Base Class: Sorcerer
The sorcerer was a formidable figure, with piercing green eyes that seemed to glow in the dim light. His robes were adorned with intricate patterns, and a metallic sheen hung in the air around him. An aura of power emanated from his Iron Inheritor, a legendary source of strength that had been passed down through generations of sorcerers. With a flick of his wrist, he could summon bolts of lightning or create walls of fire, striking terror into all who dared to oppose him. But for those who knew how to wield its power, the Iron Inheritor was a tool of immense potential, capable of shaping the very fabric of the universe itself.
A sorcerer with Iron Inheritor is a powerful being with an innate connection to the element of iron. Their magic is fueled by the metal's strength and conductivity, allowing them to manipulate it at will. Physically, they may have metallic accents on their clothing or body, or their skin may have a slightly metallic sheen. Some may have metallic tattoos or markings as a sign of their connection to iron. In battle, they are formidable opponents, using their control over iron to create weapons and armor out of thin air or control the iron within their surroundings, turning it into deadly weapons. As sorcerers, they possess arcane knowledge and mastery over a variety of spells, but their expertise lies in those that use iron as a conduit or component. While they may seem cold and aloof due to their iron-based magic, those who earn their trust will find a powerful ally in the sorcerer with Iron Inheritor.
Iron's Embrace
The awaking of magic has brought profound changes to your body. At 1st level, you gain proficiency with shortswords, scimitars, and Smith's tools. You also learn either the Mending or the True Strike cantrip, your choice doesn't count against the number of cantrips you know. You gain 1 HP per sorcerer level. When not wearing armor, your AC = 13 + your Con modifier.
Arcane Blade
At 1st level, you choose one melee weapon you are proficient with to become your arcane focus by meditating with it for one hour which can be done during a short rest. You can only have one chosen weapon at a time. If you meditate with a second weapon the first weapon ceases to be your focus.
Additionally, at 2nd level, you can spend 1 sorcery point as a bonus action to imbue your weapon with the power of your Iron Inheritor, for 1 hour. For the duration, you can use Charisma instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, for the purposes of overcoming resistance and immunity to non-magical damage. At 3rd level, your weapon gains a +1 bonus to attack and damage rolls, this bonus increases to a +2 at 6th and a +3 at 14th level.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Iron Bodied
Starting at 14th level, you are able to call upon the strength of the Iron Ineritor to aid you in battle. As a bonus action on your turn, you invoke your Iron Ineritor and grant yourself the following benefits for 1 minute, provided you aren't armor:
- You gain an additional 10 feet to your walking speed, as well as your climbing and/or swimming speed (if applicable).
- You deal additional 1d6 force damage with all weapon attacks.
- You have an advantage on all Dexterity or Strength saving throws(your choice).
- When calculating your AC, you can add your Charisma modifier.
It ends early if you are incapacitated, fall unconscious, or don armor. You can also dismiss it as a bonus action. You can use this feature a number of times equal to your proficiency bonus, afterwards you regain all expended uses after completing a long rest.
You can use 2 Sorcery points to activate your Arcane Blade feature in the same bonus action.
Iron will
At 18th level, you have not only tested yourself, trained yourself, and beaten the odds; you've proved yourself worthy of your Iron Inheritor.
As an Action, you can spend 5 sorcery points to draw on the power of the Iron Inheritor to invigorate your allies and terrify your enemies. When you do so, you and your choice of 3 + your Charisma modifier of friendly creatures within 30 feet of you gain temporary hit points equal to your sorcerer level + your Charisma modifier and become immune to the frightened condition whilst they have those temporary hit points, meanwhile hostile creatures of your choice within that range must succeed on a Wisdom saving throw (save DC is your spell save DC). On a failure, the creature becomes frightened and their movement speed becomes 0 for 1 minute or until they succeed on their next saving throw. A creature that succeeds on this saving throw is immune to this effect for 24 hours.
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