Fighter
Base Class: Fighter

These fighters have a higher than normal amount of iron in their body, and they've learned to harness it. Inserted by magic, or simply granted by birth, this iron grants them power over other metals and allows them to generate powerful magnetic fields when they fight.

Summoned Weaponry

At 3rd level, you can use your action to create a metal weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it.This summoned weapon disappears if you reabsorb it bytouching it (no action required), or if you die. Alternatively, you can extend your hand to fire slugs ofmetal. They deal 1d8 piercing damage on a hit and have a range of 150/600. You can use your Strength modifier for attack and damage rolls made with the slugs.You can absorb the power of one magic weapon and give it to your summoned weapon by performing a special ritual while you hold the weapon. You perform the ritual over thecourse of 1 hour, which can be done during a short rest. The weapon is then destroyed, and its properties transfered toyour summoned weapon. You can’t affect an artifact or asentient weapon in this way. You can perform this ritual with alongbow or heavy crossbow grants their magic to your slugs.You can perform an inverse ritual over the course of 1 hour tolose the magic properties of one of the weapons.You can hold on to the magic of a maximum of 2 magicweapons, one melee weapon and one longbow or heavycrossbow. If you perform the ritual with a 3rd weapon, themagic becomes too much to bear, you take 4d10 force damageand lose the magic properties of all the weapons.

Magnetic Pull

Also at 3rd level, you emit a sort of magnetism that seems to affect everyone around you. You can add your Constitution modifier to all Charisma (Persuasion) checks that you make

Retaliating Spike

At level 10, you've learned to allow the iron inside to strike them with a vengeance. On your turn, if an enemy within 10feet of you has dealt damage to you the round prior, you can, as a bonus action, project a spike of metal from your body to strike. Make a melee weapon attack, it deals 1d6 + your Strength modifier piercing damage on a hit

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