Armoured Up Collection

by Stuffies12

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Armoured Up Collection

Artificer: Refractor

The Refractor is an artificer that specialises in deflecting and redirecting attacks using a special type of shield called a Refraction Shield. This shield does so by changing the configuration of its various glass panes. While any blacksmith can create armour and shields to protect against conventional weapons, a Refractor combines the best of both defence and offensive, making them highly flexible in battle.

Tools of the Trade

3rd-level Refractor feature


You gain proficiency with glassblower’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Refractor Spells

3rd-level Refractor feature


You always have certain spells prepared after you reach particular levels in this class, as shown in the Refractor Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Refractor Spells
Artificer Level Spell
3rd shield, thunderwave
5th shatter, silence
9th daylight, fireball
13th ice storm, fire shield
17th circle of power, cone of cold

Refraction Shield

3rd-level Refractor feature


As an action, you can use glassblower’s tools and touch a nonmagical shield to create a special type of shield called a Refraction Shield. You gain the following benefits while wielding this shield:

  • You can use an action or bonus action to turn the shield invisible or visible.
  • You can use the Refraction Shield as a spellcasting focus for your artificer spells.
  • You can use a bonus action to gain temporary hit points equal to twice your artificer level, and you must finish a long rest before you can do so again.
  • A shield continues to be a Refraction Shield until you use an action to turn a new shield into a Refraction Shield or until you die.

Reflective Platform

3rd-level Refractor feature


You can switch between different modes when using a Refraction Shield. You choose one of the following shield modes: Concentrator or Dissipator. The mode you choose gives you special benefits while wielding it.

You can change the shield’s mode whenever you finish a short or long rest, provided you have glassblower’s tools in hand.

Concentrator. Your Refraction Shield focuses energy onto a single point. It has the following features:


  • Absorb Impact. When you take damage from a weapon attack and you can see the attacker, you can use your reaction to reduce the damage taken by 1d10 + your Intelligence modifier + your artificer level. If you reduce the damage taken to 0, you can add the surplus damage that was negated from the attack to one damage roll you make on your next turn.
  • Magnify Spell. When you cast an artificer spell that deals damage in an area, has an instantaneous duration, and requires a saving throw, you can use a bonus action to choose a target inside the spell’s area and have the spell only affect that target. You also add a bonus 1d6 to one damage roll of the spell.

Dissipator. Your Refraction Shield uses its many plates to quickly dispel energy. It has the following features:


  • Dampen Elements. You always have the absorb elements prepared, and it doesn’t count towards the number of spells you prepare each day. You can cast the spell without expending a spell slot, provided you use the Refraction Shield as the spellcasting focus, and you can do so a number of times equal to your Intelligence modifier (minimum of once), regaining spent uses when you finish a long rest. Also, whenever you cast this spell, you can add the extra damage absorbed to one damage roll of a melee or ranged attack you make on your next turn.
  • Expand Spell. When you cast an artificer spell, you can use a bonus action to increase its area. The spell must deal damage in an area, have an instantaneous duration, and require a saving throw. You subtract one damage die from the spell for every 5 feet you increase the area, to a minimum of one die.

Enhanced Shield

5th-level Refractor feature


You bolster the Refraction Shield with
your own tinkering abilities: You know the
Enhanced Defense artificer infusion if you
don’t already, and it doesn’t count against the
number of infusions you know.

In addition, you can use this artificer infusion on a Refractor Shield. When you do, you add the AC bonus
to the spell attack roll and save DC of an artificer spell
you cast that uses the shield as a spellcasting focus.

Superior Absorption

9th-level Refractor feature


Your Refractions Shield’s functions have improved, gaining the following benefits to the shield’s Concentrator and Dissipator modes.

Concentrator. You gain additional benefits below:


  • Absorb Impact. When you reduce damage taken from a weapon attack to 0, you can also add the surplus damage negated from the attack to your AC, to a maximum of +5, and this bonus lasts until the start of your next turn. You must finish a short or long rest before you can give yourself this bonus again.
  • Magnify Spell. When you use this ability on a spell, the bonus damage is now a 1d8.

Dissipator. You gain additional benefits below:


  • Dampen Elements. You can now cast the absorb elements spell when you take force, necrotic, poison, psychic or necrotic damage. The extra damage from the spell is now a 1d8, and this damage increases by 1d8 for each slot level above 1st. Additionally, you can add this extra damage to any attack or spell you make on your next turn.
  • Expand Spell. When you use a bonus action to expand a spell’s area, you can make it so you subtract one damage die for every 10 feet you increase its area. You must finish a short or long rest before you can increase the area of a spell in this way again.

Smart Protection

15th-level Refractor feature


Your Refraction Shield’s abilities are now even stronger, gaining the following abilities:

  • You can use the additional benefits of the Absorb Impact and Expand Spell abilities of the Refactor Shield twice per rest.
  • You can cast the globe of invulnerability spell without expending a spell slot and without material components, provided you use the Refractor Shield as the spellcasting focus. You must finish a long rest before you can cast in this way again.

Barbarian: Path of the Bulwark

Barbarians that walk the Path of the Bulwark draw their rage from those who seek to inflict harm toward their comrades in arms. This path has a barbarian take up a shield as its weapon of choice, acting as a symbol that it will do everything in its power to protect its allies at any cost.

Shield Warrior

3rd-level Path of the Bulwark feature


As a warrior of the shield, your best offense is a sturdy defense. You can use a shield that you are wielding as a weapon; it counts as both a shield and a martial melee weapon for you that has the Thrown (30/90 ft.) and Versatile properties. On a hit, you deal 1d8 + your Strength modifier bludgeoning damage, or 1d10 if held or thrown in two hands. If you hit with a ranged attack using a shield, it immediately returns to you whether you hit or miss. You add your Rage Damage bonus when you hit with a shield regardless of whether you make a melee or ranged attack with it.

While raging, you gain the following benefits with the shield.

Aggressive Shove. You can use the Shove action as a bonus action while wielding a shield in both hands. If you use the Shove action and succeed on the contested check, you can choose to push the target back a number of feet equal to your Strength score. If the target hits another creature or object of the same size or larger, the target falls prone.

Swinging Bash. When you are wielding both a shield and a melee weapon, you can use a bonus action to make a weapon attack with the shield. When you do so, the damage die for this attack is a 1d4.

Shield Guardian

6th-level Path of the Bulwark feature


You use a shield in unorthodox ways to protect you and your allies, gaining the following benefits:

    Shield Boomerang. When a creature you can see within the shield’s normal range is hit by an attack, you can use your reaction to give the creature a bonus to its AC equal to your shield’s AC, provided you are holding the shield in both hands. The shield then immediately returns to you.

Projectile Crash. When a creature you can see hits you with a ranged weapon attack, you can use your reaction to reduce the damage by 1d10 + your proficiency bonus + your Strength modifier. If you reduce the damage to 0, you can deal any remaining damage to the attacker as you bounce the projectile back at it.

Compelling Defense

10th-level Path of the Bulwark feature


You make it hard for others to attack your allies. When you hit a target with a shield, you can give it disadvantage on attack rolls against creatures other than you until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Charging Juggernaut

14th-level Path of the Bulwark feature


You barrel your way through hordes of enemies. As an action, you can move up to your movement speed in a straight line without provoking opportunity attacks and make one melee weapon attack with your shield at each creature in the line’s area. If you are raging, you can also make this attack at each creature within 5 feet of the line’s area and you also add a +2 bonus to your damage roll on a hit.

A creature hit by this attack is pushed 5 feet away from you. Additionally, a creature in the line’s area must also succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or fall prone.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Bard: College of Chivalry

Bards of the College of Chivalry champion the values of honour and justice, telling vivid stories of admirable heroes overcoming adversity and thwarting evil. Though some bards from this college travel between towns like other bards, a few can be found in the ranks of armies as knights and officers.

Knightly Training

3rd-level College of Chivalry feature


You embody the values of a knight. You gain proficiency with medium armour, shields, and martial weapons.

In addition, you have advantage on saving throws to avoid or end the frightened condition on yourself, as do creatures that hold one of your Bardic Inspiration dice. At 6th level in this class, when you use your Countercharm feature, you and creatures holding your Bardic Inspiration dice become immune to the frightened condition for the duration of the performance or until the Bardic Inspiration die is used. A creature already frightened when you start the performance has the effect suspended.

Gallant Inspiration

3rd-level College of Chivalry feature


Your words bolster one’s courage and drive them to act. You can expend a use of your Bardic Inspiration to give a creature a special Bardic Inspiration die, which lasts until the end of your next short or long rest. When a creature holding this special Bardic Inspiration die makes an initiative roll, it can roll the Bardic Inspiration die and add the number rolled to the d20. The creature can also add the number rolled to one ability check, attack roll, or saving throw it makes in that first round of combat.

Once you use this feature, you can't use it again until you finish a long rest.

Rallying Call

6th-level College of Chivalry feature


You let out a loud cry to rouse your allies. As an action, you can expend one use of your Bardic Inspiration and choose a number of willing creatures that can hear you within 60 feet of you up to your Charisma modifier (minimum of once creature). You then choose any number of hostile creatures within 60 feet of you that can see or hear you and force them to make a Wisdom saving throw against your spell save DC.

You roll the Bardic Inspiration die. A willing creature can now use its reaction to move up to its speed and make one weapon attack, dealing extra damage equal to the number rolled on a hit. A hostile creature that failed its saving throw has its AC reduced by the number rolled until the end of your current turn. A hostile creature that is immune to being charmed automatically succeeds on its saving throw.

Word of Honour

14th-level College of Chivalry feature


You instil into others the value of fairness in combat. While a creature is holding one of your Bardic Inspiration dice, attack rolls and contested ability checks that would have advantage against it have the advantage nullified.

Cleric: Protection Domain

The right to live in safety is a constant in every individual and community. No matter one’s social standing and circumstances, the desire to have protection is a basic right that should never be out of anyone's reach.

Clerics of the Protection Domain ensure that no one is extorted in exchange for protection, and that every person is afforded a measure of safety. These clerics bestow their divine power on those who need it most, providing shelter and security to any who ask.

Protection Deities
Example Deity Pantheon
  Athena Greek
  The Silver Flame Eberron
  St. Cuthbert Greyhawk
  Tyr Forgotten Realms

Domain Spells

1st-level Protection Domain feature


You gain domain spells at the cleric levels listed in the Protection Domain Spells table. See the Divine Domain class feature for how domain spells work.

Protection Domain Spells
Cleric Level Spell
1st compelled duel, sanctuary
3rd aid, warding bond
5th glyph of warding, protection from energy
7th death ward, Mordenkainen's private sanctum
9th mass cure wounds, wall of force

Bonus Proficiency

1st-level Protection Domain feature


You gain proficiency with heavy armour.

Fighting Style

1st-level Protection Domain feature


You adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.

Defense. While you are wearing armour, you gain a +1 bonus to AC.

Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

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.

Channel Divinity: Faithful Shield

2nd-level Protection Domain feature


You can use your Channel Divinity to bestow divine protection. As a bonus action, you present your holy symbol, whisper a blessing, and choose one creature you can see within 30 feet of you. The chosen creature gains a +2 bonus to AC which lasts for 1 minute. The effect ends early if you use this Channel Divinity option on that creature again or it is hit by a critical hit.

Magic Barrier

6th-level Protection Domain feature


You weave magical wards into your magic to shield others from harm. When you cast a spell of 1st level or higher that restores hit points to a creature, or an abjuration spell of 1st level or higher, you can give the target of the spell temporary hit points equal to your cleric level.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Divine Strike

8th-level Protection Domain feature


You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Holy Aegis

17th-level Protection Domain feature


You intersperse a shimmering barrier to protect allies from harm. When a creature you can see within 60 feet of you is damaged by an attack or harmful spell, you can use your reaction to halve that instance of damage.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Druid: Circle of Golemancy

Druids of the Circle of Golemancy are able to create golems made of natural materials by offering a portion of their own life force. These formidable golems, under complete control of the druid, are used to protect the environment that is put under its charge.

Circle Spells

2nd-level Circle of Golemancy feature


Your studies into the creation of golems has granted you access to some spells when you reach certain levels in this class, as shown on the Circle of Golemancy Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Golemancy Spells
Druid Level Spell
2nd armor of Agathys, earth tremor
3rd heat metal, Maxmillian’s earthen grasp
5th elemental weapon, protection from energy
7th fabricate, summon construct
9th cone of cold, transmute rock

Golem Creation

2nd-level Circle of Golemancy feature


Using your own life energy, you can transmute material to create a living golem. As an action, you can expend a use of your Wild Shape to summon the golem, rather than transforming into a Beast form.

The golem appears in an unoccupied space of your choice that you can see within 30 feet of you. When you summon the golem, you reduce any number of hit points you have remaining (minimum of 1 hit point), and the golem appears with 5 + the same amount of hit points. The summoning fails if you don’t expend any hit points.

The golem is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Transmuted Golem stat block, which uses your proficiency bonus (PB) in several places. You must also choose a material: Crystal, Earth, or Ice. The chosen material determines certain traits in its stat block.

In combat, the golem shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the golem can take any action of its choice, not just Dodge.

During your turn, you can reduce any number of hit points you have remaining and the golem gains the same amount (no action required). The golem lasts for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the golem again, or until you die.


Transmuted Golem

Medium Construct, Unaligned


  • Armor Class 18 (natural armour)
  • Hit Points 5 + the number of hit points used to summon the golem
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 4 (-3)

  • Saving Throws Str +3 plus PB, Con +3 plus PB
  • Damage Resistances psychic (Crystal only); lightning (Earth only); cold (Ice only)
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
  • Senses darkvision 60ft., passive Perception 10
  • Languages understands the languages you speak
  • Challenge —      Proficiency Bonus equals your bonus

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Aftershock (Earth Only). The first time a creature the golem can see moves within 5 feet of the golem or starts its turn there, the golem can force the creature to make a Dexterity saving throw against your spell save DC. On a failed save, the target takes 1d4 bludgeoning damage and falls prone.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, 5 ft., one target you can see. Hit: 1d10 + PB bludgeoning damage

Ice Beam (Ice Only). Ranged Weapon Attack: your spell attack modifier to hit, 120 ft., one target you can see. Hit: 1d8 + PB cold damage

Reactions

Refractive Exterior (Crystal Only). When the golem is damaged by an attack or spell that deals acid, cold, fire, lightning, or thunder damage, it gains resistance to that damage type until the start of your next turn.

Adaptive Transmutation

6th-level Circle of Golemancy feature


Your studies into the creation of golems have you adopt some of its properties. While you have your golem summoned, you have resistance and immunity to the same damage types it has resistance and immunity to. You also gain the following benefits based on the type of golem summoned:


  • Crystal. When the golem first appears in this form, you gain temporary hit points equal to your druid level, which lasts until the golem disappears. In addition, you gain the ability to use Refractive Exterior on yourself using your reaction.
  • Earth. When you cast a spell on a creature, you can move it 5 feet to an unoccupied space of your choice if the creature is willing, the spell hits it with an attack, or it fails a saving throw against the spell.
  • Ice. When a creature hits you with an attack roll, you can deal 1d8 cold damage to it.

In addition, your golem can make two attacks if you order it to take the Attack action. When you reach 14th level in this class, the golem can make three attacks.

Golem Advancements

10th-level Circle of Golemancy feature


You’ve made several improvements into your golem’s design and function. The golem gains additional benefits as shown below:


  • Crystal. The golem now has resistance to necrotic or radiant damage when it takes this form (your choice). In addition, when you or the golem uses Refractive Exterior, the user can also turn invisible until the start of your next turn.
  • Earth. The golem has tremorsense out to a range of 60 feet, and its Aftershock deals 1d6 bludgeoning damage to a creature on a failed save.
  • Ice. When the golem hits a creature with its Ice Beam, it can force the creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature can't take reactions and its speed is reduced to 0, as it is hindered by ice. The affected creature, or another within its reach, can use an action to try and break away the ice by succeeding on a Strength check against your spell save DC.

Moreover, at the start of each of your turns while your golem is summoned, you can change its material type into another.

Hardened Skin

14th-level Circle of Golemancy feature


Your biology has further transformed to display more golem attributes. While your golem is summoned, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Fighter: Stalwart

When an army needs to hold a position, one turns to the Stalwart to hold the front line. This fighter acts as an immovable barrier that can stop hordes of enemies at a well placed chokepoint. When entrenched, the Stalwart can be practically invulnerable. As the first line of defence, the Stalwart is also able to protect nearby allies by putting its whole body on the line.

Unwavering Position

3rd-level Stalwart feature


You are able to dig in and fortify your position. At the start of your turn, you can use a bonus action to give yourself a speed of 0 until the start of your next turn. When you do, you gain a +2 bonus to your AC and saving throws until the start of your next turn. This effect ends early if you are no longer in your current space.

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Pressuring Stature

3rd-level Stalwart feature


Your very presence is oppressive. You gain proficiency in the Intimidation skill. If you’re wearing heavy armour when you make an ability check with this skill, you have advantage on the roll.

Immovable Force

7th-level Stalwart feature


You allow no one to move you. While you’re wearing heavy armour, you can’t be forcibly moved by spells or other effects unless you otherwise choose to.

Heavy Sweeper

10th-level Stalwart feature


You excel at holding your own against a horde. Once on each of your turns, when you hit a target with a melee weapon attack, you can choose any number of creatures you can see within your reach (not including the original target). If the original attack roll would hit any of the chosen creatures, you deal damage to the creature with your weapon. You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Additionally, your AC and saving throw bonus from your Unwavering Position becomes +3.

Staunch Protector

15th-level Stalwart feature


You are a beacon of defence others rally behind. Creatures of your choice within 5 feet of you have three quarters-cover while you are wearing heavy armour.

In addition, if you roll initiative and have no uses of your Unwavering Position remaining, you regain one use of it.

Body Blocking

18th-level Stalwart feature


You protect your allies from danger however you can. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction when a creature you can see hits a target, other than you, within 5 feet of you with an attack. You reduce the damage the target takes by an amount equal to 1d10 + your proficiency bonus + your Constitution modifier (to a minimum of 0), and you take damage equal to the amount reduced.

In addition, the saving throw bonus from your Unwavering Position becomes +4, and creatures have disadvantage on attacks made against you while you have the benefits of your Unwavering Position.

Monk: Way of the Metalbender

The Way of the Metalbender allows a monk to manipulate metal using their ki. Those that follow this monastic tradition train and fight through a special set of metal armour designed to be easily controlled by the monk. Using this special armour, the metalbeinding monk expertly switches between armoured and unarmoued styles of fighting. The most adept metalbenders can use their ki to control other metal objects.

Metalbending Armour

3rd-level Way of the Metalbender feature


You possess unique masteries with the element of metal. You gain proficiency in heavy armour and shields. You also learn the mending cantrip, which uses Wisdom as your spellcasting modifier.

While you’re wearing nonmagical heavy armour, you can use an action to channel your ki and turn it into Metalbending Armour, gaining the following benefits:

  • If the armour normally has a Strength requirement, it lacks this requirement for you. Additionally, you can use your Martial Arts feature while wearing your Metalbending Armour.
  • The armour can’t be removed against your will.
  • You can doff or don this armour as an action. When you do, you can use Flurry of Blows on the same turn as a bonus action.
  • The armour continues to be Metalbending Armour until you channel your ki into another suit of heavy armour or until you die.

Metalbending Techniques

3rd-level Way of the Metalbender feature


You use your Metalbending Armour as a weapon, deftly switching between armoured and unarmoured styles of fighting. While wearing this armour, you can use the following techniques shown below.

Each technique uses a piece of your Metalbending Armour, which decreases its AC by 1 for each piece used. When the armour’s AC reaches 10, you are no longer wearing the armour and considered unarmoured.

If your armour is missing any pieces as a result of using these techniques, you can cast mending on the largest intact piece. The armour will reassemble itself at the end of the spell’s casting and reconstruct any missing or destroyed pieces, bringing the AC back to its full amount.

Armour Burst. As an action, you can violently expel any number of remaining armour pieces in a 10-foot radius circle centred on yourself. You can also substitute a nonmagical metal shield in place of a piece of armour. Each creature of your choice inside the area must make a Dexterity saving throw against your ki save DC. On a failed save, the creature takes damage and is restrained for 1 minute (as if you were concentrating on a spell). On a successful save, the creature takes half damage and isn’t restrained. The damage roll for this technique is a number of Martial Arts dice equal to the number of armour pieces you expend, which is piercing damage. Also, a creature restrained in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success.

    Clasping Projectile. When you take the Attack action or use your Flurry of Blows, you can make a ranged weapon attack by shooting a piece of armour or a nonmagical shield you are wielding. This ranged weapon (range 30/90 ft.) is a monk weapon you are proficient in. On a hit, it deals piercing damage equal to a Martial Arts die, and you can force the target to succeed on a Strength saving throw against your ki save DC or have its speed reduced to 0 or become incapacitated until the start of your next turn (your choice).

Metallic Force. Once on each of your turns, when you hit a creature with an unarmed strike, you can expend a piece of the armour to deal extra damage equal to a Martial Arts die.

Gather Fragments

6th-level Way of the Metalbender feature


You use your ki to quickly regenerate your armour. As an action, you can spend 3 ki points to recall all pieces of your Metalbending Armour back to you. This also reconstructs any missing or destroyed pieces. If a creature is affected by one of your Metalbending Techniques when you use this action, the effect no longer persists for it. When you take this action, you can use Flurry of Blows on the same turn as a bonus action.

In addition, the damage you deal with your Metalbending Techniques now count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Metallic Manipulation

11th-level Way of the Metalbender feature


You’ve further honed your metalbending abilities. You can spend 2 ki points to cast one of the following spells without material components, which use your ki save DC: catapult, hold person, or heat metal. When you cast catapult, the chosen object must be made of metal, which can be a piece of your Metalbending Armour; when you cast hold person, the target must be wearing metal.

You can spend additional ki points to cast the spell as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points you can spend on this feature equals half your monk level (2 plus any additional points).

Metal Savant

17th-level Way of the Metalbender feature


Your metalbending has reached near mastery. While wearing heavy armour, bludgeoning, piercing, and slashing damage from nonmagical attacks is reduced by 3. Your Metalbending Techniques also gain additional benefits:


  • Armour Burst. The area effect is now a 30-foot radius centred on yourself. A creature that fails its saving throw also falls prone.
  • Clasping Projectile. A creature that fails its saving throw is now incapacitated and has a speed of 0. As a bonus action, you can move any number of creatures incapacitated by this technique 15 feet in any direction.
  • Metallic Force. The extra damage you deal on a hit is now equal to two Martial Arts dice.

Paladin: Oath of Martyrdom

Paladins that take the Oath of Martyrdom lay down their bodies for the safety and wellbeing of others. Their own bodies are merely tools to protect those that need protecting and to fall in the defence of another worthy life is the most honourable and righteous act that a paladin of this oath can do.

Tenets of Martyrdom

A paladin who assumes the Oath of Martyrdom is ready to lay down their own life for the sake of others.

Protect. Use your body as a shield for the weak. Protect those who cannot protect themselves.

Defend. You must use your life to defend those that need it, and you shape your body accordingly.

Shelter. Your body is a haven for those who try to find respite. Take them under your wing until you are no longer physically able to.

Oath Spells

3rd-level Oath of Martyrdom feature


You gain oath spells at the paladin levels listed in the Oath of Martyrdom table. See the Sacred Oath class feature for how oath spells work.

Oath of Martyrdom Spells
Paladin Level Spell
3rd compelled duel, shield of faith
5th prayer of healing, warding bond
9th beacon of hope, life transference
13th aura of life, freedom of movement
17th cirlce of power, greater restoration

Channel Divinity

3rd-level Oath of Martyrdom feature


You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Unquestioning Shield. As a reaction, when a creature you can see within 30 feet of you is hit by an attack, you can magically take that damage, instead of the creature taking it. The attack acts as if you are the intended target, transferring any effects that might accompany the damage to you.

Relentless Endurance. When you are reduced to 0 hit points and not killed outright, you can use your Channel Divinity to drop to 1 hit point instead.

Aura of the Defender

7th-level Oath of Martyrdom feature


You leap into danger to save your allies at a moment’s notice. When an attacker you can see makes an attack against any creature of your choice within 10 feet of you other than yourself, it has disadvantage on the attack roll while you're not incapacitated. If the attack still hits, you can use your reaction to take half the damage from the creature. This doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

At 18th level, the range of this aura increases to 30 feet.

Steadfast Protector

15th-level Oath of Martyrdom feature


Your unwavering ideals to lay down your life for others has made you an untiring bulwark. You gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Strength or Intelligence saving throws (your choice).

In addition, when you roll initiative and have no uses of Channel Divinity remaining, you regain one use.

Martyr Exemplar

20th-level Oath of Martyrdom feature


You draw upon martyrs' past to strengthen your powers. As a bonus action, you gain the following benefits for 1 minute:

  • Your Aura of the Defender extends to 60 feet.
  • You gain temporary hit points equal to half your hit point maximum.
  • You get a special reaction that you can take once on every creature's turn, except your turn. You can only use this special reaction to take half damage on behalf of another creature using your Aura of the Defender, and you can't use it on the same turn as another reaction.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th level spell slot to use it again.

Ranger: Heavy Arbalest

A niche contingent of rangers specialise themselves in a specific type of weapon, believing raw power is best suited to take down their quarry. Rangers of this archetype are known as the Heavy Arbalest. These rangers obtains mastery with a special heavy crossbow known as an arbalest. Using this oversized weapon, the Heavy Arbalest makes use of special bolts alongside magic to pin their quarry or go in quick for a brutal kill.

Arbalest Proficiency

3rd-level Heavy Arbalest feature


You gain proficiency in heavy armour and smith’s tools.

In addition, you have adapted to hunt and fight using a unique crossbow known as an arbalest, which you can create by spending 10 minutes modifying a heavy crossbow using smith’s tools (which can be done during a short rest). It uses the properties and damage dice of the heavy crossbow, though you ignore the loading property, and it is a weapon you are proficient in. Once on each of your turns, when you hit a creature with a ranged weapon attack from the arbalest, you can deal bonus damage equal to your Strength modifier (minimum of one damage). Your attacks with this weapon also aren’t adversely affected as a result of strong winds (such as from the wind wall spell).

Arbalest Synergy

3rd-level Heavy Arbalest feature


Your preference toward this unique weapon of choice allows you to learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Arbalest Synergy Spells table. These spells don't count against the number of ranger spells you know.

Arbalest Synergy Spells
Ranger Level Spell
3rd hunter's mark
5th magic weapon
9th lightning arrow
13th freedom of movement
17th conjure volley

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Arbalest Loadout

3rd-level Heavy Arbalest feature


You customise the loadout of your arbalest in various ways. These loadouts are represented by your Arbalest dice, which are each d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel these loadouts, which are detailed below.

Your loadouts expend the Arbalest die they use, as specified in their description, and you can't use one when your dice are all expended. You regain all your expended Arbalest dice when you finish a short or long rest. In addition, as a bonus action, you can regain one expended Arbalest die, but you can't do so again until you finish a short or long rest.

You can only use one loadout on each of your turns. If you’re able to make multiple attacks with the Attack action, you can replace one of them to use an extra loadout on the same target.

Additionally, some of your loadouts require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

Arbalest save DC = 8 + your proficiency bonus +

your Strength modifier

When you reach certain levels in this class, the size of your Arbalest dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The loadouts below use your Arbalest dice.

Bleeding Shot. Your bolts inflict severe wounds. When you hit a creature with the weapon, you can expend and roll one Arbalest die, adding the number rolled to the attack’s damage roll. When you do, you can force the target to make a Constitution saving throw. On a failed save, your attack deals an extra 1d4 necrotic damage, and the creature takes this extra damage whenever it is hit by an attack until the start of your next turn.

Crippling Strike. The heavy impacts from your arbalest's bolts stop foes in their tracks. When you hit a creature with the weapon, you can expend and roll one Arbalest die, dealing extra damage equal to the number rolled. When you do, the target must make a Constitution saving throw. On a failed save, it becomes incapacitated until the start of your next turn, as the ammunition is lodged into it. Another creature can use its action to dislodge the ammunition from the target, ending the effect early.

Forced Movement. You use your arbalest’s belay to reel someone closer to you or launch them further away. When you hit a creature with the weapon, you can expend and roll one Arbalest die, dealing extra damage equal to the number rolled. When you do, you can force the target to succeed on a Strength saving throw or move it 10 feet closer to or away from you in a straight line (your choice).

Guiding Arrow. The ammunition from your arbalest makes it easier for others to land a hit. When you hit a creature with the weapon, you can expend and roll one Arbalest die. You deal extra damage equal to the number rolled, and the next attack roll made against the target before the start of your next turn has advantage.

Twin Shot. Your arbalest is large enough to hold more than one bolt. When you hit a creature with the weapon, you can expend and roll one Arbalest die, dealing extra damage equal to the number rolled. You then choose another creature you can see within 5 feet of the original target. If the original attack roll would hit the second creature, it takes damage equal to the number rolled on your Arbalest die. The damage is of the same type dealt by the original attack.

Suppressive Fire

7th-level Heavy Arbalest feature


You pin down adversaries with your powerful shots. When a creature fails at least one saving throw against your Arbalest Loadout’s features, you can use a bonus action to have it be restrained until the start of your next turn. If a creature fails two or more rolls, it is instead paralyzed.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Heavy Blow

11th-level Heavy Arbalest feature


The sheer power of your arbalest is overwhelming. Your arbalest’s damage dice is now 1d12.

In addition, once on each of your turns, when a creature makes a saving throw against your Arbalest Loadout, you can have it do so with disadvantage if it is the same size as you or smaller. You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Over Armoured

15th-level Heavy Arbalest feature


You are a true heavy trooper with your arbalest: while you’re wielding the weapon, you gain a +2 bonus to your AC. Additionally, whenever you’re damaged by an attack or harmful spell while wearing heavy armour, you can use your reaction to reduce the damage taken by an amount equal to your Strength score.

Rogue: Marauder

The Marauder is a brutish rogue that looks out only for itself. These rogues will not hesitate to use innocents as collateral to protect themselves if need be as concepts such as pride, honour, and fairness mean nothing in the heat of combat. The only thing that does matter is who is left alive at the end of it all.

Heavy Training

3rd-level Marauder feature


You gain proficiency in medium armour and two martial melee weapons of your choice. You can use the chosen weapons to deal Sneak Attack damage, even if they lack the Finesse property, as long as you meet the other requirements for the Sneak Attack.

Dirty Fighting

3rd-level Marauder feature


You’re not above using crude tactics to gain the upper hand. You can attempt to grapple a target as a bonus action.

You also gain an additional way to use your Sneak Attack; you don’t need advantage on your attack roll to use Sneak Attack against a creature if you are grappling it, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Butchering Blow

3rd-level Marauder feature


You savagely tear into your quarry when you get the jump on them. When you roll for Sneak Attack damage, you can choose to reroll a number of Sneak Attack dice up to your Strength modifier (minimum of one die), and you must use the new rolls.

Sneaky Savage

9th-level Marauder feature


You move silently even when wearing bulkier equipment. If armour you’re wearing normally imposes disadvantage on Dexterity (Stealth) checks, it no longer does for you.

Additionally, if you are hidden from a creature and attempt to grapple it, you can do so with advantage.

Body Shield

13th-level Marauder feature


You don’t hesitate to put others in the line of fire to survive. When an attacker you can see hits you with an attack while you’re grappling a creature, you can use your reaction to take half the damage from the attack and make the grappled creature take the other half.

Deadly Grip

17th-level Marauder feature


A person doesn’t leave your grasp until they're dead. When you hit a creature you’re grappling, you can make that attack a critical hit. You must finish a long rest before you can attack in this way again.

Additionally, your attack rolls against a grappled creature can’t be affected by disadvantage.

Sorcerer: Metallic Soul

Your magic draws upon the magical metals that litter the various planes, such as the Outer Plane of Mechanus. Alternatively, you may have been a child of artificers and guild artisans whose work with magic metals, like mithral and adamantine, have exposed you its latent magical energy.

Metallic Magic

1st-level Metallic Soul feature


You learn additional spells when you reach certain levels in this class, as shown on the Metallic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or transmutation spell from the sorcerer, warlock, or wizard spell list

Metallic Spells
Sorcerer Level Spell
1st catapult, mage armour
3rd heat metal, locate object
5th lightning bolt, protection from energy
7th Otiluke’s resilient sphere, summon construct (metal only)
9th steel wind strike, telekinesis

Steel Skin

1st-level Metallic Soul feature


Your affinity with magical metal allows you to strengthen your body. At the end of a long rest, you can choose to imbue yourself with one of the following benefits, which lasts until you finish a long rest.

Adamantine Skin. Any critical hit against you becomes a normal hit.

Mithral Skin. Whenever you make a Dexterity (Stealth) check, treat a roll of 7 or lower on the d20 as an 8.

Reinforced Skin. You gain a +1 bonus to AC when you’re not wearing armour.

Additionally, you gain proficiency in smith’s tools, and can use it as a spellcasting focus for your sorcerer spells.

Additional Steel Skin Options

You can use the following options as part of the Steel Skin feature if you're playing a campaign set in Ravnica or Exandria:

Mizzium Skin. Whenever you make a Strength or Constitution saving throw, you can use your reaction to roll a d4, adding the number rolled to the d20.

Ruidium Skin. You can breathe water and have a swimming speed equal to your walking speed.

Spellcraft

6th-level Metallic Soul feature


You’re able to create additional effects for your magic. When you cast a spell using smith’s tools as the spellcasting focus, you can spend 1 sorcery point to use a Metamagic option you don’t know yet. You must have enough sorcery points to use that option, which you spend when you use it, and you can only use one option on a spell unless otherwise noted.

Electroplating

14th-level Metallic Soul feature


You transfer your metallic properties onto others. As an action, you can spend 2 sorcery points and touch a willing creature (including yourself), bestowing one benefit from your Steel Skin feature. A creature can only be affected by one benefit from this feature at a time. If you use this feature when a creature is already affected, the old benefit immediately ends and the new one is applied. This benefit lasts until the creature finishes a long rest.

Hardened Exterior

14th-level Metallic Soul feature


Your innate magic has made you more durable. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Magnetic Field

18th-level Metallic Soul feature


You use your magic to project a powerful magnetic field. As an action, each creature in a 30-foot radius sphere centred on yourself must succeed on a Strength saving throw against your spell save DC, with disadvantage if a creature wearing or holding a metallic object, or be paralyzed until the start of your next turn. A metal object not being worn or carried automatically fails this saving throw. If a creature is paralyzed while in the air, it hovers in its space and falls to the ground at the start of your next turn.

As part of the same action, you can choose one of the following effects to occur:

Armour Removal. If a paralysed creature is wearing armour or wielding a shield made of metal, you can doff the armour and remove the shield, discarding the items in an unoccupied space within 5 feet of the creature (which can also be in the air).

Force Attack. You can make a melee spell attack for each metallic weapon not being worn or carried, and for each weapon that is held by a paralysed creature inside the area. You make a melee spell attack at a target within the weapon’s reach (which can be the weapon's wielder) dealing 1d10 force damage on a hit.

Attract or Repel. You can magically throw each creature a number of feet equal to your Charisma score away from you in a direction you choose. Alternatively, you can pull each creature in a straight line toward a point in the sphere that you choose, ending in an unoccupied space as close to the point as possible, even if the space is in the air.

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 8 sorcery points to use it again.

Warlock: Ancient Construct

You have made a pact with an ancient being that has served as a bedrock for the planes as you know them today. The entity may be a fallen god from the Astral Sea, looking for a way to return to life. They might be beings of pure primordial creation, such as the Greek Titans. Alternatively, this being may act as both definition and ruler of such a realm, by which without them the realm would cease to exist. Such examples can include Gaia, Hades, and Primus.

The sheer scale of your patron makes them almost machine-like in how it conducts itself. They may assign you directives or commands, and more often than not possess an inflexible, binary perspective. You must be aware of adopting such perceptions, lest you lose your sense of subjectivity.

Expanded Spell List

1st-level Ancient Construct feature


The Ancient Construct lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Ancient Construct Expanded Spells
Spell Level Spells
1st hunter's mark, thunderwave
2nd enhance ability, enlarge/reduce (enlarge only)
3rd conjure barrage, slow
4th fabricate, summon construct
5th Bigby's hand, creation

Machine Form

1st-level Ancient Construct feature


Your patron bestows upon you the power of hulking constructs. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • You gain a +1 bonus to AC.
  • You are immune to poison damage and the poisoned condition.
  • When you make a Constitution saving throw, you can use your reaction to roll a d4 and add the number rolled to the d20.

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Artifical Container

6th-level Ancient Construct feature


Your patron's true nature transforms your mind and body. You have advantage on saving throws against being charmed or frightened. You also don't need to eat, drink, or breathe.

Robust Defense

10th-level Ancient Construct feature


Your patron’s power protects you from harm. At the end of a long rest, you gain a number of temporary hit points equal to your warlock level. While you have these temporary hit points, you have resistance to all damage.

In addition, the d4 from your Machine Form is now a d6.

Construct Transformation

14th-level Ancient Construct feature


As part of the bonus action you take to enter your Machine Form, you can summon your patron’s physical body for the same duration. While in this form, you gain the following benefits:

  • Your AC becomes 20 if it was lower beforehand.
  • You can roll a d6 and add the number rolled when you make any saving throw, not just Constitution.
  • If you have any temporary hit points missing from your Robust Defense feature, you now have the maximum amount of temporary hit points.
  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You become immune to the following conditions: charmed, frightened, incapacitated, paralyzed, petrified, and poisoned. If you are affected by any of these conditions when you first transform, they immediately end for you.

Once you use this feature, you can’t do so again until you finish a long rest.

Wizard: Combat Magic

The need for wizards in any aspiring army has always been a given. Recently however, commanders have sought more well-rounded wizards that can hold theirown in the midst of battle. Simply casting strong spells from afar is no longer enough. They must also be able to fight and survive on the front lines with their fellow soldiers when the need arises.

Wizards of the Combat Magic tradition seek to solve this problem. They excel at fighting in the fray, getting up close and personal with their enemies and quickly dispatching them using magic.

Combat Trained

2nd-level Combat Magic feature


You are trained to fight toe-to-toe in close quarters. You gain proficiency in light armour, medium armour, and shields, and you can use armour you’re proficient in as a spellcasting focus for your wizard spells. Also, whenever you make a Strength (Athletics) check, you can add a bonus to the check equal to your Intelligence modifier (minimum of +1).

In addition, you add the shield spell to your spellbook if you haven’t already. You always have this spell prepared and it doesn’t count against the number of spells you can prepare each day.

Tactical Wit

2nd-level Combat Magic feature


Your keen ability to assess the battlefield allows you to act quickly in combat. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier (minimum of +1).

Battlecasting

6th-level Combat Magic feature


You excel in fighting in close quarters using magic. Whenever you deal damage to a target within your reach using a spell, you can deal an extra 1d8 damage to the target that is of the spell's damage type. Also, making a ranged spell attack roll against a target within 5 feet of you doesn't impose disadvantage on the roll.

In addition, whenever you cast a spell of 1st level or higher, you can use a bonus action to gain temporary hit points equal to twice the spell slot's level. This lasts until the start of your next turn.

Supercharged Shield

10th-level Combat Magic feature


You are adept in protecting yourself in the heat of battle. If an attack misses you while you are under the effect of the shield spell, the attacker takes force damage equal to half your wizard level, as the spell reflects the energy of the attack back at the attacker.

In addition, you can cast the shield spell without expending a spell slot a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Advanced Battlecasting

14th-level Combat Magic feature


You have perfected using your magic in close quarters. The extra damage from your Battlecasting feature is now a 2d8; the temporary hit points you gain when you use a bonus action after casting a spell is now five times the spell slot’s level. Additionally, when a creature within your reach makes a saving throw against your spells, it does so with disadvantage.

Get Ready To

Suit Up

Arm and armour yourself. The battle is nigh approaching, foes much strong than you have encountered thus far await in the pivotal battle ahead. Bring forth your greatest shields and mightiest plates, for you need all the protection you can get lest you be turned into ash or lacerated into strips of meat. Protect your allies. Muster your courage. Go forth to victory.

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Refractor - Path of the Bulwark
College of Chivalry - Protection Domain
Circle of Golemancy - Stalwart
Way of the Metalbender - Oath of Martyrdom
Heavy Arbalest - Marauder - Metallic Soul
Ancient Construct - Combat Magic

Art Credits

The Armoured Up Collection is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.