3rd-level Ironclad feature The infernal fury burning in your blood allows your wounds to mend quickly. When you use your Second Wind feature, you can spend a number of Hit Dice up to your proficiency bonus, roll them, and regain that many additional hit points plus your Constitution modifier. Additionally, you recover all of your Hit Dice upon finishing a long rest. #### Hemokinesis
3rd-level Ironclad feature You can sacrifice your vitality to grant you power. As a bonus action on your turn, you can roll a number of d4s up to your proficiency bonus. You lose that many hit points, and your next weapon attack that hits a creature this turn deals extra necrotic damage equal to twice the number rolled. #### Rupture
7th-level Ironclad feature You can turn your pain, self-inflicted or otherwise, against your foes. Once per turn, when you lose hit points, the next weapon attack you make this turn has advantage. \columnbreak #### Blood for Blood
10th-level Ironclad feature When your blood is spilt, you swiftly return the favour. When a creature within 5 feet of you hits you with a weapon attack, you can use your reaction to make a melee weapon attack against that creature. #### Black Blood
15th-level Ironclad feature The fire in your blood grows, sustaining your body with unholy power. When you roll initiative and have no uses of Second Wind remaining, you gain one temporary use of the feature that lasts until you next roll initiative. Using Second Wind in this way causes you to gain temporary hit points instead of regaining hit points; these temporary hit points last until you take a short rest. #### Brutality
18th-level Ironclad feature As a bonus action on your turn, you can enter a bloody, pain-fueled rampage. It lasts for 1 minute or until you end it as a bonus action, and it grants you the following effects: - You lose 6d4 hit points when you use this feature, and again at the start of each of your turns. - You gain the benefits of the *haste* spell. - You can use your Hemokinesis feature without losing hit points. If used in this way, the extra necrotic damage equals twice the number of hit points lost via this feature this turn. Once you use this feature, you can't use it again until you finish a long rest.