Base Class: Sorcerer
Metal Bloodline Sorcerer’s abilities originate from a magical connection with inorganic metal and your soul.
Ferrous Spells
When you reach a Sorcerer level specified in the Ferrous Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Mage Armor, Searing Smite, Shining Smite, Heat Metal |
| 5 | Blinding Smite, Haste |
| 7 | Fire Shield, Staggering Smite |
| 9 | Steel Wind Strike, Animate Objects |
Iron Fortitude
At 3rd level, Your hit point maximum increases by {{classlevel}}.
When you cast the Mage Armor spell, you can add your Constituion modifier, instead of your Dexterity modifier. The mage armor takes on a mettalic appearance of your choice.
Metal Bond
As part of a Long rest, you can bond yourself to two objects, made of metal. Each of these objects must be a Shield, or a Martial melee weapon. As a bonus action while holding them, you can withdraw one or both of these into your body, or return them from your body into your hands. A shield returned to your hand in this way can do so donned.
You have proficiency with these bonded objects, and they cannot be forcibly removed from you, or disarmed. A bonded weapon can be used as a spellcasting focus.
Shifting Blade
When you take the attack action, you can attack twice, if you use a bonded weapon for each attack. Before each attack, you can transform the bonded weapon used into a different martial melee weapon.
Additionally, you are able to use the Weapon Mastery feature of your bonded weapon
Metallic Affinity
You have further polished your control, to take advantage of your metallic abilities.
Choose one of the following abilities:
Hard Metal Works
you gain the ability to manipulate the hardness of your bonded items, granting you the following benefits.
Tempered Blade
Your bonded weapons deal an additional die of damage on a hit.
Metallic Ward
When you would be hit by an attack, or be dealt damage by an effect that allows you to make a Dexterity saving throw, you can use your reaction to reduce the damage taken by an amount equal to your sorcerer level. If you have a bonded shield donned, you reduce an additional amount equal to your constitution modifier.
Magnetic Manipulator
Once per day, you can cast the Telekinesis spell without expending a spell slot. When cast in this way, it does not require components nor concentration, and can only target objects made out of metal, or creatures made out of or wearing significant amounts of Metal. Once you have cast the spell this way, you must spend 5 sorcery points to do so again.
Additionally, when you cast a levelled spell as a bonus action, you can take the dash action as part of that same bonus action.
Hard Metal Works
you gain the ability to manipulate the hardness of your bonded items, granting you the following benefits.
Tempered Blade
Your bonded weapons deal an additional die of damage on a hit.
Metallic Ward
When you would be hit by an attack, or be dealt damage by an effect that allows you to make a Dexterity saving throw, you can use your reaction to reduce the damage taken by {{sorcererlevel}}. If you have a bonded shield donned, you reduce an additional {{modifier:con}} damage.
Magnetic Manipulator
Once per day, you can cast the Telekinesis spell without expending a spell slot. When cast in this way, it does not require components nor concentration, and can only target objects made out of metal, or creatures made out of or wearing significant amounts of Metal. Once you have cast the spell this way, you must spend 5 sorcery points to do so again.
Additionally, when you cast a levelled spell as a bonus action, you can take the dash action as part of that same bonus action.
Metallic Paragon
The metal in your core has hardened enough to keep your bones from breaking, even under crushing weight. The metal in your blades will never dull, even as they carve through stone.
You gain proficiency in Strength saving throws.
When you take the attack action on your turn, you may pay three sorcery points to empower your strikes. Until the start of your next turn, attacks with your bonded weapons have advantage, and deal an additional 2d8 force damage on a hit.
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