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Paths of Metal
Paths of Metal
HULKING POWERHOUSE
At 10th level, you have advantage on saving throws against
being stunned and against magical effects that would slow
your movement. In addition, your movement cannot be
slowed by nonmagical means, such as difficult terrain.
2
IRON HAND
GRIP OF IRON
Beginning at 3rd level, when you choose this path your grip
grows inhumanly strong. You Gain the following benefits:
FIGHTING STYLE
Additionally, at 3rd level you adopt a particular style of
fighting as your specialty. Choose one of the following
options. You can't take the same Fighting Style option more
than once, even if you get to choose again.
Protection
When a creature you can see attacks a target other than you
that is within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll. You must be wielding
a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
STRENGTH OF STEEL
Starting at 6th level, focus on your weapon to borrow its
strength. When you fail a saving throw you can choose a
weapon you are holding, roll its damage die and add it to the
total of your roll.Once you use this feature you can't do so
again until you finish a short or long rest.
WEAPON SCRUTINY
By 10th level you learn how to judge a person based on their
weapon. You have advantage on Wisdom (insight) and
Charisma checks on a creature if you see a simple or martial
weapon they made or own within 10 ft.
SKIN OF IRON
At 14th level, your skin becomes as hard as iron when you
rage. Whenever you take damage other than psychic while
raging, you can reduce it by 2 + the amount of die rolled for
that damage roll. For example, if you are subject to a 3rd level
fireball that deals 8d6 fire damage, you reduce damage taken
by 10. This reduction is applied after any resistances or
vulnerabilities if any.
3
METAL SLAYER
ARMORED AND VICIOUS
Beginning at 3rd level, when you choose this path, you
become proficient with heavy armor. If you are not wielding a
shield, you can gain all the benefits of your rage while wearing
heavy armor.
UNSTOPPABLE SLAUGHTER
Beginning at 6th level, when you use Reckless Attack while
raging, you also gain temporary hit points equal to your rage
damage + your Constitution modifier (minimum of 1). They
vanish if any of them are left when your rage ends.
ETERNAL RAGE
Beggining at 14th level, whenever you enter a rage you can
choose to gain one of the following benefits:
4
Angrier
than
Ever
Tough battles require even tougher warriors
and even bigger weapons. Whether you want
to tear through walls and obstacles as an
unstoppable whirlwind of steel, smash your
enemies using two giant mauls or blast your
way through hell with a shotgun. This book
has you covered.