Feruchemy, it should be noted, is the power of balance. Of the three powers, only it was known to men before the conflict between Preservation and Ruin came to a head. In Feruchemy, power is stored up, then later drawn upon. There is no loss of energy - just a changing of the time and rate of its use.
- The Lord Ruler, Year 142
One of the almost lost, and oldest powers of the world has been bestowed upon you, by none other than God Himself; the power of Feruchemy, of balance, of equivalent exchange. A gateway opens, towards untapped potential, and yet, an abundant risk, is not far behind. Measure yourself, and serve Inquisition.
Each day, you gain the ability to temporarily sap some of your strength, and store it, in metallic bands which must be worn to benefit from this unique. Each band costs 20000gp and requires one Unique Crafting Material corresponding to the metal of the band (no Omnicraft token), and each represents an attribute.
At the beginning of each day, you may choose to reduce any amount of your ability scores to 1, until the end of that day (server daily reset). While reduced in this way, it ignores any immunity to ability score reduction, and cannot be offset by items or similar. Subsequently, the corresponding band receives one charge.
At the beginning of your turn in combat, you may choose to activate one of the corresponding effects, expending one charge within the corresponding band. Only one band may be activated per turn. The effect of the band lasts for two rounds, unless you expend an additional charge when the duration would expire, to extend it for another 2 rounds. You may choose to end the effect early (no action required), though the charge is not refunded. Alternatively, while out of combat, each charge lasts for one hour; though immediately ends, upon combat beginning.
Pewter (Strength): Your muscles bulge, allowing you to strike with the force of ten men, and tricking your mind to endure against unthinkable odds. You gain an additional bonus to all Strength d20 tests equal to your Proficiency Bonus, and any time you are struck by a melee attack, the amount of damage is reduced by an amount equal to your Strength modifier.
Steel (Dexterity): Your body enhanced, with unnatural speed, in one quick, flourishing burst. Until the duration ends, your speed is tripled, and when you choose to move normally on your turn, you leave an afterimage in the location where you began. You also leave an afterimage in your current space when you take the Dash action or move more than 500 feet at once. You may have a number of afterimages up to your proficiency bonus. When you are targetted by an attack or forced to make a saving throw by a targeted effect, you may use your Reaction to roll 1d6. If you roll a number equal to or lower than the number of afterimages you currently have, that attack or effect is negated, and one afterimage vanishes. These afterimages remain as long as you continue to move or use the dash action on each of your turns. If you spend a turn stationary, all afterimages vanish.
Iron (Constitution): Your size immediately swells to that of a colossus, your body temporarily flooded, with unmatched fortitude. You become Huge if you are Medium or smaller, and your hit points and hit point maximum is doubled for the duration. This does not stack with any other effect which would double your hit point maximum.
Copper (Intelligence): Your mind becomes a perfect vessel of memory and calculation, a living library without limits. You gain expertise in every intelligence-based skill and tool, alongside knowledge of every language for the duration. For the duration, you can perfectly recall anything you have ever seen, read, or heard.
Tin (Wisdom): Your senses enhanced, to the edges of mortal ability, you are able to perceive what others may lack. You can see perfectly, even through darkness, up to a range of ten miles, in which you can perceive even the most minute details. Once per turn, on your turn you may take the Study action as an additional action, with an added effect. If you target a creature with this action, you may make a Study check with a DC equal to their CR/level. On a successful check, you learn one ability they possess, their current and maximum hit points, or one resistance/immunity they possess.
Zinc (Charisma): Your words now represent your overflowing presence, for when you speak, you can now inspire respect or even reverence in others. For the duration, you gain a bonus on all Charisma checks against creatures of your CR/level or lower equal to half your level, unless it is a sentient book. If you engage a creature in conversation for one full minute, you can have them make a Charisma saving throw with a DC equal to your level + amount of boons. On a failed save, they become Charmed by you for an hour; or friendly, if they are immune to being charmed. They are unaware of this saving throw.
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