Steel Crown
A royal of war, the battlefield is my kingdom. My sword is my scepter, and my helm is my crown; by divine mandate I will rule this fight. Weapons associated with Steel Crown are all polearms, two-handed and versatile swords, hammers, and maces. Its key ability score is intelligence, and its skill is insight.
1st
- Coiled Spring – Boost – You may jump your full distance without need of a running start nor consuming your movement.
- Ironwall – Stance – Whenever you successfully strike a foe, you may deal damage equal to your average proficiency bonus to an adjacent foe. This damage is based on your weapon's damage.
- Slicing Gale – Strike – You make one attack and apply it against two foes within reach. You may spend inspiration on this technique, applying your attack against an additional foe for each point of inspiration spent.
- Wallbreakr – Boost – Until the end of your next turn, your movement does not provoke attacks of opportunity, and you gain resistance against piercing damage.
2nd
- Armor Cleave – Strike – You deal +1d6 damage with your attack and creatures gain advantage to attack the target until the start of your next turn.
- Piercing Blow – Strike – You deal +2d6 damage and ignore any hardness or resistance to damage the target possesses.
3rd
- Armored Agility – Stance – Your movement speed increases by +5 feet and you gain a bonus to armor class based on the type of armor you are wearing. +1 if light, +2 if medium, and +3 if heavy. You also ignore the negative effects of your armor based on its category.
- Dancing Edge – Stance – You may make an additional attack whenever you make a normal attack action.
- Graceful Steel – Strike – You may make at acrobatics check in place of your attack roll, dealing piercing damage equal to Xd8 plus your dexterity modifier, where X is the proficiency bonus to your acrobatics skill (ignoring expertise).
- Iron Guard – Boost – Until the start of your next turn, foes you threaten provoke attacks of opportunity from you if they attack anyone other than you or if they move through our out of your threatened area. You may make an additional number of attacks of opportunity equal to your average proficiency bonus while this boost is active.
4th
- Flourishing Strike – Boost – You may deal half damage with a missed attack, and gain advantage on your next attack if it is made before the end of your current turn.
- Hamstring – Strike – You gain advantage on your attack roll. On a successful attack, the foe must make a constitution save or take an additional 3d8 points of damage and have its speed reduced to 0 for 3 rounds.
5th
- Iron Shattering Blow – Strike – On a successful attack, the target takes +4d8 points of damage and gains vulnerability to bludgeoning, piercing, and slashing damage for 3 rounds.
- Steel Wall – Stance – At the start of your turn, you gain temporary hit points equal to your good proficiency bonus, plus the armor bonus of your current armor.
- Turbulence – Boost – You may make two attacks against creatures within reach when you activate this boost.
6th
- Lord of Battle – Boost – Until the start of your next turn, you may make an attack against any foe with half or fewer hit dice than your level without taking an action. If the target of your attack has fewer hit dice than one fifth your level, you may kill them instantly without need of an attack roll.
- Steel Crown – Counter, reaction – You reduce the damage from the triggering attack by 4d8 + your level + your intelligence modifier. If this reduces the incoming damage to 0 or less, you gain expertise on all melee attack rolls for 3 rounds.