Fighter
Base Class: Fighter

You have the ability to channel an electric current through any metal object you come in contact with, this allows you to magnetize items and even enemies.

Magnetic Pull

you can use a bonus action to try and disarm or steal from your enemy. Generally, this will be a roll off against your enemy. You would roll for Concentration against the enemy's strength check, whomever wins gets the weapon.

This changes if you are taking something smaller or without the enemy knowing. For example, say you wanted their keys, you would use your action and roll a stealth against their perception to take the keys and if they noticed they would have to make a DEX check to see if they can catch the keys before you take them, if they succeed that then you would roll your concentration against their strength.

You can use this a number of times equal to your proficiency bonus per long rest.

Magnetizing Aura

At the start of your turn, if an enemy within 15 ft of you is wearing armor made from a type of metal or is made out of metal, it moves 5 ft closer to you.

If the enemy were to hit something whilst moving towards you, they take magical bludgeoning damage equal to half the distance they moved rounded up.

Channel Electricity

Whenever you are hit with lightning damage you can use your reaction to take half damage and add a point on the Magnetism Scale.

#of Points       Effect

1 = Magnetism pull increases to 10ft

2 = 1d6 added Lightning Damage on damage rolls

3 = +10 to movement speed

4 = 2d6 added Lightning Damage on damage rolls (does not stack with the 2nd effect)

5 = Lightning Aura (Whenever someone starts their turn within 5ft of you they take 5 lightning damage)

You can release all your points to deal d6 of lightning damage equal to the points you have accumulated. The points are also depleted when a short rest is taken.

Life Force Channeling

Your ability to sense the electricity within the human body allows you to try to channel it to give you power.

Whenever you land a hit against an enemy you roll odds or evens to determine if you gain a point of Magnetism.

Natural Sturdiness

Over time heavy metals from the earth have been attracted to you because of your natural magnetism, these have bonded with your skin making you sturdier and more durable. Your AC increases by 2.

Magnetic Release

The magnetism has built up so much in you that gravity has less an effect on you. You gain +15 movement speed, and you have advantage on initiative.

Comments

Posts Quoted:
Reply
Clear All Quotes