Metal Barbarian

The Metal Barbarian is a feral metallurgist whose passion for forging and grain‐boundary theory has exploded into raw fury. Their rage is fueled by improper annealing, too rapid quenching, and alloy impurities. They bark metallurgical formulas in combat, scenting alloy composition and microstructure of every blade and breastplate. Their totem is the blast furnace—source of life and destruction. In worship of the Iron Gods Ferrum, Nickulus, and Chromium, they seek to purify the world’s steel and burn away weakness.

Class Features

Hit Die d12
Primary Ability Strength, Constitution
Saving Throws Strength, Constitution

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons, Martial weapons
Tools Smith's tools
Skills Choose 2 from Athletics, Survival, Arcana, Nature, Intimidation

Starting Equipment

• Greataxe or Maul
• Two handaxes or any martial hammer
• Explorer’s Pack
• Smith’s Tools

Class Resources

Rages 3 (Long rest)
Molten Fury 4 (Short or long rest)

Class Abilities

Martial Abilities

Resource Molten Fury (d6)
Metal Rend
Bonus Action 1 Molten Fury Level 1

You strike a metal-plated foe and rend steel as if it were cloth.

Prerequisites:

Must be raging

Damage Effect
Damage: 1d6 fire (+1d6 at 10th level)
Quench Strike
Action 1 Molten Fury Level 2

You slam your weapon and scald the target with superheated steam.

Prerequisites:

Must be raging

Damage Effect
Saving Throw: Constitution
Damage: 2d6 fire (+1d6 at 6th level)
Debuff Effect
Saving Throw: Constitution
Conditions: slowed (speed halved)
Duration: 1 round
Heat Crash
Reaction 1 Molten Fury Level 3

You coil heat into your body and crash into an enemy, dispersing thermal energy.

Control Effect
Conditions: knocked prone
Duration: Instant
Bend Metal
Action 2 Molten Fury Level 5

You twist or warp a metal object or opponent’s armor with your bare hands.

Prerequisites:

Target wearing metal armor or holding metal object

Control Effect
Saving Throw: Strength
Conditions: restrained
Duration: 1 round
Structural Strike
Action 2 Molten Fury Level 7

You focus on an enemy’s joints as if focusing on a weld seam.

Damage Effect
Damage: 2d6 bludgeoning
Conditions: prone on a failed Strength save
Arc Furnace Blow
Action 3 Molten Fury Level 10

You slam the ground, calling forth molten ejecta in a wide circle.

Damage Effect
Saving Throw: Dexterity
Damage: 2d6 fire (+1d6 at 14th level)

Transformations

Molten Form
1 minute Level 6

Your body liquefies internally—heat courses through every fiber.

Changes:

Resistance to bludgeoning, piercing, and slashing, +10 ft movement speed, Melee weapon attacks deal extra 1d6 fire damage

Special Actions:

Metalmeld: As an action, you reshape metal objects within reach

Limitations:

Cannot cast spells or concentrate

Blast Furnace Avatar
Concentration, up to 1 minute Level 10

You become the living embodiment of a blast furnace.

Changes:

Immunity to fire damage, 10-foot aura of intense heat

Special Actions:

Breath of Furnace: 15-foot cone (2d6 fire damage, Dex save half)

Tempered Steel Form
1 minute Level 14

Your rage crystallizes into pure steel.

Changes:

+2 Strength and Constitution, Melee attacks deal extra 2d6 fire damage

Special Actions:

Shatter: All nonmagical metal objects in 10-foot radius are shattered

Forgeheart Transcendence
1 hour Once per long rest Level 20

You ascend into a primal forge spirit.

Changes:

Fly speed 30 ft, Aura of searing heat (5 ft) deals 1d6 fire damage per turn

Special Actions:

Lava Storm: 20-foot radius rain of molten metal (4d6 fire damage, Dex save half)

Limitations:

After transformation ends, you cannot use Rage or Molten Fury for 24 hours

Auras

Heat Radiance
10-foot radius Level 3

Radiant heat flows from you, empowering allies’ fiery attacks.

Effect:

+1 fire damage on allies’ fire or heat-based attacks

Activation:

Bonus Action

This aura can be toggled on or off.

Alloy Fortification
10-foot radius Level 7

Your body secretly casts out metallic filaments, reinforcing armor.

Effect:

+1 bonus to AC for allies

Activation:

Bonus Action

This aura can be toggled on or off.

Thermal Shock Resistance
10-foot radius Level 11

Your presence shunts thermal energy to protect allies.

Effect:

Allies gain resistance to fire and cold damage

Metallic Echo
10-foot radius Level 15

Vibrations in your armor warp space around you.

Effect:

Enemies have disadvantage on saves vs. forced movement

Companions

Furnace Imp
Fiendish Companion
Level 3

A small fiendish creature born of molten slag, eager to obey your commands.

Statistics:
HP 4 + your Barbarian level
AC 13
STR 6
DEX 14
CON 12
INT 10
WIS 10
CHA 8
Speed:
Walk 30 ft.
Senses:

Darkvision 60 ft

Features:

Fire resistance, Innate Ember Breath (1/day, 1d6 fire, Dex save half)

Commands:

Attack, Ember Breath, Smother Flames

Scaling:

Level 6: Ember Breath damage increases to 2d6

Level 9: Furnace Imp gains +1 AC and +1 to hit

Class Features

Rage (Level 1)

On your turn, you can enter a rage as a bonus action. While raging, you gain advantage on Strength checks and saving throws, a bonus to melee damage rolls (+2 at 1st level), and resistance to bludgeoning, piercing, and slashing damage.

Unarmored Defense (Level 1)

While you are not wearing heavy armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Metal Sense (Level 2)

You gain expertise in Smith’s tools. You can tell the exact alloy composition of any nonmagical metal object you touch and can Detect composition by smell within 50 feet.

Brutal Critical (Level 9)

When you score a critical hit with a melee weapon, you can roll one additional weapon damage die. Increases to two additional dice at 9th level and three at 15th.

Relentless Endurance (Level 11)

If damage would reduce you to 0 hit points, you can drop to 1 instead. Once per long rest.

Persistent Rage (Level 15)

Your rage only ends early if you choose to end it or fall unconscious.

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