The Iron Falcon archetype focuses on pragmatism, opportunism, and battlefield control. Unlike noble knights who fight for honor, Iron Falcons fight to win, using any advantage they can get. They are master duelists, known for their distinctive fighting style that often incorporates an offhand weapon whether it be a dagger, a shield, or a firearm, not just for defense, but for creating openings and employing a variety of dirty tricks.Â
Your training is practical and focused on what works. You gain the following benefits:
You gain proficiency with your choice of either brewer's supplies, smith's tools, or one type of gaming set.
When you engage in two-weapon fighting, you can use a one-handed melee weapon in your off-hand even if the weapon in your main hand isn't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Versatile weapons can be used with either strength or dexterity, your choice.
Iron Falcons almost always fight with a dagger in their offhand, a small shield, or more recently, a small firearm.
Dagger
While wielding a dagger in your offhand, you gain the following benefits.
When you hit with the dagger, you swipe for their eyes, blinding the opponent until the start of their next turn, or until another attack is made against them.
You can add your strength or dexterity to the damage of your offhand dagger strikes, and you score a crit on a roll of 19-20 with the dagger.
Shield Brawler
While wielding a shield in your offhand, you gain the following benefits.
Your shield can be used as a melee weapon that deals 1d6 bludgeoning damage. Whenever you deal max damage with your shield, the target is knocked prone. You can use a bonus action on your turn to make an offhand strike with the shield regardless of whether or not you used the attack action.
You can throw the shield at a creature within 20 feet of you. The shield bounces back to your hand after the toss.
Big Shot
While wielding a firearm with the light property in your offhand, you gain the following benefits.
You do not have disadvantage on ranged weapon attacks for being within 5 feet of an enemy when attacking with an offhand firearm, you instead have advantage.
As a bonus action, you can shoot a concussive blast from your firearm. This attack deals no damage, but each creature in a 10 foot cone originating from you is pushed 5 feet back.
At 7th level, you excel at turning an opponent's failure into your success. When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make one weapon attack against that creature.
At 10th level, you are adept at moving around the battlefield, slipping in and out of advantageous positions. You can take the dash and disengage actions as a bonus action, and your speed increases by 10 feet when you are not wearing heavy armor.
At 15th level, you have mastered your dagger, shield, and firearm. Your abilities from Skullduggery are upgraded.
Parry and Riposte. If you use your offhand dagger for the attack in the No Honor ability, it does not use your reaction.
Shield Ricochet. When you toss the shield, it can ricochet to a another target within 20 feet of the first target.
Big Shot. You can shove the targets back 15 feet instead of 5.
Starting at 18th level, you have learned to turn your gambling skills from your time spent in the City of Avarice to use. When you make an attack roll with your offhand dagger, shield, or firearm, you can flip a coin instead of rolling like normal. Heads, you score a critical failure. Tails, you score a critical strike.
Additionally, whenever you action surge, you can use another bonus action as long as it is used to make an attack with your offhand weapon.