Path of Iron
Iron Grip
3rd level Path of Iron featureYou possess the strength of iron, which allows you to demonstrate your devotion to all weapon craft. You gain the following benefits:
- You can effectively wield two-handed melee weapons in one hand.
- You can engage in two-weapon fighting even when the melee weapons you are wielding aren't light.
- You cannot be disarmed while conscious.
Fighting Style
3rd level Path of Iron featureYou adopt a particular fighting style as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Heavy-Weapon Fighting. When you roll a 1 or a 2 on a damage die for an attack you make with a weapon that has the heavy property, you can reroll the die and must use the new roll, even if its a 1 or a 2. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. 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.
Tempered Spirit
6th level Path of Iron featureYou can focus on your weapon to borrow its strength. If you would fail a saving throw, you can choose a weapon you are holding and add its damage dice to the roll. (this refers to the dice you would see for that weapon on page 149 of the player's handbook) Once you use this feature, you cannot do so again until you finish a short or long rest.
Weapon Scrutiny
10th level Path of Iron featureA warrior's weapon says a lot about them if you know what to look for. You have advantage on Wisdom (Insight) and Charisma checks on a creature if you can see a simple or martial weapon they have made or own within 10 feet.
Iron Skin
14th level Path of Iron featureYour skin grows a durable coat of iron when you rage. Whenever you take damage other than psychic damage while raging, you reduce the amount taken by 2 + the number of dice rolled to add up that damage (for example, if you are subjected to a fireball that deals 8d6 fire damage, you reduce the damage taken by 10). This reduction is applied after resistances and vulnerabilites, if any.
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