Iron Man (5e Class)

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Introduction

For weeks, he had worked away in the terrorist’s cave, being forced to create weapons for them. But Tony Stark was not quite ready to comply with their needs. With the help of another scientist captured by them, he created a metal suit run by an arc reactor, a sustainable energy source he himself invented. The scientist booted up the program and ran to distract the guards while Tony got in the suit. The scientist was badly injured, and before dying he told Tony, “Don’t waste your life.” Tony donned the helmet of the first Iron Man suit and walked out of the cave. The terrorists opened fire at him but only succeeded in making him angry. “My turn,” Tony roared, pushing forward his arms in the suit and setting fire to the entire base, before blasting off in the suit to safety.


Creating an Iron Man

Consider how you became an Iron Man. Did you want revenge and realized you had the technology to not only kill your parent’s killer, but to hide your identity as well? Maybe you were captured by bandits and built the suit out of sheer desperation. Maybe you stole an arc reactor from a tech genius, and learned how to build the skeleton of your suit. If so, how did you learn to build it? Perhaps you went to a prestigious academy, one that taught you engineering and design from the future. Maybe a god blessed you with intelligence from another world, if your campaign doesn’t take place in the present. Maybe you’re actually really stupid, and you just do what the voices in your head tell you what do. Once you have decided how you got your suit and training, why are you Iron Man? Do you just want the fame of it, and if so, does the common folk know your secret identity? Maybe you just want to protect those who are to stupid to protect themselves, or maybe you’ve just give up on people entirely and use your suit to rob banks and gain power.


Quick Build

You can make a Iron Man quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma. Second, choose the Urban Vigilante (a philanthropist of a different sort) background.

Class Features

As a Iron Man you gain the following class features.

Hit Points

Hit Dice: 1d8 per Iron Man level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Iron Man level after 1st

Proficiencies

Armor: Iron Man Suit
Weapons: none
Tools: Tinkerer's kit
Saving Throws: Intelligence, Charisma
Skills: History, Investigation, Religion, Insight, Survival, Deception, Intimidation, Performance, Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Iron Man Suit
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • Tinkerer's Kit
  • If you are using starting wealth, you have If you are using starting wealth, you have 10d4 x 10 gp in funds in funds.

Table: The Iron Man

LevelProficiency
Bonus
Features
1st+2Iron Man Suit, Engineering
2nd+2Cutting Laser
3rd+2Thermal Vision
4th+2Ability Score Improvement
5th+3Improved Flight
6th+3Gauntlet Upgrade
7th+3Arc Reactor Blast, Suit Call
8th+3Ability Score Improvement
9th+4Lightning Absorption
10th+4Influence
11th+4Shoulder Missiles
12th+4Ability Score Improvement
13th+5Super Strength
14th+5Engineering Improvement
15th+5Nanotech Suit
16th+5Ability Score Improvement
17th+6Nanotech Improvement
18th+6Nanotech Improvement
19th+6Ability Score Improvement
20th+6Vibranium Suit

Design Note: This class does not have archetypes, and was not created with archetypes in mind.

Iron Man Suit

At level 1,you have built a 95.5% titanium and 4.5% gold suit that can fly and shoot lasers. Known as an Iron Man suit, it was built by you and can only be operated by you. Work with your DM to figure out how you acquired the suit. Perhaps you found the resources from an alien crash in a medieval world, or maybe a deity gave you the brains to make it yourself. Whatever the case, your suit has improved defense and attacking powers. Donning the suit takes an action, and doffing the suit takes an action. The Iron Man suit has a flap on its helmet that can open up if you want to talk to somebody face to face instead of through the helmet. The Iron Man Suit weighs 240 lbs. (this does not affect your encumbrance because it moves with you). when you wear the suit, you have the following benefits:

  • Your Strength becomes 20 (+5)
  • Your Constitution becomes 20 (+5) (does not affect maximum HP)
  • Your AC becomes 20, and you cannot benefit from a shield when you wear the Iron Man Suit.
  • You have resistance to Lightning damage
  • You have a head-up display in front of you in the interior of the helmet, which shows you your current status, the status of your allies within 100 ft of you, and it can zoom in and discern fine details from up to a mile away
  • You can lift 10 times your normal weight.
  • You use your Intelligence modifier for attack rolls with suit weapons, like the repulsors or tank missiles. You are also considered proficient in these attacks.

Your suit runs on an arc reactor, a renewable energy source that lasts for lifetimes. This might be implanted in your chest and connects to the suit when you put it on, or it just might be built in the suit. If the arc reactor is somehow removed or destroyed, the suit will cease to function. The arc reactor's energy is measured out of 100%. The arc reactor regenerates 1% energy every minute. Energy can be used to do the following actions:

Flight You can use the suit to fly in any direction at the cost of 2-3 (1d2+1) energy per turn. Your base flying speed is 200 feet. Flying does not require an action, and you can hover when you fly. If you fly over 10,000 feet above sea level, your suit starts to freeze up and every 100 feet after that you take 1d10 cold damage. If you take more than 10 cold damage, your suit malfunctions and stops working and falls in mid air. Flight improves at level 5.

Repulsors On the palm of your hand on both sides of the Iron Man suit, you have two energy blasters called repulsors. They can be used to stabilize flight but are mainly used for shooting energy beams as a weapon. By spending 1% energy as an action, you can make a ranged attack roll against a target. You can target things up to 100 ft away, and you do not have disadvantage in close range. On a hit, the target takes 3d10 + your Intelligence modifier radiant damage. You can use your bonus action to make another attack roll with your off-hand repulsor, at the cost of another 1% energy.

If an Iron Man suit feature asks for a save DC, the DC is calculated as following:

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Engineering

At level 1, you already have a great understanding of engineering and design. As long as you have a tinker’s kit and the proper materials, you can create basic and complicated non-magical equipment, such as armor and weapons. They cost half the market price to make, and the time it takes to make it is based on 1 hour for every 100 GP it costs. For example, a great sword costs 50 Gp on the market, so it would cost 25 Gp’s worth in materials to make and take half an hour. Your understanding in mechanics also lets you perform maintenance on your suit. It takes 1 hour to perform weekly maintenance, and 1 hour x your Iron Man level to fix a destroyed suit (it gets harder to do this as the suit becomes more complicated). When you reach the 14th level in this class, the costs of creating things are halved again.

Cutting Laser

At level 2, you have built a high energy red laser on the gauntlet of your suit that can cut through any non-adamantium/vibranium metal. It costs 5% energy a turn to activate it. For the purposes of metal objects with hit points, this laser does 4d8 radiant damage on a hit, however, measuring damage is not necessary for most objects, like a lock or metal bars. The cutting laser has no effect on any non-metal material.

Thermal Vision

At level 3, when you are wearing your helmet, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light, in addition to being able to see through objects in this range. You can see different colors, the hotter the object the more on the warm spectrum of the color wheel it will be.

Ability Score Increase

When 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.

Improved Flight

At level 5, you have upgraded the flight system in your suit. Your flying speed has increased to 150 feet, and it only costs 1% energy per turn to fly. You can also engage boost mode, if you want to fly faster. When you engage boost mode, your flying speed triples. When you fly this way, you can only fly forward into a cone shape, and you have no use of your arms, as the repulsors are needed to boost the flight. You also do not take cold damage for flying over 10,000 feet.

Gauntlet Uprades

At level six, you have modified the gloves in your suit to contain weaponry. Choose one of the following features:

Tank Missile! You have created a special pen-sized missile that you fire from your gauntlet. You can store 1 of these missiles in each of your gauntlets, but when you level up you only create one. Each missile can be fired as an action. Choose a target that you can see within 100 feet of you. Every creature within 10 feet of that spot must make a dexterity saving throw against your Iron Man Save DC or take 4d8 fire damage and 2d6 piercing damage, or half of that on a save. Because this missile is designed to go through cracks in your opponents armor, creatures with an AC of 18 or higher have a -5 on the save. A single tank missile can be crafted with 20 gp's worth of materials.

Flamethrowers You have crafted flamethrowers in your gauntlets. As an action, you can spend 3% energy to fire them. Every creature in a 30 foot x 5 ft line (left hand) or 15 ft cone (right hand) must make a Dexterity save against you Iron Man save DC. They take 4d6 fire damage on a failed save and are set on fire, or half on a successful one and are not set on fire. A creature that is set on fire takes 1d8 fire damage every turn, and can extinguish the flames as an action. You can only fire one flamethrower at a time. Any flammable object not being worn or carried is set on fire if the flame touches them.

Arc Reactor Blast

At level 7, you can shoot energy directly out of you arc reactor in you chest. By spending 5% energy as an action, you can make a ranged attack roll at a target. The range on this attack is 200 ft, but you have disadvantage on attacks against things within 5 ft of you. On a hit, the target takes 10d10 radiant damage. Because of the stress they put on the iron man suit, you can only do this once safely before you do weekly maintenance. If you do it again, there is a 10% chance you will fail and take the damage yourself. If this happens, you also lose 50% of your remaining energy.

Suit Call

At level 7, you have created a small, portable remote that has a button on it. When the button is pressed, Your suit, wherever it is, flies to you as fast as possible and you automatically don it.

Lightning Absorption

At level 9, your suit can transfer electricity into energy. You still take damage from it, but all the damage dealt to you is transferred back into your suit. This energy can go over 100%, much like temporary hit points. For example, if you are at 90% energy, and you take 28 lightning damage, you lose 14 hp (resistance) but gain 14% energy, so now you have 104%. If this extra energy brings your suit over 100% energy, the extra energy discharges after 1 minute (if it is still over 100%).

Influence

At level 10, random commoners and even your enemies have heard of your exploits. Your Charisma score increases by 2, and so does the maximum for that score. You also now have advantage on Charisma (Persuasion) checks on creatures friendly or neutral towards you, and you have advantage on Charisma (Intimidation) checks against hostile creatures.

Shoulder Missiles

At level 11, you have created small, bite-sized missiles that fit in the shoulders of your suit. These missiles are created by transferring your suit’s energy into matter inside your suit. It costs 5% energy and takes 5 minutes for your suit to create a single missile. Each of your shoulders can hold 4 missiles. As an action, you can fire up to 4 missiles at once at the same or different targets. Make an attack roll for each missile separately. On a hit, each missile does 2d8 fire damage and 1d6 piercing damage.

Super Strength

At level 13, the support in your suit has been upgraded. You can lift 100 times your normal carrying capacity instead of 10 times. Your strength and constitution scores also increase by 2 as well as their maximums.

Nanotech Suit

At level 15, you have completely deconstructed your suit into little tiny robots called nanobots. These robots can completely deconstruct you suit and fit themselves into the size of your palm. As a bonus action, you can have your suit form perfectly over your body, and you can make the suit disappear into your pocket or wherever. All of the features you already have on your suit stay the same, just that they are now constructed into nanobots. With your nanotech suit, you are completely sealed in the suit, meaning you can go underwater and survive in space. The nanobots can also form themselves into additional weapons, armor, and equipment. Choose two of the features below. You gain another one of these features at level 17, and another one at level 18. Once you choose a feature, you cannot switch it out for another.

Shield By spending 5% energy, you can activate nanobots in your suit to form into a shield on your arm. You can do this as a reaction or action. The shield gives you +5 AC, but you lose the ability of one of your hands. The shield provides anyone directly behind you with 3/4s cover from attacks in front of you. You gain no benefit from this shield when flying. You can deactivate this shield by spending 1% energy as a bonus action. When deactivated, the shield disappears, and the nanobots return to your suit.

Arm Dagger By spending 5% energy as a bonus action, you can activate nanobots in your suit to form a large, two-pronged dagger on your arm. When you make a successful attack roll with the dagger, it deals 2d6 + your Intelligence modifier and an additional 1d6 lightning damage. You can increase the amount of lightning damage you do by spending 2% energy for an additional 1d6 lightning damage, to a maximum of 4 extra damage dice. You can deactivate the arm dagger by spending 1% energy as a bonus action. When deactivated, the arm dagger disappears, and the nanobots return to your suit.

Arm Mounted Energy Cannon By spending 10% energy as a bonus action, you can activate nanobots on your suit to create an arm cannon that resembles the claw of a crab. You can fire the cannon by spending 5% energy as an action. When you do so, everything in a 5ft x 30ft line must make a Constitution saving throw against you Iron Man ability save DC or take 6d8 thunder damage, or half on a save. Any creature within a 5 ft cube at the end of the line take an additional 2d10 lightning damage, or half on a save. You can deactivate the arm mounted energy cannon by spending 1% energy as a bonus action. When deactivated, the arm cannon disappears, and the nanobots return to your suit.

Wings By spending 10% energy as a bonus action, you can activate nanobots on your body to form into four floating bars that make an X across you back. At the end of each bar, or wing, is an extra repulsor. Whenever you make a repulsors attack, you can do the same for each of the repulsors on the wings by spending 1% energy for each one that you want to attack. Because of the way they are angled, they all have to attack the same target as the first repulsor. If you decide to shoot the wing repulsors without the repulsors on your hands, they must still all attack the same target. When you have the wings activated, you have an extra 100 ft of flying per turn. Wing repulsors cannot be fired when you are flying, but can be fired when you are hovering. You can deactivate your wings by spending 1% energy as a bonus action. When deactivated, the wings disappear, and the nanobots return to your suit.

Nanobot Glue/Healing By spending 1% energy, you can spray nanobots out of your gauntlets to fix things. You can target objects up to 20 ft away to cast the mending cantrip on them, in a non-magical way for the purposes of anti-magic field, ect. When you cast it this way, you can add matter to the thing you are fixing, instead of just changing a messed up or shattered material back together. You can also heal using this spray. you can spend 1% energy to heal a creature you are spraying to heal them 1d6 + your Intelligence modifier hit points. You can spend additional energy to increase how much you heal. For every extra 1% energy you spend, you can increase your healing by 1d6. You can only use 5% extra energy at a time.

Vibranium Suit

At level 20, you have acquired the super-hard energy absorbing material known as vibranium and transformed it into nanotechnology and rebuilt your suit using it. Let your DM know in advance that you get this feature, so acquiring the vibranium can be part of your quest (you get it either way, a possible reason being you changed the chemical formula of titanium and gold to vibranium). The Vibranium suit increase the AC of your Iron Man suit to 24. When you are wearing the vibranium suit, you are immune to all bludgeoning, piercing, and slashing damage from all non-adamantium/vibranium weapons. You gain Expertise with all suit weapons. You also become immune to lightning damage, but still regain energy equal to half the damage taken, due to the absorption properties of vibranium. The suit now weighs 1/3 as much.

Multiclassing

You cannot Multiclass into or out of the Iron Man class.


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