Wizard
Base Class: Wizard

Metal is a surprisingly common material. It is used in weapons, household items, and even various trinkets. It can be molded into any shape by the most skilled of blacksmiths and metal workers, and it can reach unlimited potential with the addition of magic. Enchanted items can be rare, mostly having expensive costs and they can only be made by experienced wielders of magic. However you're not interested in imbuing items with magic, you're interested in controlling the very material with magic.

Bonus Proficiencies

When you choose this subclass at 2nd level, you gain proficiency with Simple Weapons, Medium Armor, and Smith's Tools.

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.

Metal Morphing

Starting at 2nd level, your understanding of metal begins to increase. When you hold a metal object that belongs to you, you can change its shape into a new metal object of your choice as long as you know of the object and how its designed. The new object will stay the same size as the old object. You cannot use this ability on metal objects belonging to other people unless they give you permission.

Bend Weapons & Armor

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 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 attacking a creature that is wearing metal armor, you can use a bonus action to shape the armor into a new form, giving you an easier target. Subtract your proficiency bonus from the creature’s Armor Class and use the new Armor Class for this turn. This effect lasts until the start of your next turn, which then the creature’s armor and Armor Class is reverted back to normal. This ability does not work on constructs or other creatures 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.

Metallic Coating

At 10th level, you learn to control objects that aren't even made of metal. As an action, you can choose a nonmetal object you can see within 60ft that is smaller than you and coat it in an arcane metal covering. The object can now be affected by spells and abilities that control metal. You can only coat one object at a time and magic canceling abilities remove the metal covering. The effect also ends once you lose consciousness, either through a rest or other means. 

At 14th level, you can choose any nonmetal object that is not of Gargantuan size.

Metallic Teleportation

At 14th level, you become capable to bending reality to send metal anywhere you want. Choose a metal object you can see within 60ft of you. As a bonus action you can teleport that object to another space you can see within 60ft of you if there is room. You can also choose to teleport the object into midair. If you teleport the object over a creature, the creature must make a Dexterity saving throw with a DC dependent on the size of the object. 

    • Tiny - DC is 4
    • Small - DC is 7
    • Medium - DC is 10
    • Large - DC is 15
    • Huge - DC is 20
    • Gargantuan - DC is 25

On a save they avoid the object and continue as normal. On a fail the object lands on them. The damage dealt and the effect delivered changes depending on the object, and the outcome of the failed save is decided by your DM. You can use this feature two times a day. You regain one use after a short rest and all uses after a long rest.

Metal Enchantments

Starting at 14th level, your understanding of both metal and magic allows for some new found powers. When you use this ability, pick of the following options.

  • Choose a metal weapon that you or one of your party members are holding. The weapon is now enchanted dealing your choice of cold, fire, lightning, or radiant damage. The wielder can also now roll a second damage die for that weapon each time they attack with it. The weapon keeps these properties for the next hour before the effects disappear.
  • Choose a set of metal armor being worn by either yourself or one of your party members. Whoever wears the set of armor now has resistance to all nonmagical forms of damage. The set of armor retains this effect for the next hour before it disappears.

You can use this ability two times a day. All of your expended uses are regained after a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/8/2019 5:30:04 AM
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8/24/2019 3:55:18 AM
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