Wizard
Base Class: Wizard

The Arcane Tradition of Metallurgy is focused on the alteration and manipulation of not only a metal item's properties but also its magnetism. It has a variety of uses, from creating weapons and traps to disarming your foes to bolster your own defenses.

Ironclad Defense

When you choose this Arcane Tradition at 2nd Level, You gain proficiency with heavy and medium armor. In addition, you can ignore the strength requirements to wear medium armor.

Metal Projection

Also at 2nd level, you can cast a shield of faith without verbal components and without expending a spell slot by using the metal from your armor. You can only concentrate on the spell for one minute. You can use this a number of times equal to your Intelligence modifier, but doing so reduces your AC by 2 until the spell ends.

Ferrous Spike

Starting at 6th level, your magic begins to warp metal objects around you into items of your choosing. As an action, you can expend a spell slot to warp the metal components of an object into a lethal weapon. There are two ways of using this ability:

Iron Skewer. You touch an item made of mostly metal with a size of large or smaller, but not tiny. The item becomes charged with anomalous magnetic energy. Whenever a creature enters within 5 feet of the item you touched, you can use your reaction to transform the energy into a large spike that lunges toward the creature. They must make a dexterity saving throw (Spell Save DC) or take [roll]1d8[/roll] piercing damage. For each size larger than small the object is the damage increases by [roll]1d8[/roll]. After you use this reaction, the object loses its strange magnetic properties until you touch it again.

Mold Into Weapon. You touch an object made of metal for one minute. by doing so, extract a portion of it and rearrange its material into a weapon of your choice. You count are proficient with this weapon and can use your spellcasting ability instead of strength or dexterity when making attack rolls with it. When you let go of this weapon, you lose proficiency with it and can only use it as an ordinary weapon.

Accretion

Starting at 10th level, you have learned to use your armor as a conduit for the flow of magic, creating a strong magnetic pull. As an action on your turn, you can cause all creatures of your choice within 10 feet of you to make a Strength saving throw. On a failed save any metal weapon or item they are holding in their hand is pulled towards you and is stuck to your armor for one minute. Each weapon stuck to you that is the size of a dagger or larger increases your armor class by one.

A creature can make a Strength check (using your spellcasting modifier as the DC) to remove an item from your armor prematurely.

If a creature targeted by your is wearing metal armor, you can force them to make an additional strength save or be pulled 5 feet towards you in a straight line.

You regain the ability to use this trait Once per Short Rest.

Magnetic Grasp

At 14th level, your ability to manipulate magnetism and metal has reached its pinnacle. You gain the ability to cast Catapult at second level as an action without expending a spell slot. However, you can only choose objects made of mostly metal when casting this spell.

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