Tempered Iron
Those who utilize the techniques of Tempered Iron are certain of their every step and swing, often zealous in their pursuit of a foe and motivated by a daunting drive to succeed no matter the cost.
1st Degree
Imposing Glare
1st degree tempered iron maneuver
Exertion Cost: 1 exertion points
Casting Time: 1 bonus action
Range: 15 feet
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Fighters, Paladins
As a bonus action, choose a hostile creature within 15 feet of you. If it can see you, it must make a wisdom saving throw versus your maneuver save DC. If it fails, it is frightened of you until the start of your next turn. Whether or not the creature is frightened, your next attack against the creature deals an extra 1d6 damage.
Purge Magic
1st degree tempered iron maneuver
Exertion Cost: 1 exertion points
Casting Time: 1 reaction
Range: Your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Fighters, Paladins
As soon as your senses seize upon the uttering of an incantation or a hand working the gestures of magic your body reflexively reacts with violence. When a creature you can see within your reach casts a spell, you can use your reaction to make a melee weapon attack against it with advantage.
Striding Swings
1st degree tempered iron maneuver
Exertion Cost: 1 exertion points
Casting Time: Part of an attack
Range: Your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Fighters, Paladins
When you make this attack, you can move through the enemies space as if it were difficult terrain.
Zealous Aura
1st degree tempered iron maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Concentration, up to 1 minute
Classes: Barbarians, Fighters, Paladins
As a bonus action, you activate an aura that lasts up to 1 minute or until you lose concentration on it. While this aura is active, you can add your proficiency bonus twice to your first attack roll made on your turn. If the enemy you are attacking has cast a spell, you can add your proficiency bonus twice to all your attacks against them.
2nd Degree
Faith Within
2nd degree tempered iron maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 reaction
Range: Self
Target: Self
Duration: Instantaneous
Classes: Barbarians, Fighters, Paladins
When you fail a saving throw against a spell or other magical effect, you can use your reaction to repeat the save.
Gaze of Conviction
2nd degree tempered iron maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 bonus action
Range: 10 feet
Target: 1 creature
Duration: Until the start of your next turn
Classes: Barbarians, Fighters, Paladins
As a bonus action, you gaze into a creature. If it can see you, it makes a wisdom saving throw versus your maneuver save DC. On a failure, the creature has disadvantage to attack anybody but you until the start of your next turn.Â
Break Spell
2nd degree tempered iron maneuver
Exertion Cost: 2 exertion points
Casting Time: Part of an attack
Range: Your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Fighters, Paladins
You strike your opponent with a blow designed to interrupt mages. Your attack deals an additional 1d6 damage. If your opponent is concentrating on a spell, you have advantage, your attack deals another 1d6 damage for a total of an extra 2d6, and the opponent has disadvantage on their concentration saving throw.
3rd Degree
Defy Magic
3rd degree tempered iron maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 reaction
Range: 30 feet
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Fighters, Paladins
Your will can triumph over spells. When a creature within 30 feet of you makes a spell attack against you, you can use your reaction to defy it. The creature makes a spell casting ability check versus your maneuver save DC. If the creature fails, their attack automatically misses you.
If the spell is of 7th level or higher, this maneuver has no effect.
Peer Through
3rd degree tempered iron maneuver
Exertion Cost: 1 exertion points
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Concentration, until the end of your next turn
Classes: Barbarians, Fighters, Paladins
You hone your vision, seeing through illusions and allowing you to see creatures under the effects of an invisibility spell within a 20 foot radius of you.
Zealous Flurry
3rd degree tempered iron maneuver
Exertion Cost: 3 exertion points
Casting Time: Part of an attack
Range: Your melee weapon's reach
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Fighters, Paladins
If your attack hits a creature under the effects of a spell of 3rd level or lower, your attack dispels it and deals an additional 3d6 damage.
4th Degree
Devoted Assault
4th degree tempered iron maneuver
Exertion Cost: 3 exertion points
Casting Time: 1 bonus action
Range: Your melee weapon's reach
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Fighters, Paladins
As a bonus action, you choose one creature you can see within 30 feet of you. Until the end of your next turn, all your attacks have advantage against that target, however you can only use your actions to either move closer to the enemy, or attack it. You cannot use any bonus actions during this time unless it is for a maneuver from this category.
Disrupting Charge
4th degree tempered iron maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 reaction
Range: 30 feet
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Fighters, Paladins
When you see a creature cast a spell, you can charge at them in a blind rage. You can move up to 30 feet towards them, and if you end adjacent to the creature, you can make a melee weapon attack with advantage against them. If you score a critical hit against the target, their spell is interrupted and has no effect, wasting the spell slot.
Stunning Assault
4th degree tempered iron maneuver
Exertion Cost: 2 exertion points
Casting Time: Part of an attack
Range: Your melee weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Barbarians, Fighters, Paladins
Your attack deals an extra 2d6 damage, and the creature must make a constitution saving throw versus you maneuver save DC or be stunned until the start of your next turn.
5th Degree
Branding Steel
5th degree tempered iron maneuver
Exertion Cost: 4 exertion points
Casting Time: 1 bonus action
Range: Your melee weapon's range
Target: 1 creature
Duration: Up to 1 minute.
Classes: Barbarians, Fighters, Paladins
After hitting an opponent with a melee weapon attack, you can use your bonus action to brand them for up to 1 minute, or until they regain 30 hit points or more. You deal an additional 1d6 damage to the branded creature any time you deal damage to them. This extra damage increases to 2d6 when you are below half your hit point maximum.
Burning Embers of Faith
5th degree tempered iron maneuver
Exertion Cost: 4 exertion points
Casting Time: Free Action
Range: Self
Target: Self
Duration: Instantaneous
Classes: Barbarians, Fighters, Paladins
When you are reduced to 0 hit points, you regain health equal to your level and cannot be reduced below 1 hit point until the start of your next turn. If that damage was from a spell, you regain health equal to twice your level.