To achieve victory over any opponent a warrior must be confident and 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.
Imposing Glare (1 point)
1st degree Tempered Iron bonus action
For a moment you unleash your fury forcing your enemy to hesitate. Choose one hostile creature you can see within 30 feet. If it can see you, it makes a Courage saving throw or is frightened of you until the end of your next turn. After you have used this maneuver against a creature, until the end of combat it has advantage on saving throws to resist Imposing Glare.
Purge Magic (2 point)
1st degree Tempered Iron reaction
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.
Striding Swings (1 point)
1st degree Tempered Iron action
With supreme confidence you march forward with your attack, stepping heavily into every strike and driving each blow home. When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Move up to 15 feet. This movement can be through the space of hostile creatures that are up to one size category larger than you, and the spaces of other creatures do not count as difficult terrain. This movement provokes attacks of opportunity as normal
Zealous Stance (1 point)
1st degree Tempered Iron bonus action (stance)
By submitting to your fervor you make yourself vulnerable but gain an edge on your opponents. When you make your first attack on your turn, you can decide to gain an expertise die on melee weapon attack rolls until the start of your next turn. When you do so, until the start of your next turn attack rolls against you gain an expertise die.
Faith Within (1 point)
2nd degree Tempered Iron reaction
As soon as you spot the workings of magic nearby you can reflexively draw upon your willpower to fortify your mind, body, and soul. When you fail a saving throw against a spell or other magical effect that makes you charmed, frightened, poisoned, or stunned, at the start of your turn you can use your reaction to repeat the saving throw.
Gaze Of Conviction (2 points)
2nd degree Tempered Iron bonus action
You lock eyes with an opponent with a fury so potent that it cannot be ignored. You stare down a creature you can see within 30 feet, and if it can see you it makes a Sanity saving throw. On a failure, the creature is compelled to attack you. On its turn the creature moves towards you and makes as many attacks against you as it can. The effects of this maneuver end when you attack a different creature or the creature is unable to attack you.
Stunning Assault (3 points)
2nd degree Tempered Iron action
You strike your opponent with enough force to stun them. When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of your next turn, when you hit a creature with a melee weapon attack it makes a Fortitude saving throw or is stunned until the end of your next turn
Break Spell (2 points)
3rd degree Tempered Iron reaction
You interrupt a spell to stop it being cast. 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. On a hit, the creature makes a Concentration check (against your maneuver DC or as normal, whichever is higher) or the spell is interrupted (expending the spell slot) and has no effect.
Defy Magic (2 points)
3rd degree Tempered Iron reaction
The potency of magic is dependent upon whoever wields it, and whether arcane or divine most spells and spellcasters pale in comparison to your obsessive conviction. When you see a creature within 30 feet make a spell attack against you, you can use your reaction to defy it. The creature makes a spellcasting ability check against your maneuver DC or automatically misses with its spell attack. If the spell is of 7th-level or higher, this combat maneuver has no effect.
Dispelling Assault (2 points)
3rd degree Tempered Iron action
You attack with such fury that your enemy’s magical defenses wither and fail. When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of your next turn, your weapon attacks score a critical hit on a roll of 19–20, and when you score a critical hit against a creature any spell of 3rd-level or lower on the creature ends. If you already have a feature that increases the range of your critical hits, your critical range increases by 1 (maximum 17–20).
Devoted Assault (3 points)
4th degree Tempered Iron bonus action
The battle around you narrows as you focus your ire on a single opponent, ignoring other threats or enemies. Choose one creature you can see within 30 feet. Until the start of your next turn, you cannot attack any other targets and you have advantage on weapon attacks made against that creature. On a critical hit, you can spend exertion to use a Tempered Iron maneuver that you know against the creature so long as it can be activated with an action or bonus action.
Disrupting Charge (2 points)
4th degree Tempered Iron reaction
You charge a spellcaster in order to interrupt their spell. When a creature you can see casts a spell, you can use your reaction to move up to your Speed. If you end your movement adjacent to that creature, you can make a melee weapon attack against it. On a critical hit, the spell is interrupted (expending the spell slot) and has no effect.
Spell Shattering Strike (2 points)
4th degree Tempered Iron reaction
You strike a spellcaster and disrupt their control over magic, fracturing the power behind a spell and transforming the energy so it roots them to the spot. 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. On a hit, the creature makes a Composure saving throw or the spell is interrupted (expending the spell slot) and it rolls 1d4 to determine how the fraying magic affects it: 1—the creature’s Speed is reduced to 0, 2 — the creature becomes confused until the end of its next turn, 3 —the creature has disadvantage on checks made to concentrate on spells until it succeeds on a concentration check, 4 — the creature is stunned until the end of its next turn and rattled for the next minute
Branding Steel (3 points)
5th degree Tempered Iron bonus action
You permanently mark your foe with your sword. Before the start of your next turn, when you hit a creature with a melee weapon attack you can choose to brand it. A branded creature has disadvantage on concentration checks and on attacks made against creatures other than you. In addition, a branded creature able to see you cannot move closer to you without making a Courage saving throw. The brand on a creature is removed when it regains 30 hit points or more from a healing spell or similar magic.
Burning Embers of Faith (3 points)
5th degree Tempered Iron reaction
Digging within, you stave off the call of death and surge renewed towards your foes. When you are reduced to 0 hit points, you can use your reaction to heal a number of hit points equal to your proficiency bonus. If you were reduced to 0 hit points by a spell, you instead heal a number of hit points equal to your level. In addition, for the next minute you gain advantage on attack rolls made against the creature that reduced you to 0 hit points, and your weapon attacks against it deal extra damage equal to your proficiency bonus.