they are.
a full-blown member of the Order. Often times, this When making your character, consider where you
process of induction, known as the Initiation of were trained. Was it a grand keep, a centuries-old
Blood, involves augmentations and transformations Iron Temple that has trained legendary Knights and
ranging from divine infusions and oaths to Templars? Or was it a brand new, small Temple
lycanthropy or vampirism infections. Whatever where it was you and maybe a handful of other
monster(s) you swore to hunt and kill when you students under the watchful gaze of a single
became a Prospect is likely what impacts what Templar?
changes you underwent. A Knight of Iron sworn to Developing where your Iron Temple is, what it’s
hunting the undead is going to look very different like, and what your relationship is to it can be a great
from one sworn to hunting dragons. way to flesh out your character.
Consider what drove you to become a Knight of
Iron. Similarly, consider what trials and tribulations Optional Rule: Multiclassing
you went through and succeeded or failed at during If your group uses the optional rule on multiclassing,
your training/Initiation. The path to joining the Iron here’s what you need to know if you choose Knight of
Order varies as much as the Knights of Iron Iron as one of your classes.
themselves. Perhaps you lost a blood sibling during ABILITY SCORE MINIMUM
the training experience, and now you hope to become
a Templar of Steel one day and prevent other As a multiclass character, you must have at least a
Prospects from dying. Few people pursue the Iron Strength or Dexterity score of 13 and an Intelligence
Path out of a desire to do good; often, great loss and score of 13 to take a level in this class, or to take a
tragedy is the catalyst for seeking out an Iron Temple level in another class if you are already a Knight of
– but always feel free to break that mold. Iron.
The Iron Creed PROFICIENCIES GAINED

Knights of Iron live and die by the Iron Creed. If Knight of Iron isn’t your initial class, here are the
Swearing it is what signals their completion of the proficiencies you gain when you take your first level
Initiation in Blood, and it is often the sole point of as a Knight of Iron: light armor, medium armor,
solace for Knights. Consider your character’s shields, simple weapons, martial weapons.
relationship with the Creed. Is it something they say
like a prayer in the morning/night? Or maybe a
phrase to bring calm in battle? Or do they resent it or
find it flawed? Read it below, and think on it:

 
Knight of Iron
Level Proficiency Bonus Features Iron Creed Die
1st +2 Iron Creed Path, Monster Hunter -
2nd +2 Iron Creed, Fighting Style 1d4
3rd +2 Iron Creed Path Feature, Learned Warrior 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack 1d4
6th +3 Iron Creed Path Feature 1d6
7th +3 Monster Hunter Improvement, Iron Creed Improvement 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Iron Path Feature 1d8
10th +4 Heart and Soul 1d8
11th +4 Unique Physiology, Learned Warrior Improvement 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Iron Creed Improvement 1d8
14th +5 Iron Path Feature 1d10
15th +5 Body and Mind 1d10
16th +5 Ability Score Improvement 1d10
17th +6 Templar of Steel 1d10
18th +6 Iron Creed Improvement 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Iron Path Perfected 1d12

Class Features (a) chain mail or (b) leather armor, a longbow, and  
As a Knight of Iron, you gain the following class 20 arrows
(a) a dungeoneer’s pack or (b) an explorer’s pack
features two daggers and a shortsword
Hit Points
Iron Creed Path
Hit Dice:1d10 per Knight of Iron level At 1st level, you have completed your Initiation in
10 + your Constitution
Hit Points at 1st Level:
Blood and sworn the Iron Creed. Though the exacts
modifier of your Path will always be varied, you will choose
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per Knight of Iron level after one of the Iron Creed Path archetypes listed at the
1st end of the class features. This will represent the
different abilities, strengths, weaknesses, and even
Proficiencies modifications you will gain over the course of your
Armor: Light armor, medium armor, heavy armor, growth as a Knight of Iron.
shields Your Iron Creed Path will immediately grant you a
Weapons: Simple weapons, martial weapons minor feature(s), and then improve and grant
Tools: None additional features at 3rd, 6th, 9th, 14th, and 20th
levels.
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Arcana, Monster Hunter
Athletics, Medicine, Stealth, and Survival Starting at 1st level, you gain advantage on Wisdom
Equipment (Survival) checks made to track creatures.
You start with the following equipment, in addition to At 7th level, you gain advantage on all Wisdom
the equipment granted by your background: (Survival) checks.
 
(a) a martial weapon and a shield or (b) two
martial weapons
(a) five javelins or (b) any simple melee weapon
Iron Creed Great Weapon Fighting. When you roll a 1 or 2 on  
a damage die for an attack you make with a melee
Starting at 2nd level, you learn to channel your weapon that you are wielding with two hands, you
willpower – and sometimes supernatural abilities – can reroll the die and must use the new roll, even
through the Iron Creed. You have a number of Iron if the new roll is a 1 or a 2. The weapon must have
Creed dice equal to your Proficiency Bonus, and can the two-handed or versatile property for you to
expend them to activate special abilities related to gain this benefit.
your Iron Path. The value of your Iron Creed dice is Interception. When a creature you can see hits a
shown in the Knight of Iron class table. Some Iron target, other than you, within 5 feet of you with an
Creed abilities improve at certain levels, namely 7th, attack, you can use your reaction to reduce the
13th, or 18th level. damage the target takes by 1d10 + your
You regain all expended Iron Creed dice on a short proficiency bonus (to a minimum of 0 damage).
or long rest, and if an Iron Creed ability requires a You must be wielding a shield or a simple or
saving throw, the DC is calculated as follows: martial weapon to use this reaction.
Protection. When a creature you can see attacks a
Creed save DC = 8 + your proficiency bonus + your
Intelligence modifier target other than you that is within 5 feet of you,
Creed attack modifier = your proficiency bonus +
you can use your reaction to impose disadvantage
your Intelligence modifier on the attack roll. You must be wielding a shield.
Thrown Weapon Fighting. You can draw a
All Knights of Iron have access to the Righteous weapon that has the thrown property as part of
Steel ability, seen below. the attack you make with the weapon. In addition,
when you hit with a ranged attack using a thrown
Righteous Steel weapon, you gain a +2 bonus to the damage roll.
When you hit a creature with a weapon attack, you Two-Weapon Fighting. When you engage in two-
can expend an Iron Creed die and roll that die twice. weapon fighting, you can add your ability modifier
You deal an amount of damage equal to the rolls plus to the damage of the second attack.
your Creed attack modifier as bonus magical damage Unarmed Fighting. Your unarmed strikes can deal
of the same type as your weapon. bludgeoning damage equal to 1d6 + your Strength
At 9th level, the bonus damage becomes equal to modifier on a hit. If you aren’t wielding any
three rolls, and four rolls at 13th. weapons or a shield when you make the attack
roll, the d6 becomes a d8. At the start of each of
Fighting Style your turns, you can deal 1d4 bludgeoning damage
Also at 2nd level, you adopt a particular style of to one creature grappled by you.
fighting as your specialty. Choose one of the Learned Warrior
following options.
Starting at 3rd level, you understand how to apply
Archery. You gain a +2 bonus to attack rolls made your studies and knowledge to your craft. You can
with ranged weapons. use Intelligence, instead of Wisdom, as your ability
Blind Fighting. You have blindsight with a range modifier for Medicine or Survival checks.
of 10 feet. Within that range, you can effectively At 11th level, you have mastered the application of
see anything that isn’t behind total cover, even if your hunting knowledge to jobs. When you make
you’re blinded or in darkness. Moreover, you can Intelligence (Investigation) checks, you can add
see an invisible creature within that range, unless double your proficiency bonus.
the creature successfully hides from you.  
Defense. While you are wearing armor, you gain a
+1 bonus to AC.
Dueling. When you are wielding a melee weapon
in one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon.
Ability Score Improvement Iron Creed Paths  
When you reach 4th level, and again at 8th, 12th, The training and dedication required to become a
16th, and 19th level, you can increase one ability Knight of Iron is daunting. Indeed, many Prospects
score of your choice by 2, or you can increase two either give up or even die on their journey to the
ability scores of your choice by 1. As normal, you Initiation in Blood. Those who do survive but fail
can’t increase an ability score above 20 using this leave the ranks of the Prospects with training greater
feature. than most, but that training barely holds a candle to a
true Knight of Iron.
Extra Attack As long and arduous as the Order’s basic training
Beginning at 5th level, you can attack twice, instead may be, it is the week of prayer, rites, and surgeries
of once, whenever you take the Attack action on your that take place during the Initiation of Blood that are
turn. far more dangerous and, when survived, far more
impactful. Granted, without the skills and willpower
learned in training, these modifications would be
Heart and Soul much harder to survive and much less useful, but it is
Starting at 10th level, you have mastered the art of widely agreed among the Order that it is the choosing
tenacity in the face of adversity. You gain advantage of an Iron Path and the swearing of the Iron Creed
on Intelligence saving throws against spells and that delineates the wheat from the chaff.
other magical effects. And so, once the Initiation is complete, and the
Path is chosen and the Creed is sworn, these new
Unique Physiology Knights of Iron walk out into Emaxus equipped with
Beginning at 11th level, your body has become adept everything but experience.
at expelling diseases and poisons. You become That is where you are, new Knight. Pick from the
immune to disease, as well as the poisoned condition Creeds of Blood, the Hunter, the Lycan, the
and poison damage. Magekiller, or Necroficy, understand your duty, and
head out into that harrowed world.
Body and Mind
Remember the Creed. Always.
Starting at 15th level, your body and mind have
become akin to fortresses – riddled by scars as they
may be. When you are reduced to 0 hit points but not
killed outright, you can choose to drop to 1 hit point
instead, taking a level of exhaustion when you do so.
Additionally, you gain resistance to psychic
damage.
Templar of Steel
Starting at 17th level, you have become a master Creed of Blood
among masters. Your will is resolute, your reflexes
are among the fastest in the Order’s history, and you The man, pale as death, clutches his amulet as he
would lay down your life for those you call friends kneels and sniffs a handful of dirt. His eyes, red as
and allies. You gain the following benefits: blood, scan the darkness as he pulls his longsword
from its sheath. He runs a bare hand over it,
When you roll initiative, you regain one expended lacerating himself and covering the blade in his own
Iron Creed die. This is increased to two if you
have no Iron Creed dice left. blood. He grins and sprints into the dark with
murderous intent.
You gain an additional 5 feet of movement speed. Often regarded with the most hesitation and
When an ally within 30 feet of you that you can skepticism, “Blood Knight” is the term given to those
see falls unconscious, you can immediately use a Knights who choose to embrace certain strains of
reaction to make an attack. vampirism to better hunt vile humanoids or vampires
themselves. They often choose to travel lightly, caring
not for the blows they take. They know they will win
the war of attrition.
 
Smell of Blood Know Them  
At 1st level, you can add your Proficiency bonus Starting at 9th level, you learn to identify an enemy’s
made to skill checks related to blood or tracking by strengths and weaknesses by blood and pounce upon
blood, such as Wisdom (Survival) or Intelligence them. When you hit a creature that has blood with a
(Nature) checks. If you are already proficient in the melee weapon attack, you can use a bonus action to
skill, you can add double your Proficiency bonus. analyze its weaknesses. You learn if the creature has
any damage vulnerabilities, resistances, or
Creature of the Night immunities.
Also at 1st level, you gain darkvision with a range of
60 feet. Additionally, you gain 5 feet of movement Crush Them
speed when in dim light or darkness. Starting at 14th level, you have become a master at
At 9th level, this increases to 10 feet of movement dealing death to creatures with blood, and pressing
speed in dim light or darkness. an advantage when you have one.
If a creature with blood becomes bloodied (less
Blood Creed than half its maximum hit points) in combat, you can
Starting at 3rd level, you learn how to apply the Iron choose to embrace the Bloodfury. As a bonus action,
Creed to your hemophiliac abilities. You gain the you become fueled by the sight of blood until the
following abilities to use with your Iron Creed die: bloodied creature is slain. This effect does not end if
the target creature becomes “unbloodied” (above half
Life Siphon of their maximum hit points) by way of healing, and
When you hit a creature that has blood with a melee can be extended if other creatures become bloodied
weapon attack, you can expend an Iron Creed die and during the Bloodfury.
roll it. You deal an amount of bonus necrotic damage While in Bloodfury, you gain the following effects:
equal to that roll plus your Creed attack modifier, and You gain advantage on all melee weapon attacks
gain an equal amount of temporary hit points. against creatures with blood.
At 7th level, you deal necrotic damage equal to two You gain resistance to nonmagical bludgeoning,
rolls of your Iron Creed die and gain an equal amount piercing, and slashing damage, as well as
of temporary hit points. advantage on Dexterity and Strength saving
Blood Blade throws.
As a bonus action, you can expend an Iron Creed die You have vulnerability to radiant damage and
and roll it. You take necrotic damage equal to the roll disadvantage on Wisdom and Charisma saving
as you coat your melee weapon in your own blood for throws.
1 minute. For that minute, you gain a bonus to your Blood Knight Perfected
attack rolls equal to your Intelligence modifier. At 20th level, you become the perfect Blood Knight.
At 13th level, the necrotic damage you take when You have fully mastered the Iron Creed and how to
rolling the Iron Creed die is treated as though you apply it to your abilities. You gain the following
have resistance to it. benefits:
Blood Shield
Necrotic damage you deal ignores resistances,
Starting at 7th level, you can use a bonus action to and treats immunity as resistance.
expend an Iron Creed die and roll it. You take When rolling the necrotic damage for Life Siphon,
necrotic damage equal to the roll and gain a +1 bonus treat the rolls as their maximum value.
to your AC for 1 minute. This damage cannot be You gain resistance to necrotic damage.
reduced in any way.
At 18th level, the bonus increases to +2.  
Hunt Them
Starting at 6th level, you become particularly adept at
using blood to hunt your targets. If you taste the
blood or flesh of a creature that was shed less than 3
days ago, you can use an action to pinpoint their
location so long as they are within 100 miles of you.
Creed of the Hunter Additionally, you can expend a number of Iron  
Creed dice up to your maximum to brew more
She wipes her face of the blood pouring from the potions. Each takes one Iron Creed die to brew.
split on her scalp and pours an acrid potion down her
throat. She growls as her eyes glow blue and her skin Hunter’s Healing
becomes black as pitch. An ephemeral glow As an action, you drink a potion of Hunter’s Healing.
surrounds her blade as the Hunter prepares to strike Roll one Iron Creed die and add your Creed attack
down the beast before her.
One of the more common Iron Paths, Hunters use modifier. You regain that amount of hit points. You
mutations and alchemy to maximize their skills when can only brew and drink this potion twice per long
hunting the widest variety of monsters. They are akin rest.
to jacks-of-all-trades and masters-of-none. At 13th level, the amount healed increases to two
rolls of your Iron Creed die + your Creed attack
Bonus Proficiencies modifier.
At 1st level, you gain proficiency in herbalist’s kit and Deathblossom Bloom
alchemist’s tools. As an action, you coat one melee weapon or one
Mutations bolt/arrow in Deathblossom Bloom. Within the next
Also at first level, you choose a mutation to gain from minute, the next successful attack you make with that
the options below. You can pick a second mutation at weapon or ammunition forces the target to make a
9th level and a third at 14th. Constitution saving throw against your Creed save
DC. On a failure, they take one roll of your Iron Creed
Cat’s Reflexes. You can, as a reaction to a melee die plus your Creed attack modifier in poison
weapon attack hitting you, increase your AC by an damage, or half as much on a success.
amount equal to your Dexterity modifier. You can This increases to two rolls at 7th level, three rolls
do this a number of times equal to your at 13th level, and four rolls at 18th level.
Intelligence modifier per long rest.
Bear’s Endurance. You can, as a reaction to taking
Iron Aegis
damage, reduce the damage you take by an Choose a type of damage when you brew this potion.
amount equal to a roll of your Iron Creed die plus As an action, you drink a potion of Iron Aegis. For
your Constitution modifier. You can do this a one minute, you reduce damage you take of the
number of times equal to your Intelligence chosen type by an amount equal to your Creed attack
modifier + 1 per long rest. modifier, but lose 15 feet of movement speed.
Wolf’s Ferocity. When you hit with a weapon The movement speed reduction decreases 10 feet
attack, you can choose to double the weapon at 7th level and to 5 feet at 13th level. At 18th level,
damage dice you roll. This does not double the damage reduction increases to two rolls of your
Righteous Steel dice, nor can you use this when Iron Creed die.
you roll a critical hit. You can do this a number of
times equal to your Intelligence modifier per long Invigoration
rest. As a bonus action, you drink a potion of Invigoration.
Viper’s Cunning. You can add your Intelligence For one minute, you can add your Intelligence
modifier to initiative rolls. modifier to attack rolls made with any weapon. At the
Eagle’s Awareness. You can use your Intelligence end of the minute, you must make a Constitution
score for determining your Passive Perception saving throw against your Creed save DC or take
and as the modifier for Perception checks, rather poison damage equal to one roll of your Iron Creed
than Wisdom. die.
At 13th level, you can also add your Intelligence
Creed Alchemy modifier to damage rolls for one minute.
At 3rd level, you learn how to brew alchemical
concoctions specific to your blood and mutations. Knowledgeable
When you complete a short or long rest, you can At 6th level, you have learned the power of
brew one of the following potions. This number knowledge in battle. At the end of a long rest, you can
increases to two at 6th level and three at 14th level. choose to brush up on your knowledge of a specific
Potions can only be consumed by you and last until class of creature.
the end of your next short or long rest.  
Choose a creature type, and roll two Iron Creed dice Creed of the Lycan  
and write the rolls down. Until your next long rest,
you can add the results of those rolls to your AC or to The young woman looked askance at her quarry.
the attack modifier of a weapon when in combat with “Basilisks,” she growled. As she growled, and the
the creature type you chose. You can only add each basilisk screeched, the woman’s arms became burly
roll once, and can only add a roll once per turn. and bear fur began to sprout from under her plate.
The number of dice you roll increases to three at The basilisk’s acid had little effect on her that fight.
9th level and four at 14th level. So did its claws.
Embracing different strains of weaker lycanthropy,
Mutated Anatomy Lycan Knights of Iron unleash their inner beast to
At 9th level, the mutations coursing through your become unstoppable juggernauts. Mastering the
body grant you increased fortitude and stamina. You inner animal takes time, but those Knights who
lose two levels of exhaustion every long rest instead manage to do so become unrivaled warriors, capable
of one, and regain the maximum hit points possible of taking just as many hits as they dish out. These
on the first hit die you spend every short rest. Knights become the beast to slay the beast.
Strike Fast Lycanthropic Infection
Also at 9th level, you can make a melee attack as a At 1st level, you contract a mild strain of lycantrophy.
bonus action a number of times equal to your With it, you begin to manifest the strength and
proficiency bonus per long rest. constitution of the inner beast, without the
drawbacks. But, as your strength increases, so too
Extra Attack will its costs. Managing the evil behind the beast is
At 14th level, you can attack three times per Attack one of the greatest challenges facing Knights of Iron
action, instead of twice. walking the Path of the Lycan.
This strain grants you increased strength and
Tenacious stamina. You gain the following benefits:
Additionally at 14th level, you’ve had your fair share You gain 1 additional hit point every time you take
of close calls and bone-quaking brawls. You gain a level in the Knight of Iron class.
advantage on grappling checks, and become immune You have advantage on grappling checks.
to the restrained condition.
Additionally, when knocked unconscious, you can Lycanthropic Creed
choose to keep fighting. You remain at 0 hit points At 3rd level, you learn to apply your Iron Creed to
and continue to roll death saving throws as normal, your lycan abilities. You gain the following Iron Creed
but you can continue to take turns; however, you abilities.
cannot drink any Creed Alchemy potions in this
fragile state. Wolf’s Bite
Hunter Perfected As an action, you expend an Iron Creed die and make
At 20th level, you have become the ultimate Hunter. a bite attack with which you are proficient. It uses
Your body has adapted entirely to your alchemy, and your Strength modifier, and deals 1d6 piercing
your mutations have become unparalleled. You gain damage as well as one roll of your Iron Creed die
the following benefits: plus your Intelligence modifier in necrotic damage.
The target must make a Constitution saving throw
You ignore the drawbacks of Creed Alchemy. Any against your Creed save DC or take additional
negative effects or limitations of your potions are necrotic damage equal to one roll of your Iron Creed
ignored (i.e., the movement speed reduction of die at the start of their next turn.
Elemental Aegis, the use limit of Hunter’s At 13th level, both rolls of your Iron Creed die
Healing, etc.). increase to two rolls and the target loses the ability to
Your strikes are particularly potent. When you hit regain hit points until the end of your next turn on a
with a weapon attack, you deal an additional d6 of failed save.
damage.  
You gain the two mutations you haven’t already
chosen.
Bear’s Strength Your bite becomes even more deadly. Your bite  
As a reaction to taking damage, you expend an Iron piercing damage increases to 1d10.
Creed die and reduce the damage taken by an Lycan Perfected
amount equal to one roll of the die plus your Creed At 20th level, you have become an unparalleled
attack modifier. Lycan. You have fully mastered the application of the
At 7th level, the reduction increases to two rolls, Iron Creed to your bestial side, and have become the
and three rolls at 18th level. perfect beast slayer because of it. You gain the
Tiger’s Pounce following benefits.
When you run at least 10 feet in a straight line Your bite’s piercing damage becomes 2d6.
towards a target and attempt to grapple them, you You gain advantage on Strength or Dexterity
can expend an Iron Creed die to pounce on them. saving throws (whichever you didn’t choose for
You can add one roll of the die to your grappling Beast Slayer) and can add your Intelligence
check, and if you successfully grapple them, you modifier to Dexterity (Acrobatics) and Strength
immediately deal slashing damage equal to one roll (Athletics) checks.
of your die plus your Creed attack modifier. You gain a climbing speed of 30 feet.
At 7th level, the bonus damage increases to two
rolls, increasing further to three rolls at 13th level Creed of the Magekiller
and four rolls at 18th. She pulled the shards of arcane crystal from her hip,
Lycan’s Senses ignoring the blood seeping from the wounds as she
At 6th level, you begin to gain the senses of the beast. absorbed the residual arcane energy. She began
You gain 30 feet of darkvision, advantage on all reciting the Iron Creed as she turned to the mage
Wisdom (Perception) checks, and your Passive that sent the bolts her way. His own spells would
Perception increases by 5. prove to be his undoing, as had so many mages
Additionally, you can detect poisons in food or before.
Designed to combat rogue or evil spellcasters,
drink. Knights that swear the Creed of the Magekiller have
Beast Slayer often been harmed or suffered at the hands of magic;
At 9th level, your control over your lycan abilities is now, they devote their very being to the management
near complete, and so your body begins to embrace of arcane power, and the butchery of those who
the strain even more and unlock new abilities – and misuse it. While they can hold their own in most
curses. You gain the following features: situations, they are near unrivalled in the slaughter of
spellcasters.
All damage dealt by your Lycanthropic Creed
abilities is considered magical for the purposes of Hatred of Magic
overcoming resistances, and your bite’s piercing At 1st level, you have trained extensively in the arts of
damage increases to 1d8. countering and beating back magic. You gain the
You gain advantage on Strength or Dexterity following benefits:
saving throws (your choice) but become You can choose between Wisdom or Intelligence
vulnerable to silvered weapons and radiant as your ability modifier for your Creed attack
damage. modifier. This choice applies to all Wisdom-based
Your Wolven Bite now grants you temporary hit class features, but not to any skills or the like.
points equal to half the damage, rounded down, of As a reaction to seeing a spell be cast by an enemy
the initial attack. creature (using the same rules as counterspell),
You gain advantage on attacks made against you can dash 20 feet towards the caster
beasts and lycanthropes. immediately. You still provoke attacks of
Strain Evolution opportunity with this movement.
At 14th level, your lycanthropic strain evolves once
more, granting you the following features: Magekiller Creed
At 3rd level, you have learned the harness the Iron
You immediately gain 14 additional hit points, and Creed in specific ways to better kill or maim
every time you take a level in Knight of Iron, you spellcasters. You gain the following Iron Creed
gain 2 additional hit points instead of the 1 abilities.
granted by Lycanthropic Infection.  
Break Their Bodies Spellbreaker  
When you hit a creature that has casted a spell within At 9th level, you become adept at resisting spells and
the last minute with a weapon attack, you can expend their effects. You gain the following benefits:
an Iron Creed die to empower your attack. You deal You gain advantage on Wisdom and Intelligence
bonus magical weapon damage equal to one roll of saving throws against spells and other magical
the die plus your Creed attack modifier, and the effects.
target suffers a penalty to all spellcasting ability Once per long rest, as a bonus action, you can
checks, spell attack rolls, and their spell save DC prepare yourself for the next spell that hits you.
equal to half the base roll rounded down (minimum You gain resistance against the damage of the
of 1). next spell that damages you within 1 minute,
The bonus damage increases to two rolls at 7th ending this effect immediately after.
level and three rolls at 18th level. Only one roll
applies for the spellcasting penalty, but you can Give No Quarter
choose which result to calculate the penalty with. At 14th level, you have learned to cleave through any
Break Their Minds magical defense to keep you from your foes. You gain
When you hit a creature that is concentrating on a the following benefits:
spell with a weapon attack, you can expend an Iron When you make a weapon attack against a target
Creed die to rend their focus. You deal bonus magical under the effects of mage armor, you can choose
weapon damage equal to one roll of the die plus your to ignore the AC increase it provides. You can do
Creed attack modifier, and you force the target to this a number of times equal to your Wisdom or
make an Intelligence saving throw against your Intelligence modifier (your choice) per long rest.
Creed save DC. On a failed save, they receive a Once per long rest, when a target casts shield or a
penalty to concentration checks (including the one similar magical effect to raise their AC, you can
made against this attack) equal to your Wisdom or ignore the AC bonus the effects provide.
Intelligence modifier (your choice) until the end of
your next turn. On a successful save, they ignore the Magekiller Perfected
concentration penalty. At 20th level, you are an unequivocal butcher of
The bonus damage inceases to two rolls at 7th arcanists. Any who earn your ire should fear your
level, three rolls at 13th level, and four rolls at 18th wrath and your knowledge of the arcane rivals those
level. you slay. You gain the following benefits:
Counterspell You gain advantage on all saving throws against
At 7th level, you can expend an Iron Creed die to cast spells and other magical effects.
counterspell at 3rd level as a reaction. Wisdom or
You gain advantage on weapon attacks against
Intelligence (your choice) is your spellcasting creatures that have casted a spell within one
modifier for this spell. minute, and deal an additional d8 of weapon
At 13th level, you can roll the Iron Creed die and damage when you hit them.
add half the result (rounded up) to your spellcasting You can add double your proficiency bonus to
check for counterspell. Intelligence (Arcana) and Intelligence (History)
checks.
Absorb Arcana
At 6th level, you learn how to turn enemy magicks  
against their own wielders. As a reaction to taking
damage from a spell of 2nd level or higher, you can
absorb some of the magical energy and amplify your
own attacks with it. For 1 minute, you gain a bonus to
weapon attack rolls equal to half the spell level you
absorbed, rounded down. You can do this a number
of times equal to your Wisdom or Intelligence
modifier (your choice) per long rest.
At 14th level, the bonus also applies to your
weapon damage rolls.
Creed of Necroficy damage of the attack is increased by two rolls of your  
Iron Creed die plus your Creed attack modifier.
The man’s necroficial arm hisses as he slots two If you’re targetting a creature that has not taken a
more steroid serums into it. He clenches his metallic turn yet, then the bonus damage is increased to three
fist as he feels the steroids pump through the fused rolls.
metal and flesh of his body, and he snarls at the At 18th level, the damage increases to three rolls
necromancer before him. The necromancer’s skull normally (four if you have the Neural Implant) and
didn’t last long against the Knight. four rolls if you’re targetting a creature that has not
The original Iron Path, and the reason the Iron taken a turn yet (five rolls if you have the Neural
Order formed separately from the Auric Exemplars, Implant).
Necroficer Knights seek to use small applications of Neural Implant Enhancement. If you have a Neural
Krathum’s necroficy to better master the art of death- Implant, the bonus damage is increased to three rolls
dealing. In fact, the original intent of this Path was to normally and four rolls if you’re targetting a creature
hunt the necroficial creations left over from the that hasn’t taken a turn yet.
Fragmented War.
Augmented Strike
Bonus Proficiencies
At 1st level, you gain proficiency with blacksmith’s When you make a melee weapon attack, you can
tools and alchemist’s kit. choose to expend an Iron Creed die and enhance the
strike. Roll the die before you roll to hit, and choose
Necroficial Augment whether to add the result of the roll to the attack roll
Also at 1st level, you choose an augment or surgical or the damage roll. If you choose damage and miss,
implant to begin your Path of Necroficy. This first the Iron Creed die is refunded.
modification is but the first step down a long, At 13th level, you roll the die twice, instead of once,
gruesome road to become the ultimate killing to determine your bonus.
Necroficial Arm Enhancement. If you have a
machine. Pick from the following options, and gain Necroficial Arm, you can add the roll to both your
its benefit. attack and damage rolls.
Neural Implant. Necroficial serum is pumped
Bounding Stride
directly into your brain stem, sharpening your
reflexes. You gain a bonus to your initiative rolls As a bonus action, you can choose to expend an Iron
equal to your Intelligence modifier. Creed die and enhance your speed and agility. You
Necroficial Arm. You have a bionic arm fueled take the Dash action immediately, included in this
with necroficial energies and steroid serums. You bonus action.
can make an unarmed strike as a bonus action At 7th level, this also increases your movement
when you make a melee attack, and your unarmed speed by 10 feet until the start of your next turn.
strike damage increases to 1d4, increasing further Necroficial Leg Enhancement. If you have a
to 1d6 at 9th level and 1d8 at 14th level. You can Necroficial Leg, you can choose to Disengage as well.
use your Intelligence instead of Strength for the
attack and damage modifiers for your unarmed Necroficer Adept
At 6th level, you have begun to master the
strikes. applications of necroficy to your Path. Once per short
Necroficial Leg. You have a metallic leg
augmented by necroficy. Your movement speed rest, you can use the Enhanced Creed determined by
increases by 5 feet, increasing further to 10 feet at your Augment without expending an Iron Creed die.
9th level and 15 feet at 14th level. (Ex: If you chose the Neural Implant, you can use
the Neural Steroids Creed without expending an Iron
Creed of Necroficy Creed die once per short rest.)
At 3rd level, you learn to apply your Iron Creed to  
your budding skills in necroficy. You gain the
following Iron Creed abilities, some of which are
enhanced by your Necroficial Augment.
Press the Attack
When you roll damage for an attack, you can expend
an Iron Creed die and press your advantage. The
Augmented Hunter You gain a bonus to your initiative rolls equal to  
At 9th level, you further enhance your body. Choose your Creed attack modifier, and you can add your
one of the following augments, and gain its benefit. Intelligence modifier to all damage rolls.
Your unarmed strikes deal 1d12 bludgeoning
Necroficial Eye. You gain advantage on Wisdom damage.
(Perception) checks based on sight, and gain 30 Your walking speed is 60 feet, and you have a
feet of darkvision. swimming speed of 60 feet.
Necroficial Heart. Once per short rest, you can You regenerate hit points equal to 1 + your
use an action and regain hit points equal to 1d8 + Intelligence modifier at the start of every turn.
your Creed attack modifier, rounded down.  
Necroficial Lung. You gain the ability to breath
underwater, and gain a swimming speed of 30
feet.
Necroficer Expert
At 14th level, you have become an expert at
maintaining and enhancing the augments in and on
your body. Choose one of the two Necroficial
Augments you don’t yet possess. You gain the 1st
level version of its benefits, and gain the Enhanced
version of its related Creed; however, you cannot use
Necroficer Adept’s free use of an Enhanced Creed on
this additional Augment’s Creed.
(Ex: If you already have the Necroficial Arm and
choose the Necroficial Leg, you will now have the
14th level benefits of the Arm – 1d8 unarmed strike –
and the 1st level benefits of the Leg – 5 feet
additional movement speed – as well as the
Enhanced Augmented Strike and Enhanced
Bounding Stride Creeds.)
Necroficer Perfected
At 20th level, you have become the ultimate fusion of
necroficy and Knight of Iron. With your mastery of
augments, steroids, and necroficial energies, you are
the perfect hunter of all evil. You gain the following
benefits.
You gain the third Necroficial Augment’s 1st level
benefits and its Enhanced Creed. (The same
limitations as Necroficer Expert’s Augment apply
in regards to Necroficer Adept’s feature).
You gain an additional Augment from Augmented
Hunter.
Additionally, you can now supercharge your
augments for a short time. Once per long rest, you
can use an action to maximize the necroficial energy
and serums pumping through your body for 1 minute.
During that time, you gain the following benefits
which replace all passive Augment benefits (ex: if you
have the Necroficial Eye, the passive +3 is replaced
by the +5, not added to).

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