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### Path of the Iron Heart The Iron Heart discipline focuses on pure weapon skill. Its students learn to complete fighting maneuvers that border on the supernatural. Perfect body control, good footing, intimate knowledge of all melee weaponry and impeccable timing are of utmost importance to completing Iron Heart maneuvers. As such, rare barbarians have the mental focus required to completely grasp the teachings of this path. Those that do, most often find themselves as revered warriors of legend and esteemed duelists, blood and iron their chosen way of life. Channeling their innate savage nature through a practiced combat rythm, their unique combination of skills are a feared presence on any battlefield. #### Iron Heart Endurance Years of training and dedication allow you push aside the pain of your injuries to fight on past mortal limits. Starting when you choose this path at 3rd level, you gain proficiency in the Athletics skill. Furthermore, you recover one level of exhaustion at the end of each short or long rest. #### Combat Rythm Your weapons become a blur of motion, harmoniously thrashing through the enemies around you. Beginning at 3rd level, your melee weaon attacks gain different traits while raging, depending on how you are armed at a given moment: **Dancing Blade.** When you are wielding a versatile melee weapon in one hand and no other weapons, you may use that weapons two handed damage die. Also, you may always roll your weapons damage die twice, keeping the higher result. **Lightning Recovery.** When you miss with a melee weapon attack using a two-handed weapon, you may immediately use your reaction to make another melee weapon attack against the same target. **Mithral Tornado.** Once per round, when you are dual wielding and hit an enemy with both of your melee weapons during the same turn, that creature takes an additional amount of damage equal to your proficiency modifier. Furthermore, when you score a critical hit with a melee weapon weapon you are holding in one hand, you may immediately use your reaction to make an attack with a melee weapon you are holding in your other hand. #### Stormguard Warrior Intimate knowledge in arts of war allow you to remain fluid and adapt to any task that may be required of you. Starting at 6th level, you gain one of the Fighting Styles listed bellow. At the end of each short or long rest, you may change your chosen style. You can't take the same Fighting Style option more than once, even if you get to choose again. ##### 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. \columnbreak ##### 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. ##### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. #### Iron Heart Surge By drawing on your mental strength and physical fortitude, you break free of a debilitating state that might otherwise defeat you. Starting at 10th level, if you roll for a saving throw while raging, but before the DM says whether the roll succeeds or fails, you can spend a hit die, adding the rolled number to the total, possibly changing the outcome. #### Avalanche of Steel Your supreme focus and flawless fighting form allow you to execute devastating attacks. When they connect perfectly, your foes are left in a bloody pulp. Starting from 14th level, while you are raging and roll the highest number on a melee weapon damage die, you may roll that die again and add it to the damage total.
Credit for the artwork goes to Brian Valeza:
Levistej | Path of the Iron Heart