· 6 years ago · Apr 26, 2019, 07:08 PM
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26Formatting issues? View pdf version [here](https://drive.google.com/open?id=1J_HkQMPeu7Nfyf2C-qnwDXs8vdq0ucuq).
27
28## Warclad
29A mysterious warrior suited in an otherworldly set of armor stands before a horde of oncoming goblins and hobgoblins. Stepping over the corpse of a bugbear, the magic within the armor begins repairing its cracks and fractures. The warrior gains unnatural speed and leaps over the front rank of goblins into the fray. The warrior slips once in the midst of combat, but the armor catches him and sets him back on his warpath.
30
31A human mage weaves between the diving griffons, her armor propelling her through the sky with magical force. She knocks two griffons out of the sky with one fireball and proceeds to advance on the griffon leading the pack. Her quarry is the halfling rider, who turns around and responds with a crossbow bolt that glances off her armor. She continues advancing as she activates a sigil on her armor, readying a barrage of magic missiles.
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33Knowing battle is only a day or so away, a dwarf saunters over to his armor and begins making adjustments. He removes the large shielded plate attached to the pauldron and replaces it with a mounted crossbow. *That should keep the buggers at bay,* he thinks to himself. After securing the crossbow to the armor, he takes out another toolkit, and begins to fashion a battering ram. Once it’s done, it will be far too heavy for him to use effectively. But while in the armor, he’ll be able to swing it around like a club.
34
35These warclad are individuals who have either created or found a set of armor imbued with magic powers. These armors augment or enhance their abilities while helping defend them in combat. Whether skilled craftsmen or adventurers stumbling upon this newfound source of power, warclad are veritable tanks on the battlefield, shrugging off attacks and defending allies, while also being relentless attackers. Warclad are few and far between, but their presence is profoundly felt when they enter the fray.
36
37
38### Adaptive Armor
39Though warclad derive much of their power from their armor, they are by no means bound by the armor’s nature. Since the armor functions to enhance their abilities, these abilities can range anywhere from martial combat, to spellcasting, to even stealthy infiltration. A warclad still has abilities outside of the armor, but does not have access to most of their abilities when not in harness. Most warclad armor can also be modified and adjusted to better fit the wielder’s needs.
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43<div class='footnote'>PART 1 | CLASSES</div>
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46\page
47
48<div class='classTable'>
49##### The Warclad
50| Level | Proficiency Bonus | Features | Power Dice |
51|:---:|:---:|:---|:---:|
52| 1st | +2 | Warclad Armor, Protection Protocol | — |
53| 2nd | +2 | Power Core, Upgrade (1)| 2 d4s |
54| 3rd | +2 | Combat Chassis | 2 d4s |
55| 4th | +2 | Ability Score Improvement | 3 d4s |
56| 5th | +3 | Extra Attack | 3 d6s |
57| 6th | +3 | Combat Chassis feature | 3 d6s|
58| 7th | +3 | Additional Upgrade Slot (2) | 4 d6s |
59| 8th | +3 | Ability Score Improvement | 4 d6s |
60| 9th | +4 | Siege Engineer | 4 d8s |
61| 10th | +4 | Combat Chassis feature | 5 d8s |
62| 11th | +4 | Defend | 5 d8s |
63| 12th | +4 | Ability Score Improvement | 5 d8s |
64| 13th | +5 | Additional Upgrade Slot (3) | 6 d10s |
65| 14th | +5 | Combat Chassis feature | 6 d10s |
66| 15th | +5 | Quick Use | 6 d10s |
67| 16th | +5 | Ability Score Improvement | 7 d10s |
68| 17th | +6 | Additional Upgrade Slot (4) | 7 d12s |
69| 18th | +6 | Combat Chassis Feature | 7 d12s|
70| 19th | +6 | Ability Score Improvement | 8 d12s|
71| 20th | +6 | Invincible | 8 d12s|
72</div>
73
74### Newfound Craftsmen
75Though some have created their armor, many have either stumbled upon it or have had it gifted or passed on down to them. Thus, many warclad must take on skills of crafting in order to make adjustments in the field to tailor to their environment. These skills can be carried over from creating the armor, or developed over time as the armor has been in their possession.
76
77These skills are the foundation of what makes a warclad useful in non-combat scenarios. Tinkering, smithing, disarming traps, and building fortifications, most warclad are skilled engineers who are not only stalwart bastions for their companions in battle, but resourceful problem-solvers who find unorthodox solutions to the many dangers of adventuring.
78
79<div class='descriptive'>
80##### Other Class Information
81Other details of the warclad that aren't listed elsewhere can be found here.
82
83**Multiclassing Prerequisite:** Strength 13
84
85**Multiclassing Proficiencies Gained:** All armor, all weapons, smith's tools
86
87**Starting Wealth:** 3d4 x 10 gp
88
89
90</div>
91
92### Creating a Warclad
93As you create a warclad character, take into account the origins of their armor. Was it found abandoned in a dungeon in early adventuring days? Was it a gift from a craftsman for doing a great favor? Is the armor a required harness for an organization? Is it an inherited set passed down from generation to generation? Your character’s relationship with their armor should help define how they use it and what skills they might have because of it.
94
95It’s also important to think about what your warclad’s history before they came into contact with their armor. Warclad can come from any number of background, and thus any number of character can come from the Warclad class. The armor can be noble inheritance, part of a now-slain pirate lord’s hoard, or given as a prerequisite for an elite group of soldiers. Though a warclad’s armor is a pivotal part to their character, it doesn’t mean it defines them, so make sure your warclad is fully realized even without the armor.
96
97#### Quick Build
98You can make a warclad quickly by following these suggestions. First, Strength should be your highest ability score, in order to wear this class's signature heavy armors. Your next highest score should be Intelligence if you intend to construct the Iron Mage combat chassis, or Constitution if you do not. Second, select either the soldier or guild artisan background.
99
100## Class Features
101As a warclad, you gain the following class features.
102
103#### Hit Points
104
105**Hit Dice:** 1d8 per warclad level
106**Hit Points at 1st Level:** 8 + your Constitution modifier
107**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per warclad level after 1st
108
109#### Proficiencies
110
111**Armor:** All armor, shields
112**Weapons:** Simple weapons, martial weapons
113**Tools:** Smith's tools, one other tool of choice
114___
115**Saving Throws:** Constitution, Intelligence
116**Skills:** Choose two skills from Athletics, Acrobatics, Stealth, Investigation, Insight, Survival, Intimidation
117
118___
119
120#### Equipment
121You start with the following equipment, in addition to the equipment granted by your background:
122
123* (*a*) a martial weapon and a shield or (*b*) two martial weapons
124* (*a*) a light crossbow and 20 bolts or (*b*) five javelins
125* (*a*) burglar's pack or (*b*) explorer's pack
126* Smith's tools and one other tool of choice
127
128<div class='descriptive'>
129##### [Treatise of the Thousand Plates](https://homebrewery.naturalcrit.com/share/BkbtS7cqIz)
130A compendium of extra content for the warclad exists in separate document. More in-depth roleplaying options and five additional subclasses are included.
131
132One additional subclass, the Injector, is available [here](https://homebrewery.naturalcrit.com/share/BybdVJMNFE).
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142### Warclad Armor
143You have your set of magical warclad armor, and a set of smith's tools to help maintain your armor. The description of the armor is up to you and/or your DM, but most are comprised of strange exotic materials and laced with magical symbols.
144
145**Armor.** Your armor is a heavy armor that imposes disadvantage on Dexterity (Stealth) checks, weighs at least 50 lbs., and requires no Strength requirement for you to wear. It grants the wearer an Armor Class of 16. It is a magical item, but is immune to dispelling effects such as *dispel magic* and *antimagic field*. No creature besides yourself has proficiency in your armor.
146
147**Smith's Tools.** Your smith's tools can be used to modify and upkeep your armor. Their purpose for a warclad ranges from traditional maintenance, to engraving magical markings to imbue your armor with power. You can use these tools to create a new set of armor should your armor be destroyed or you find a better set of armor to replace it.
148
149**Creating New Armor.** As a base for creating a new warclad set, you can use any set of heavy armor. Doing so renders your previous warclad armor inert of any warclad-specific abilities. Creating this new armor requires your smith's tools and eight total hours of labor. Once complete, the armor retains its original traits (such as AC, or magical effects) but also gains your special warclad features. The new armor also retains its Strength requirement. Other armor items like helmets and bracers can be incorporated into the armor in a similar fashion. You cannot have more than one warclad armor made at a time.
150
151> ##### Acquiring New Armor
152> Many adventurers gain special loot and gear as they level up and explore. Though already in possession of a magical set of armor, warclad can still benefit from acquiring new sets. The ability to create and repurpose other sets of armor allows the warclad to utilize other powerful or magical armors that they might find during their adventures, or should their original armor be destroyed.
153
154
155### Protection Protocol
156Once your warclad armor is bound to you, it is given a protocol to protect you at all costs, even when doing so damages itself.
157
158**Armor Hit Points.** Your armor has hit points equal to half the hit points gained from your warclad class, rounded down.
159
160**Repairing Armor.** You can restore hit points to your warclad armor by using your smithing tools. Repairing your armor for a total of 10 minutes during a short rest can restore the armor's hit points back to half its maximum, but no more. A total of 2 hours of repair during the course of a long rest restores it to its hit point maximum.
161
162**Transferring Damage.** When taking damage from any source, you can choose to transfer any amount of that damage to your armor, subtracting damage from your armor’s hit points rather than your own. If any amount of damage reduces your armor to 0 hit points, the excess damage is inflicted upon you.
163
164If the armor is reduced to 0 hit points, it still functions as normal, it just loses the ability to take damage.
165
166### Power Core
167Starting at 2nd level, you begin to unlock the power source at the core of your armor's magical nature. While wearing your armor, you gain access to your armor's magical power source, represented by a special pool of dice known as power dice. You start with two of them, both of them being d4s. You use power dice for multiple warclad features. When you use a power die, it is expended. You gain additional power dice, and the die itself increases at higher levels, shown on the warclad class table. You regain all expended power dice upon completing a short or long rest, but for a short rest you must forgo repairing your armor to do so.
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169Many features, will require you to roll the dice when you expend them, but a few features use them as points to spend in order to perform certain functions.
170
171### Upgrade
172Upon reaching 2nd level, your armor's configuration and magical potential can be channeled into upgrades. You gain one of the following Upgrade options of your choice. You gain additional upgrade slots at 7th, 13th, and 17th level.
173
174Additionally, when you gain a level in this class, you can choose one of the upgrades on your armor and replace it with another upgrade.
175
176#### Upgrade Options
177
178##### Analysis Display
179You spend an action and a power die surveying your local environment while wearing your armor. When you do so, select one of the options below.
180
181**Deciphering Matrix.** You cast the *comprehend languages* spell on yourself, requiring no spell components.
182
183**Sensor Sweep.** You learn the exact number of Tiny or larger creatures within 100 feet of you, even those in the Ethereal Plane.
184
185**Target Analysis.** You target a creature you can see within 30 feet. You learn two of the following about the target: armor class, damage resistances, damage immunites, damage vulnerabilities, condition immunities.
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197
198##### Autonomous Combatant
199The armor has adjusted to your rigorous combat movements, and learned to be as effective as you in battle. If you miss an attack while wearing your armor, you may expend a reaction and a single power die, rolling it and adding the result to the attack roll total.
200
201##### Deflecting Plates
202Your armor can absorb the vibrations of a blow and even reflect some of the force back to the attacker. If you are struck with a melee attack, then as a reaction, you can expend one of your power dice and roll it, adding your Strength modifier to the result. The damage from the attack is reduced by the total.
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204If the deflection reduces the damage to 0, any leftover amount from the deflection roll is inflicted upon the attacker in the form of force damage. You must be wearing your armor to use this feature.
205
206##### Emulation Module
207
208Your armor adapts to take on abilities granted by other specializations of warclad. You gain a warclad class feature from a warclad combat chassis that you don't already have. You can change this emulated feature for another when you gain a level in this class. Only one of your upgrades can be an Emulation Module. Subclass features will tell you at the beginning of their description if they are available for this upgrade and what warclad level is required.
209
210##### Failsafe
211Your armor assists you when your mortal abilities fall short. If you fail a Strength, Dexterity, or Constitution saving throw, you can use a reaction to roll a single power die and add the result to the total, provided you are wearing your armor. Doing so expends the power die.
212
213##### Hydraulic Strikes
214Your armor empowers your unarmed strikes. While wearing your armor, you gain the following benefits:
215* You are proficient with unarmed strikes.
216* You can roll a die in place of the normal damage of your unarmed strike equal to your current power die.
217* When you use the attack action to make an unarmed strike on your turn, you can make one unarmed strike as a bonus action while you are not wielding a shield.
218* Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
219
220Additionally, when making an unarmed strike on your turn you can expend a power die. The attack deals extra damage equal to the amount rolled on the die.
221
222##### Rebreather
223Your armor gains built-in life-support systems. You gain resistance to poison damage and advantage on saving throws against being poisoned while wearing your armor.
224
225Additionally, you can breathe via your armor's limited air supply. You expend one or multiple power dice to breathe normally in any environment for an hour per die expended. You can extend this duration by an hour per extra power die spent while this is in effect. You must be wearing your armor to use this ability.
226
227##### Self-Repair
228Your continued repair of your armor has taught it to repair itself in the heat of combat. You can use your power dice to restore hit points to your armor. As a bonus action on your turn, you can spend one or multiple power dice, rolling them all together. Your armor regains hit points equal to the total. You must be wearing your armor to use this feature.
229
230##### System Diagnostic
231Your armor kicks in when outside forces affect you. You can expend a power die and an action to end one of the following effects on yourself: blinded, deafened, or poisoned. You must be wearing your armor to do so.
232
233### Combat Chassis
234Starting at 3rd level, your armor becomes a specialized combat platform on which you mount your armored assaults against your foes. Choose Bulwark, Iron Mage, or Vanguard, all detailed at the end of the class description. The chassis you choose grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.
235
236There are five additional combat chassis options in the Treatise of the Thousand Plates, found [here](https://homebrewery.naturalcrit.com/share/BkbtS7cqIz).
237
238An additional combat chassis, the Injector, is available [here](https://homebrewery.naturalcrit.com/share/BybdVJMNFE).
239
240### Ability Score Improvement
241When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
242
243### Extra Attack
244Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
245
246
247### Siege Engineer
248Starting at 9th level, your knowledge of defenses and armor allows you to build defensive structures. Using your smithing tools and proper materials, you can prepare structures and vehicles for assault. You must spend a minute and 5 gp worth of materials to fortify each cubic foot of inanimate material, be it a wall, a wagon, a ship's hull, or a door. When you do so, you choose one of the following effects:
249
250**Armored.** The object’s Armor Class increases by your proficiency bonus.
251
252**Fortified.** The object gains a damage threshold equal to your warclad level. If it already has a threshold higher than your warclad level, it does not benefit from this effect.
253
254**Resistant.** The object negates any effect that would inflict double damage on structures, such as the *siege monster* trait.
255
256You may not apply more than one effect to an area of a structure. Removing the fortifications requires half the time you used to construct them.
257
258### Defend
259By the time you reach 11th level, your armor has developed new ways of defending your allies, making you a front line defender that others rally behind for protection.
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268You can take an action known as the Defend action, in which you focus entirely on taking attacks and protecting nearby allies. When you use your action to defend, all allied creatures within 5 feet of you can take on your AC instead of their own if they choose. The amount their AC increases from this cannot exceed their own proficiency bonus.
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270They also gain access to your Protection Protocol feature while you are defending, and can transfer damage over to your armor if you are wearing it and are willing. If any damage reduces the armor to 0, any excess damage is inflicted upon the allied creature.
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272When you take the defend action, you can make a single weapon attack as a bonus action.
273
274### Quick Use
275By 15th level, your improved knowledge of objects and their composition allows you to operate objects more effectively, and you may now take the Use an Object action as a bonus action on your turn. This also allows you to use a bonus action to help operate siege weaponry.
276
277### Invincible
278At 20th level, your armor can intervene in dire need and leave you unscathed. When you take damage from any source, you can reduce that damage to 0. To use this feature, you must be wearing your armor. Once you use this ability, you can’t use it again until you finish a short or long rest.
279
280## Combat Chassis
281Your magical set of armor can become specialized to different sets of abilities. The combat chassis reflects your combat style, and the suit tailors to your abilities, augmenting and strengthening them.
282
283There are five additional combat chassis options in the Treatise of the Thousand Plates, found [here](https://homebrewery.naturalcrit.com/share/BkbtS7cqIz).
284
285An additional combat chassis, the Injector, is available [here](https://homebrewery.naturalcrit.com/share/BybdVJMNFE).
286
287### Bulwark
288For those who choose the bulwark as their combat chassis, the bulwark armor becomes less a suit of armor and more a walking battlement. As such, the armor is not just a harness to be worn into battle, but a platform from which a warclad can prepare an attack or defense. The towering construct that is bulwark armor can be customized for different scenarios and can even act independently from the wearer.
289
290#### Attachment Point
291*(Available for Emulation Module at 5th level, with no additional benefit at 14th level)*
292
293If you select the Bulwark chassis at 3rd level, your armor gains one attachment point, to which a single item can be affixed. You use your smith's tools and a minute of time to attach and remove each item.
294
295**Weaponry.** If you attach a weapon, you are considered to always be wielding the weapon as if it were in a single extra hand. If you attach a ranged weapon, you still require ammunition as normal in order to fire it. An attached weapon loses the thrown property.
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305**Shields.** Attaching a shield adds extra plating to the armor, giving your armor a +1 bonus to AC. Magical bonuses for shields still apply.
306
307
308**Magic Items.** You can also attach a magical item to the armor. This attachment point counts as an extra attunement slot for you to which magic items can be stored or attuned. The attachment point ignores placement restrictions for attuned items.
309
310**Additional Attachment Point.** You gain an additional attachment point at 14th level, along with one more additional attunement slot for the armor.
311
312> ##### Strategic Attachments
313> Using your attachment points, you can prepare your armor for different scenarios. You can wield different magical melee weapons at the same time. Wield a shield and attach one as well. Switch between melee and ranged weapons without the use of bonus actions. You could even wield a shield and engage in two-weapon fighting.
314
315#### Towering Form
316*(Available for Emulation Module at 8th level)*
317
318Starting at 6th level, you are able to use your smith's tools to convert your armor into a colossus of steel. You spend 24 hours with your smith's tools and warclad set in order to make a much larger version of your armor, known as the bulwark set.
319
320The armor’s size becomes doubled in all dimensions, and its weight is multiplied by eight. You can wear light or medium armor from within the armor, but only gain the benefits of the bulwark armor when doing so. The bulwark stands erect when not being worn by you. You can enter or exit the bulwark using half of your movement.
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339While wearing the bulwark armor, your effective size becomes that of the armor, increasing by one category—for example, from Medium to Large.
340
341Your armor's hitpoint maximum increases by your warclad level when you gain this feature, and increases by 1 again whenever you gain a warclad level.
342
343#### Sentry
344
345
346At 10th level, your armor can act when you are not in it, but it cannot move, as it requires you wearing it to guide it properly. You can activate and deactivate the armor as a bonus action by uttering a command word. This sentry has access to many of your warclad abilities.
347
348The sentry obeys your commands as best it can. Its turn in initiative happens right after your own. Initially, it has a speed of 0 feet, but gains movement at 18th level. You cannot transfer damage to the sentry when not wearing it, as with the Protection Protocol feature.
349
350The sentry is a construct creature. The Bulwark Sentry creature table has most of its information. If the armor is knocked prone, it can use its action to stand back up. If the armor is reduced to 0 hit points, it collapses and is unable to be activated until it regains one hit point. You can still repair your armor as usual.
351
352If you are incapacitated or absent, the sentry acts on its own, focusing on protecting you and itself. If you die, the sentry immediately shuts down and falls apart, returning to the state before the armor was magically altered.
353
354___
355> ## Bulwark Sentry
356>*Construct (one size larger than you), unaligned*
357> ___
358> - **Armor Class** (your bulwark armor AC)
359> - **Hit Points** (your armor's hit point pool)
360> - **Speed** 0 ft. (15 in defensive mode, 30 in offensive)
361>___
362>|STR|DEX|CON|INT|WIS|CHA|
363>|:---:|:---:|:---:|:---:|:---:|:---:|
364>|18 (+4)|8 (-1)|18 (+4)|7 (-2)|10 (+0)|3 (-4)|
365>___
366> - **Damage Immunities** psychic, poison
367> - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned
368> - **Senses** blindsight 60 ft., passive Perception 10
369> - **Languages** understands commands given by you in any language but can't speak
370> ___
371> ***Warclad Construct.*** The sentry has access to all base warclad class features that require you to wear your armor. You and your sentry share a pool for these abilities, and the sentry expending a use of a feature expends it for the both of you. The sentry also has access to some abilities specific to your bulwark chassis. It can use items attached to its attachment points, and it benefits from the Auxiliary Power ability while in sentry mode.
372>
373> ### Actions
374> ***Strength-Based Attack.*** +7 to hit, +4 to damage.
375>
376> ***Dexterity-Based Attack.*** +2 to hit, -1 to damage.
377
378
379#### Watchful Sentry
380Upon reaching 14th level, your sentry can mentally warn you when danger is nearby. When a Tiny or larger creature enters your sentry's blindsight radius while it is active, a mental alarm alerts you with a ping in your mind if you are within 1 mile of your sentry while it is active. You can designate creatures that won't set off the alarm.
381
382Additionally, as an action, you can see through your sentry until the start of your next turn, hearing what it hears and gaining the benefits of its blindsight. During this time, you are deaf and blind with regard to your own senses.
383
384#### Auxiliary Power
385*(Available for Emulation Module at 20th level, with no benefit to Sentry)*
386
387Beginning at 18th level, your bulwark armor can convert extra energy to either offensive or defensive capabilities, but only one at a single time, as your armor's energy is limited.
388
389You (or your sentry) can switch between these two passive effects using an action to modify your armor's power systems. You select one of the following modes.
390
391**Offensive Mode.** All of your weapon attacks deal an additional 1d6 force damage. The bulwark sentry gains a movement speed of 30 feet.
392
393**Defensive Mode.** Your armor has resistance to bludgeoning, piercing, and slashing damage. The bulwark sentry gains a movement speed of 15 feet.
394
395### Iron Mage
396An iron mage taps into the magical essence of their armor to cast spells. Though warclad are usually not previously trained in magic, spending some time with the warclad armor has revealed some magical secrets. These discoveries set them on a path of magical study.
397
398The iron mage's spellcasting focus is their armor, creating the convenience of not carrying a different one. However, the iron mage must have a hand free to cast spells, as the magical energy is channeled through the somatic movements of the hand.
399
400The armor confines you to a comparatively small number of spells, limited mostly to evocation and transmutation.
401
402
403#### Spellcasting
404When you reach 3rd level, you are able to cast spells while wearing your heavy armor.
405
406**Spellcasting Focus.** Starting when you select the Iron Mage chassis at 3rd level, your armor can become your spellcasting focus. You may only cast spells learned from this class while wearing your warclad armor.
407
408**Cantrips.** You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
409
410**Spell Slots.** The Iron Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended slots when you finish a long rest.
411
412For example, if you know the 1st-level spell *magic missile* and have a 1st-level and a 2nd-level spell slot available, you can cast *magic missile* using either slot.
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425\page
426
427##### Iron Mage Spellcasting
428
429| Warclad Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
430|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
431| 3rd | 2 | 3 | 2 | — | — | — |
432| 4th | 2 | 4 | 3 | — | — | — |
433| 5th | 2 | 4 | 3 | — | — | — |
434| 6th | 2 | 4 | 3 | — | — | — |
435| 7th | 2 | 5 | 4 | 2 | — | — |
436| 8th | 2 | 6 | 4 | 2 | — | — |
437| 9th | 2 | 6 | 4 | 2 | — | — |
438| 10th | 3 | 7 | 4 | 3 | — | — |
439| 11th | 3 | 8 | 4 | 3 | — | — |
440| 12th | 3 | 8 | 4 | 3 | — | — |
441| 13th | 3 | 9 | 4 | 3 | 2 | — |
442| 14th | 3 | 10 | 4 | 3 | 2 | — |
443| 15th | 3 | 10 | 4 | 3 | 2 | — |
444| 16th | 3 | 11 | 4 | 3 | 3 | — |
445| 17th | 3 | 11 | 4 | 3 | 3 | — |
446| 18th | 3 | 11 | 4 | 3 | 3 | — |
447| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
448| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
449
450**Spells known of 1st-Level and Higher.** You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation and transmutation spells on the wizard spell list.
451
452The Spells Known column of the Iron Mage Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
453
454The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
455
456Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
457
458**Spellcasting Ability.** Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study of your armor’s magic. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
459
460```
461```
462
463
464
465<div style='margin-top:0px'></div>
466<p style="text-align:center">**Spell save DC** = 8 + your proficiency bonus +
467your Intelligence modifier</p>
468
469___
470
471<p style="text-align:center">**Spell attack modifier** = your proficiency bonus +
472your Intelligence modifier</p>
473<div style='margin-top:10px'></div>
474
475
476#### Summoned Suit
477*(Available for Emulation Module at 5th level)*
478
479At 3rd level, your arcane attunement to your armor allows it to be called forth and dismissed at a moment’s notice. If your armor is on the same plane of existence, you can summon it as an action on your turn, causing it to teleport instantly around your body, requiring no time to don the armor. You can also use a bonus action on your turn to dismiss the armor, requiring no doffing time as it instantly teleports to a specified location on the same plane of existence. If you have no specified location, the armor teleports to any space of your choosing within five feet of you upon dismissal.
480
481Said specified location must be determined beforehand by a 1 hour-long ritual, which can be done during a short rest. You must be in this location throughout the ritual, and at the conclusion of the ritual you must touch your armor and form the connection between the armor and the location. You can have only one location set on each plane of existence. If you attempt to create a second location, you must break the bond between the armor and the previous location.
482
483#### Defensive Caster
484*(Available for Emulation Module at 8th level)*
485
486At 6th level, your defensive combat experience and spellcasting become intertwined, allowing you to cast spells and defend yourself simultaneously. When you take the Dodge action (and later the Defend action), you can cast a cantrip as a bonus action.
487
488If you take this feature as part of the *Emulation Module* upgrade, you learn one cantrip from the wizard spell list, and cast it exactly as an Iron Mage would.
489
490#### Armor of the Arcane
491
492Starting at 10th level, your armor can substitute its own power for your spellcasting force. When casting a spell of 1st level or higher, instead of expending a spell slot, you can expend power dice instead, as long as you are wearing your armor.
493
494When you do this, you spend an amount of power dice equal to the level of the spell. For example, you would spend 3 power dice to cast a 3rd-level spell. You cannot use this feature in conjunction with using spell slots, and you cannot use it to cast spells at higher levels.
495
496
497<img
498 src='https://i.imgur.com/koon5Yk.png'
499 style='position:absolute; top:750px; right:0px; width:850px' />
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504\page
505
506
507#### Armored Flight
508*(Available for Emulation Module at 16th level)*
509
510Beginning at 14th level, the magical vibrations of your armor enhanced by your spellcasting are so vigorous that it propels you into the sky, giving you a flying speed equal to your current speed. While wearing your armor, you can begin flying as a bonus action on your turn. Your flight lasts until you end it as a bonus action on your turn.
511
512#### Magic Core
513At 18th level, the magical confines of your armor have adapted to not just contain your form, but your magical essence as well. You can store up to three spells of 4th level or lower in the armor. To do so, you or a willing creature must cast a spell on the armor. The spell has no effect but is stored within the armor for a number of days equal to your spellcasting modifier (minimum 1 day). The spell can be cast while wearing the armor at any later point, using only a bonus action, requiring no spell slots, and using the original caster's statistics. Alternatively, you can cast multiple of them at once as an action. When the spell is cast, the spell is no longer stored. When attempting to store a fourth spell into the armor, you must choose one of the previously stored spells to dissipate, becoming no longer stored in the armor.
514
515### Vanguard
516The warclad vanguard is a warrior. Swift, strong, and with lightning-fast reflexes, vanguards hone their abilities in battle and enhance those abilities using their armor. While not always peak fighters, their armor pushes the limits of their physical capabilities, making them more than a match for the fiercest of foes. Though clad in thick and heavy armor, warclad vanguards are impressively fast and stealthy on the battlefield.
517
518#### Fighting Style
519When you select this chassis at 3rd level, you prepare yourself for the path of the vanguard by adopting a particular 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 you later get to choose again.
520
521##### Defense
522While you are wearing armor, you gain a +1 bonus to AC.
523
524##### Great Weapon Fighting
525When 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.
526
527##### Protection
528When 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.
529
530##### Two-Weapon Fighting
531When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
532
533```
534```
535
536
537
538#### Enhanced Mobility
539*(Available for Emulation Module at 5th level)*
540
541When you select the vanguard chassis at 3rd level, your armor also becomes modified for intense mobility in combat. When wearing your armor, your movement speed increases by 10 feet. Additionally, you can use a bonus action to double your jump height and distance until the start of your next turn.
542
543
544#### Overload Surge
545
546At 6th level, your armor can push you beyond your limits, allowing you to perform remarkable physical feats.
547
548While wearing your armor, as a bonus action on your turn, you are filled with magical energy, allowing either enhanced strength or speed until the start of your next turn. You must first expend a power die before choosing from one of the two effects below.
549
550
551**Strength Overload.** You have advantage on Strength-based checks and saving throws. Each of your damage dice for Strength-based weapon attacks are maximized.
552
553**Speed Overload.** You have advantage on Dexterity-based checks and saving throws. You may take an additional Dodge, Dash, Disengage, or Hide action on your turn.
554
555#### Active Camouflage
556*(Available for Emulation Module at 12th level)*
557
558By the time you’ve reached 10th level, your magical armor has seen the environments in which you fight, and has learned to blend in with them, making you an effective scout or giving yourself a tactical edge before attacking. While wearing your warclad armor, you can spend an action to gain advantage on Dexterity (Stealth) checks. This advantage ignores disadvantage imposed by heavy armor, granting yourself usual advantage. You have advantage on attacks while this effect is active, regardless if you are detected or not. This camouflage ends if you attack, cast a spell, or if you end the effect as a bonus action on your turn.
559
560#### Meteor Slam
561*(Available for Emulation Module at 16th level)*
562
563Beginning at 14th level, your vanguard armor reacts and cushions falls for you, making you immune to damage inflicted by falling when wearing your armor.
564
565The vanguard armor can also convert the force of a fall into offensive damage. Upon hitting the ground after falling, you can use a reaction to strike the ground and send out a shockwave of damaging energy. All creatures within 10 feet of you upon impact must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or suffer a d4 of force damage for every 10 feet you fall, to a maximum of 20d4. Creatures suffer half damage on a successful save.
566
567#### Extra Attack
568At 18th level, you can attack three times instead of twice, whenever you take the Attack action on your turn.
569
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581
582<div class='wide'>
583## Warclad Class created by /u/fatchalupa
584</div>
585
586
587<img
588 src='https://i.imgur.com/AGO5q6f.png'
589 style='position:absolute; top:280px; right:50px; width: 330px' />
590
591<img
592 src='https://i.imgur.com/4odnptu.png'
593 style='position:absolute; top:290px; right:420px; width: 330px' />
594
595
596
597### Updates
598This class has been finalized for now, but most all details are still subject to change. To provide feedback, either visit the Warclad post on r/UnearthedArcana, or PM u/fatchalupa on Reddit.
599
600### Special Thanks to
601* VampireBagel, NASA, and SgtBriar from The Discord of Many Things for feedback and tweaks.
602* u/thedavidadams from Reddit for feedback and collaboration.
603
604```
605```
606
607### Art Credits
608In order of appearance:
609* The Armor Shop by sweetmoon (via DeviantArt)
610* Warclad Class symbol made with royalty-free clipart
611* Huxley concept armor by MGSmaster101 (via DeviantArt)
612* Plate armour Dungeons & Dragons Pathfinder Roleplaying Game Drawing (via KissPNG)
613* Something never change by Kirill Leonov (via ArtStation)
614* Torn World Golem by Alyssa Faden
615* Wonderbook: Book of Spells - Environment Concept by atomhawk (via DeviantArt)
616* Vintage Suits of Armor Illustration via Silver Spiral Arts
617
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621<div class='footnote'>PART 1 | CLASSES</div>