The Witch of Iron and Bone
Brutality / Crushing and BreakingLore
She is not the strongest thing in the forest. She just breaks things with more patience than the strongest things.
Iron Witches are the only witches that other monsters physically fear. A troll will avoid an Iron Witch's territory. Giants have been known to relocate. This is not because Iron Witches are larger or more powerful in a raw sense. It is because she is the only witch that makes other large creatures feel fragile.
She does not rage. She does not lose control. She calculates exactly how much pressure it takes to break the thing she is holding, and she applies it methodically. There is nothing personal about it.
In the coven, she is the answer to every problem that patience cannot solve.
They sent twelve guards. She appreciated the gesture. She broke the first two slowly, so the others would understand she wasn't in a hurry.
Playable Abilities
A preview of the core mechanics. Full class chassis, level progression, and coven magic in the book.
Melee attack. On hit, the target is grappled. While grappled this way, they take 2d6 bludgeoning damage at the start of each of their turns. The escape DC is 18 regardless of your STR modifier. Creatures grappled by Iron Grip have disadvantage on concentration checks.
You grip a grappled creature's armour or limb and pull. The target takes 4d8 bludgeoning damage and either their armour loses 2 AC permanently, or they suffer disadvantage on attack rolls with one limb until magical healing is applied. Your choice which.
You move up to your speed toward a creature. Any creature in your path must succeed on a STR save or be pushed aside 10 feet. If they cannot move, they take 2d6 bludgeoning damage instead. This movement does not provoke opportunity attacks.
Early Access
Get it free when it drops, plus updates as each class is finalised.