Fighter
Base Class: Fighter

A Magnetic Warrior can run electric currents through their body and manipulate nearby metals with them. These warriors are not to be trifled with. If you want one dead, kill them as soon as you know what they can do, for if they gain control over their power, you will fail.

Magnetic Beginning

Starting at 3rd level when you choose this subclass, you begin your journey od magnetical manipulation. You can sense and manipulate metal within 30 feet of you. You can only manipulate metal that is up to 40 pounds in weight at a time. If you've Resident Evil 8, you know the restrictions of this movement (nearly nothing). You can attack with all weapons you're controlling as 1 attack. You cannot affect the iron in someones blood, don't even try it. If you take more than 5 damage in one hit, you made a wisdom saving throw (DC = 8 + the damage you took), on a failure, you lose control over all metal you're manipulating and can't use this ability for 12 seconds (two rounds, this turn ends, than on the beginning of your third turn it functions again).If you have a piece of metal as tall as you and as wide as your space, you can put it in between you and a direction to block any and all attacks that would hit while it's there, you can use this as a reaction as well. If you have a piece of metal or multiple pieces of metal that aren't big enough for that, you can move them to increase your AC by 2 per 1 foot of metal, also can be used as a reaction. Your dm determines any damage dice used by random metal you use to attack with. Yes, you can use metal to create terrain, bridges, platforms (yes, floating also), etc. You can only use metal that reacts to electromagnetic fields or whatever, look it up.

Magnetic improvement

Your range increases to 100 feet and your maximum weight increases to 150 pounds. The DC to maintain your magnetic manipulation become 7 + damage taken, but the threshold becomes 4 damage taken.

Magnetic Power Up

Your range increases to 500 feet and your maximum weight increases to 1,000 pounds. In addition, the threshold of damage to make a Wisdom saving throw becomes 0, but the DC is the amount of damage taken + half the damage taken (rounded up).

Magnetic Master

Your maximum weight becomes 2,000 pounds.

Magnetic Infinity

Your range increases to 2 miles, your maximum weight becomes infinite. In addition, the save DC becomes half the damage you take to cause it, and you advantage on metal saves.

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