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Paths of Metal

STEEL FURY UNSTOPPABLE BEHEMOTH


Beginning at 14th level, the the sheer amount of weight and
ARMORED RAGE power can carry your rage beyond death.
Beginning at 3rd level, when you choose this path, you While you're raging, having 0 hit points doesn't knock you
become proficient with heavy armor. unconscious but you need to expend 2 momentum points at
If you are not wielding a shield, you can gain all the benefits the start of your turn to remain standing. You still must make
of your rage while wearing heavy armor. death saving throws, and you suffer the normal effects of
taking damage while at 0 hit points. However, if you would die
RELENTLESS MOMENTUM due to failing death saving throws, you don't die until your
rage ends, and you die then only if you still have 0 hit points.
By 6th level, your mastery of heavy armor allows you to use its
weight to your advantage when you rage, turning you into an
unstoppable battering ram. While raging, for every 20 feet you
move on your turn, you generate 1 momentum point, to a
maximum of 3 points per round. You can spend momentum
points to fuel special manuevers, as shown below. You can
have a maximum number of momentum points stored at any
time equal to your proficiency bonus. These points are lost if
your rage ends, you spend them, or if you haven’t moved at
least 20 feet since your last turn.

Crushing Strike (1 pt). When you hit a large or smaller


creature with a melee weapon attack, you can force that
creature to make a Dexterity saving throw or be knocked
prone, and take extra bludgeoning damage equal to 1d6 + half
your barbarian level.
Trample (1 pt). You can spend a bonus action to trample
one creature you can see that is within 5 feet of you and
knocked prone. That creature must succeed on a Dexterity
saving throw, taking 2d6 bludgeoning damage on a failed
save, or half as much on a successful one. This damage
increases to 3d6 at 11th level, and 4d6 at 17th level.
Slam (1 pt). When you hit a creature with a melee weapon
attack, you can force that target to make a Strength saving
throw. On a failed save, the target takes bludgeoning damage
equal to 1d6 + half your barbarian level and is pushed up to 15
feet away from you. If this would force the target to come into
contact with another creature, both creatures must succeed
on a Dexterity saving throw or be pushed back a further 5 feet
and be knocked prone if the creature is huge or smaller. If the
target instead comes into contact with an object or piece or
terrain it cannot move through, it instead takes an additional
1d6 bludgeoning damage for every 5 feet it moved before
colliding with the terrain or object.
Demolish (3 pts). You charge forward up to 40 feet in a
straight line as a bonus action on your turn. You demolish a
hole equal to your size in any nonmagical objects that aren’t
being worn or carried. If you come into contact with an object,
piece or terrain or structure that is thicker than 1 foot, you
must succeed on a Strength (Atheletics) check or stop moving.
The DC for this check equals 15 + the target’s thickness in feet.
If you would come into contact with a large or smaller
creature, that creature must succeed on a Dexterity saving
throw or be knocked prone and trampled (see Trample
above). If the creature is huge or greater, they instead take 1d6
bludgeoning damage per 5 feet you moved, and you stop
moving.

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.
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IRON HAND
GRIP OF IRON
Beginning at 3rd level, when you choose this path your grip
grows inhumanly strong. You Gain the following benefits:

You can effectively wield two-handed weapon in one hand.


You can engage in two weapon fighting even if the
weapons you are wielding aren't light.
You cannot be disarmed while conscious.

You have disadvantage on attack rolls made with two-


handed weapons you are holding in one hand unless you are
raging. When you engage in two weapon fighting and one of
the weapons you are holding is a two-handed weapon you
cannot add your Dexterity modifier to your AC.

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.

Great Weapon Fighting


When you roll a 1 or 2 on a damage die for an attack you make
with a melee weapon that you are wielding with two hands,
you can reroll the die and must use the new roll, even if the
new roll is a 1 or a 2. The weapon must have the two-handed
or versatile property for you to gain this benefit.

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.

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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.

Additionally, whenever you score a critical hit on a creature it


becomes stunned until the start of your next turn.

Optional firearm proficiency


If your DM allows the use of the Gunslinger Archetype
Revised you also gain proficiency in firearms at 3rd
level. Additionally, you can add your rage damage to
damage rolls made with firearms. Your weapon can be
upgraded as normal but you can't do so yourself.

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.

RIP AND TEAR


At 10th level, you can use your bonus action to brutalize a
stunned or paralyzed within 5 ft of you. When you do so you
deal bludgeoning damage to that creature equal to twice your
barbarian level. This damage cannot be prevented or reduced
in any way.

ETERNAL RAGE
Beggining at 14th level, whenever you enter a rage you can
choose to gain one of the following benefits:

You treat any roll on a damage die of 3 or less as a 4.

Firearms you are using loose the misfire and reload


property.

Your speed is increased by 20 ft and you jump distance is


tripled.

Your unarmed strike counts as magical weapon and deals


1d8 bludgeoning damage on hit. When you take the attack
action and make two unarmed strikes you can make a third
unarmed strike as part of the same action.

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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.

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