Base Class: Wizard
You're one who is at home with the scientific forces of the world, well aware that they can be just as powerful and destructive as the arcane. With this knowledge you have spent your time studying these forces and combining them with your arcane prowess.
Magnetic Focus
Begininning at 2nd level when you choose this tradition you create a magnetic focus to channel your arcane and scientific abilities. The form of your Magnetic Focus can be any you choose, but must be made of metal.
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The Magnetic Focus is a spellcasting focus for you.
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While in possession of the focus, you can treat rolls of 1 as 2 for any spell you cast that deals lightning damage.
- The focus has an AC of 20, 25 HP with a damage threshold of 10, Immunity to Psychic, Poison, and Lightning Damage.
- If your Magnetic Focus is destroyed you can spend an hour channeling energy into any non-magical piece of metal to create a new one.
Repelling Force
At 2nd level your studies have allowed you to weave the natural energies around yourself in a protective way.
Whenever you cast a spell that deals Lightning Damage you can use your Reaction to manipulate that arcane force in a way that magnetizes your body.
Until the start of your next turn, you gain +2 to your AC as the magnetic field surrounding you works to deflect attacks.
You can use this ability a number of times equal to your Intelligence modifier and regain all expended uses after a Long Rest.
Magnetic Influence
When you cast a spell that deals Lightning Damage as part of that action you can channel some of the energy from it towards a creature causing one of the following effects:
- Negative Charge: This repelling force grants the affected creature an additional 5 ft. of movement and enemies make opportunity attacks against them with disadvantage until the start of your next turn.
- Attractive Force: This attractive force makes attacks against the target with metal weapons roll with advantage a number of times equal to the spell's level until the start of your next turn.
Additionally, you gain access to the Call Lightning spell. This is a Wizard Spell for you, but other wizards can't copy this spell from you into their spellbook.
Greater Magnetism
At 10th level you've gained a greater mastery over the energies you weave to protect yourself.
Whenever you deal Lightning damage to a creature from a spell you cast or are holding concentration on, you gain a number of temporary Hit Points equal to the Spells Level + your Intelligence Modifier.
Additionally, when you deal Lightning damage with a spell you can add your Intelligence modifier to the damage of the spell.
Master of the Magnetic
You have gained a mastery of the world's magnetic forces. At 14th level you can target a second creature whenever you use your Magnetic Influence feature. The second effect does not need to be the same as the first.
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