Ranger
Base Class: Ranger

Rangers of the Metallurgist Conclave are mystical hunters, manipulators of the naturally occurring metallic elements that surround them in the wild. They have an affinity for metallic weapons and armor, often being able to use them in surprising and untraditional ways. Metallurgist rangers are metallically enshrouded predators, cloaked in clouds of metallic sand and spellcraft.

Armored Stalker

3rd-level Metallurgist feature

Starting at 3rd level, your proficiency for metalcraft and the manipulation of metallic substances have augmented your hunting abilities, turning you into a living weapon enshrouded in armor.

You gain proficiency with Heavy Armor and Smith's Tools. If you are wearing armor that normally has a Strength requirement, that armor lacks this requirement for you. While wearing heavy armor, if it would normally impose disadvantage on Dexterity (Stealth) checks, it doesn't for you.

Iron Sand

3rd-level Metallurgist feature

Also at 3rd level, your affinity for metallic substances has manifested in the ability to pull and manipulate a cloud of metallic sand, known as Iron Sand. Until you die, the cloud of Iron Sand remains in your space, residing on your skin or armor, or swirling around you.

Once each turn, you can manipulate the cloud of Iron Sand in one of the following ways:

  • You can use the Iron Sand to repel an enemy. Whenever you hit a creature with an attack, you can force the creature to make a Strength saving throw against your Spell Save DC or be moved by the cloud up to 15 feet horizontally in a direction of your choice.
  • You can use the Iron Sand to strengthen one of your blows. Whenever you hit a creature with an attack, you can deal an additional 1d6 bludgeoning damage. If you use this feature, your attack is considered magical for the purposes of overcoming damage resistances and immunities. This damage increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.
  • You can embrace the Iron Sand, becoming one with it and moving quickly and safely. As a bonus action, you vanish into your Iron Sand and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the Iron Sand. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Metallurgist Magic

3rd-level Metallurgist feature

You learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of your Iron Sand.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Metallurgist Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Metallurgist Spells
RANGER LEVEL SPELLS
3rd thunderwave, mage hand
5th maximilian's earthen grasp
9th wall of sand
13th fabricate*
17th creation

*you may use your Iron Sand as the raw material for Fabricate. If you do, your Iron Sand will be considered depleted until the end of a short or long rest. While your Iron Sand is depleted, you cannot use any features requiring it.

Ferrous Shield

7th-level Metallurgist feature

Starting at 7th level, you've learned to use your cloud of Iron Sand as a defensive measure for you and your allies.

As a reaction whenever you or an ally within 30 feet of you is hit with an attack, you can grant them a bonus to their AC equal to your proficiency bonus until the start of your next turn, potentially turning that hit into a miss. If this bonus would cause the triggering attack to miss, the attacking creature takes bludgeoning damage equal to two rolls of your Iron Sand damage die + your proficiency bonus.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Improved Metallurgy

11th-level Metallurgist feature

At level 11, your Iron Sand has developed qualities of rarer metals. You choose one type of metal. You and creatures protected by your Ferrous Shield feature gain the corresponding benefit:

Adamantine

The natural resiliency of Adamantine has augmented your Iron Sand to be increasingly defensive. Any critical hit against you becomes a normal hit. If you score a critical hit and use your Iron Sand feature to do additional damage, you may roll two additional Iron Sand damage dice when determining the extra damage for the critical hit.

Cobalt

The magnetic nature of Cobalt has augmented the natural abilities of your Iron Sand, making it difficult for enemies to approach you. Whenever another creature enters a space within 5 feet of you for the first time on a turn or starts it's turn there, they must make a Strength saving throw against your spell save DC or be moved 10 feet away from you.

Lead

Lead's abilities to block and negate magic have amplified the ability of your Iron Sand. You have advantage on saving throws against spells and other magical effects. You have resistance to damage from spells.

Mithral

The lightness and flexibility of naturally occurring Mithral has magically enhanced your Iron Sand to augment your physical dexterity and quickness. You have advantage on Dexterity checks and Dexterity saving throws. When you are subjected to an effect that allows you to make a Dexterity saving throw to only take half damage, you instead take on damage if you succeed on the saving throw, and only half damage if you fail.

Mizzium

Magically enhanced Mizzium has infused your Iron Sand with some of it's arcane properties. Whenever you deal damage with a spell of 1st-level or higher, you can add an additional 1d12 fire, lightning, or thunder damage to the damage roll.

Master of the Iron Sand

15th-level Metallurgist feature

Starting at 15th level, you can bind your Iron Sand to your body, becoming an avatar of metal and fury. As an action, you gain the following benefits for 1 minute:

  • You gain a +4 to your AC.
  • You have resistance to all damage, except acid damage.
  • Whenever you use your Iron Sand feature to move an enemy, you also knock them prone.

You can use this feature once per long rest.

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