Way of the Iron Fist

by IMainHuman

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The Way of the Iron Fist

Way of the Iron Fist

Blessed by the immortal dragon spirit of Shou-Lao the undying, an iron fist walks a path filled with danger. Marked with the brand of Shou-Lao, an Iron Fist learns techniques taught and passed down through generations of warriors. The dragon spirit has sworn to protect the way of the iron fist and the people of the valley in which he was born, and in return, the dragon seeks a challenger to come and try to kill him. The ultimate goal, of every Iron Fist, is to plunge their fist into the Dragon's heart, absorb his ki, and take the mantle as the protector spirit, the Immortal Iron Fist.

The Iron Fist

When choosing this tradition at 3rd level, you gain access to the following abilities.

  • You speak Draconic.

  • You are branded with the symbol of the iron fist on your body, you may place the brand on your character's arms or chest.

  • You gain proficiency with light armor. Proficiency with this armor still allows you to gain the benefits of class features.

As a bonus action you may imbue your fist with the power of the immortal iron fist. You cannot enter this state if you are grappled, restrained, unconscious or in any way unable to ball your hands into fists.

  • Your fists glow a color of your choice, this emits bright colored light in a 30 foot radius.

  • Your fists are hard as metal. You deal double damage to objects.

  • Your fists are near indestructible, and can withstand much more damage than your body can. Your hands cannot be broken or destroyed whilst in the Iron Fist state.

  • Whenever you hit a creature with your last unarmed strike on your turn, you may spend 1 ki point to deal an additional martial arts die of damage for each time you have hit that creature with an unarmed strike this turn.

The effects of your Iron Fist state last for 2 hours or until you are grappled, restrained, unconscious, or release your hands from the fist position.

You may activate the Iron Fist state a number of times equal to your wisdom modifier plus your proficiency bonus per long rest.

The Iron Will

Starting at 6th level, the mark of the dragon branded on you burns with intensity whenever you enter your iron fist state.

  • You gain advantage on saves against being restrained or grappled.

  • You gain a number of Temporary HP equal to your wisdom modifier whenever you roll initiative or use Step Of The Wind.

  • You gain resistance to fire damage.

Focused Mind

Starting at 11th level, your mind sharpens, increasing your physical prowess as well.

  • You gain proficiency with Athletics and Intimidation.
    • While in the Iron Fist state, Whenever you make a Charisma (Intimidation) check, you may make a Wisdom (Intimidation) check instead.
  • While in the Iron Fist state, You may spend 3 ki points to cast Haste only on yourself; this can’t be used again until you finish a long rest.
  • While in the Iron Fist state, your attacks with Flurry of Blows score a critical hit on a roll of 19 or 20.

Ki Charged Touch

While in the Iron Fist state, You may spend 1 ki point, and a creature you touch regains a number of hit points equal to a roll of your martial arts die + your wisdom ability modifier.

Singular Strike

At 17th Level, As an action while in the Iron Fist State, you can make a special unarmed attack. You may choose to make a special unarmed attack which deals three extra Martial arts damage die. If it hits, you can spend any number of ki points, empowering it. If you do, it deals two more Martial arts damage die plus half your wisdom modifier (rounded up) for every ki point you spend in this way. Empowering your singular strike with ki this way is taxing, and you may only empower a strike this way a number of times equal to your wisdom modifier per long rest.

Whenever you use singular strike against an target, melee attacks have advantage against you until the start of your next turn.

Homebrew

From

IMainHuman

This subclass was heavily taken from Marvel comics as Iron Fist is a marvel licenced character.

This class is still in playtesting, and is nowhere near an official level of quality, please take this into account when asking a dm to use this class.

More Credits

Credit for Singular Strike

All the people I have been able to playtest this with, all the people who gave suggestions on what to change, add, or remove. The subclass would not exist in its current state without you all.