Base Class: Wizard
Adapted from ledle's Metallurgy subclass, Krymell's Metal Magic Subclass, Cyberpiggy's Metallurgist subclass, Tarumbatire by Way of Ferrous Esotericism.
WIP
Metal Savant
When copying a spell that has material components which include a form of metal, the gold and time you need to spend to copy the spell into your spellbook is halved.
Minor Metal Bending
Starting at 2nd level, your study of metals has granted you greater insight and knowledge regarding how to work metal. You can temporarily alter the shape of one nonmagical object. you perform a metallurgic procedure on any metal transforming it into a different shape. For every 10 minutes, you spend performing the procedure you can transform up to 1 cubic foot of material. After 1 hour or until you dispel it the material reverts to its original shape.
You also gain proficiency in either smith's tools or tinker's tools. In addition, whenever you make an Intelligence (History) check related to the origin of metalwork or technology, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Smith's Tools Proficiency
You gain proficiency with Smith's tools if you do not already have it.
Tinker's Tools Proficiency
You gain proficiency with Tinker's Tools if you do not already have it.
Greater Metal Bending
When you reach 6th level, you begin to use your knowledge for more practical and battle oriented uses. When you use this ability, you can pick one of the following options if you meet the current criteria.
- When you are attacked with a metal weapon, you can use your reaction to bend the shape/dull the blade of the weapon and lessen the damage. You take half damage from the attack however once your reaction is over the weapon changes back into its original shape.
- When you deal damage with a metal weapon, you can reroll the damage die but you must use the new roll. You also add your Intelligence modifier to the damage dealt if you used the new roll.
- When a creature attempts to attack you and you are wearing metal armor, you can use your reaction to add a number equal to your proficiency bonus to your Armor Class. This effect lasts until the start of your next turn.
- When a spell hits a creature that is wearing metal armor, you use this ability to cause that creature to have warped armor causing them to be easier to hit. This usage decreases the targeted creature to subtract your proficiency bonus from their Armor Class, this effect lasts until it is that creatures turn which then the Armor Class gets reverted back to normal. This ability does not work on constructs or other creature made entirely of metal.
You can use this ability three times a day. You regain all expended uses after a long rest. You gain an extra use of this ability at 10th level, and one more use at 14th level.
Flash Iron Shield
At 6th level, you know how to control metal in order to shield you from harm. As a bonus action, you can metal that you have equipped, weapons, armor/shield, metal objects and trinkets, for 1 round.
While Flash Iron Shield is Active you gain the following benefits:
- You can gain a bonus to your AC equal to your Intelligence modifier rounded up (minimum of +1), but you give up the use of the weapon, shields or metal objects/trinkets.
- You can give up some of your AC equal to your intelligence modifier rounded up (minimum of +1) if you are wearing metallic medium or heavy armor and you can give that AC to an ally within 30ft. Your AC cannot go below 10 + Dexterity modifier.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). If you give an ally AC you do not gain the bonus.
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
Metal Thermodynamic Manipulation
By 8th level, you have learned how to manipulate metals around you. You add the heat metal spell to your spellbook, this spell is always prepared for you and does not count against your total number of prepared spells it also counts as a wizard spell for you. Whenever you cast heat metal, you can change the property of the spell from heating up to conducting electricity, freezing, or becoming covered in metal spikes. When you do so, you can change the damage type of this spell from fire damage to lightning, cold, or piercing damage.
Electromagnetic Manipulation/Polarization
You have the ability to alter the magnetism of metallic object. You can also electrify metallic objects that are in your hand, this takes an action and lasts as long as you hold the object.
You may spend 1 minute to magnetize an object you touch that weighs no more than 5 pounds, is at least partially metallic, and that isn’t being worn or carried. You can choose for the object to be magnetized with positive or negative polarization. Objects of like polarization repel each other and objects of unlike polarization attract each other. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks two magnetized objects from repelling or attracting each other
Blood Iron Manipulation
You now have the ability to manipulate the iron in your blood, or any blood that you are touching and has iron in it.
- If you use this ability on a creature other than yourself, you can make the creature take a level of exhaustion for every round that the creature is affected by this ability and the blood is connected to an open wound.
- If you use this ability on yourself, you can create an iron object from the iron and based on the amount of iron used you take a level of exhaustion (Maybe use health instead of exhaustion levels).
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