Legends of Tolria
The Galactic Game

Subclass Compendium · Warrior

Iron Champion

Heavy weapons specialist. Plate, hauler, ruination — the brutal anchor of any line.

Gating · soft

Identity

Iron Champions are the warriors built for breaking things. Where Soldiers hold formation and Duelists trade footwork, the Iron Champion arrives in heavy plate with a weapon nobody else on the field can comfortably lift, and proceeds to make the question of formation irrelevant. Halcyion shock-companies field them as line-breakers; Aurelion Houses keep them as champions of judicial combat; frontier garrisons hire them as the last word against anything that doesn't go down to small arms. They are slow to anger and slower to move, and both of those things are lies told by their armor.

Features

  • L3 Heavy Weapon Master

    You gain proficiency with all heavy melee weapons if you do not already have it. While wielding a heavy melee weapon, you ignore its Heavy property for the purposes of your own action economy (you may use it with the Two-Weapon Fighting style only if you have both hands free for it, but you suffer no speed penalty for wielding it). Additionally, when you roll a 1 or 2 on a damage die for an attack with a heavy weapon, you may reroll the die once and must keep the new result. This stacks with the Great Weapon Fighting style if you have it (reroll the new result only if it is also a 1 or 2).

  • L7 Crushing Blow

    Once per short rest, when you hit a creature with a melee attack using a heavy weapon, you can declare the strike a Crushing Blow. The attack deals an additional die of the weapon's damage plus your Strength modifier, and the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. A Huge or larger creature has advantage on this save; a Gargantuan creature is unaffected by the prone effect but still takes the additional damage.

  • L11 Armored Implacable

    While you are wearing heavy armor, you are immune to being moved against your will by any effect that allows a Strength save (forced movement, pulls, pushes, shoves), and you cannot be knocked prone by any effect that allows a saving throw. You may still be moved by effects that bypass saves entirely (e.g., teleportation, grapple by a creature three or more sizes larger). You also have advantage on saving throws to maintain concentration on non-channel effects (such as held Crushing Blow declarations) when you take damage.

  • L15 Devastation

    When you hit a creature with a melee attack using a heavy weapon and the attack is part of a turn on which you have already hit that creature at least once, the second and subsequent hits deal an additional 2d6 damage of the weapon's type. Additionally, when you score a critical hit with a heavy weapon, the additional damage dice are doubled (as is standard for criticals), and the target's speed is reduced to 0 until the end of its next turn.

  • L18 Tyrant of the Field

    Once per long rest, as a bonus action, you declare War Form for 1 minute. While in War Form: you have a +2 bonus to attack rolls with melee weapons; you have advantage on Strength saving throws and Strength checks; you are immune to the Frightened and Charmed conditions; your walking speed cannot be reduced below your normal value by any effect; and the first time on each of your turns that you hit a creature with a heavy weapon, that creature takes additional damage equal to your Warrior level. War Form ends early if you are reduced to 0 HP, fall unconscious, or drop your weapon.