Those that walk the Path of Iron seek the secrets of flesh and steel. They employ heavy armors, powerful, armor shredding attacks, and vigilant defensive strategies. The Path of Iron has long since been a journey made alongside allies.
Wrought and Clad
At Level 1, you learn the core skills that form this ancient fighting style. You gain Proficiency in Heavy Armor, and you can Rage while you are in Heavy Armor.
Attacks you make with Two Handed Melee Weapons gain a +2 bonus to damage, and Attacks you make with One Handed Melee Weapons gain a +1 bonus to accuracy.
Into the Fray
At Level 5, you make the most of being outnumbered. While you are Raging, you gain +1 Defence against all non-magical damage types for every enemy creature within 5 feet of you.
Your reaction attacks gain Damage Advantage.
Once per Rest, you can expend your Reaction to take Half Damage from a single source of damage.
Rend
At Level 9, your attacks shred steel and flesh alike. You gain a +1 bonus to your Critical Range.
While you are Raging, you can perform a special melee attack that has Damage Advantage and ignores up to 20 Physical Defence called Rend for 1 additional AP. Killing an enemy with Rend grants you 2 AP.
Shattered Steel
At Level 13, your blows land true and deadly. You gain a +1 bonus to your Critical Range with Two Handed Melee Attacks, and One Handed Melee Attacks deal 1d10 additional damage with Reaction Attacks.
While you are Raging, Critical Hits you land with melee attacks Ruin the target until the start of your next turn.
While you are Raging, you gain +1 additional damage for every enemy creature within 5 feet of you.
The Riddle of Steel
At Level 17, your allies strengthen your resolve. You gain +1 defence against all non-magical damage types for every allied creature within 10 feet of you, to a limit of 5.
If a creature has dealt damage to a target other than you, you make attacks at advantage against that creature and deal +5 damage on hit with melee attacks to that creature.