Hello, everyone! We’ve reached the final of the four Villain Month archetypes, the Iron Knight! Thank you all for participating and guessing which villains each archetype was based on. As before, if you can identify the villain this archetype is based upon, be sure to reply here or on Twitter (@gamesTBM) with your guess to win a PDF copy of this archetype!
Fighter Archetype
Iron Knight
The fighters who take on the Iron Knight Archetype have harnessed latent powers within to bend metal to their will in battle. These warriors seldom find themselves defenseless and won’t hesitate to use this resilience to stand between their allies and all manner of foe.
Some Iron Knights are gifted with their abilities through errant chance, having been born with control over magnetism, while others have been blessed with their powers through decades of intensive training. Others still may find that they develop control over metal after being exposed to an artifact associated with powerful beings like the Armored Tyrant.
Manipulate Metal
Starting when you select this archetype at 3rd level, you can exert control over metal objects you can see. As a bonus action, you can move a metal object up to 75 pounds within 30 feet of you up to 10 feet in a straight line in any direction you choose.
If that object is worn or carried by a creature, that creature can make a Strength saving throw whose DC is equal to 8 + your proficiency bonus + your Constitution modifier to resist this movement. On a failed save, the object and creature are moved. On a successful save, the object and creature are not moved, but attacks made against the creature are made at advantage until the start of that creature’s next turn.
You may use this feature a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.
Sculpt Armor
Beginning at 7th level, you can use your magnetic abilities to assemble a makeshift suit of plate armor from loose metal and attached materials within 60 feet of you, contorting the metal to match your form. You can form this armor around your person as an action.
Being made of scrap materials, this armor will fall apart after 10 minutes, when you fall unconscious, or when you take an amount of damage equal to your Fighter level + your Constitution modifier (Minimum 1) from a single weapon attack.
Your GM may decide that there is not sufficient material around you to form a full suit of plate armor. However, you may still be able to assemble half plate or breastplate armor using this ability at your GM’s discretion.
You may use this feature a number of times equal to your Constitution modifier (Minimum 1), regaining all expended uses on a long rest.
Magnetic Hover
Starting at 10th level, your control of magnetism allows you to take flight at-will. While you are wearing metal armor, you gain a fly speed equal to your walking speed. If this metal armor is removed while you are flying, you fall.
Iron Flurry
By 15th level, your control over magnetism allows you to control several pieces of unattended equipment at once. As an action, you may animate up to 8 metal weapons or up to 2 suits of armor within 30 feet of you for up to 1 hour. These animated weapons use the statistics of a magnetized weapon, substituting using the appropriate weapon type of the weapon which was animated, while animated suits of armor use the magnetized armor statistics. These pieces of animated equipment act on a single initiative count as a group, which has its own turns. If you can see them, you may telepathically issue commands to these weapons (requiring no action from you). If you don’t issue any commands to them, they hover in place, but otherwise take no actions.
A piece of magnetized equipment cannot be worn or wielded until it is reduced to 0 hit points or this effect’s duration ends.
You must complete a long rest before you can use this feature again.
Shell of Steel
Starting at 18th level, you have reinforced your armor by bonding it with additional layers of metal magnetically. While you are wearing metal armor, you gain a bonus to your Armor Class equal to your Constitution modifier (minimum 1). This bonus ends when you take damage from a weapon attack.
You regain this benefit if you complete a short or long rest.