Fighter
Base Class: Fighter

The Metal Caller is able to attract metal to their hands, granting them the ability to throw and recall weapons in great numbers, to unleash devestating medium ranged attacks upon enemies.

Whether this ability is gained through magical prowess, horrible experiments, a godgiven boon or a terrible curse, or maybe something else, is up to the fantasy of the player

Magnetic Pull

  • As an action, you have the ability to attract a metalic object to you, this object cannot be held or worn by others, and must weigh less than 12 lbs.
  • Immediatly after preforming an attack, you can attract a weapon with the "light" property, pulling it to your hand.
  • Aditionally, any thrown weapon that you are proficient with, counts as a ranged weapon attack.

Massive Throw

Starting at 3rd level, As an attack action, you are able to throw a weapon lacking the "light" property granted you are proficient with the weapon, and return it to your hand with magnetic pull. All creatures in a 30 foot line has to make a dexterity saving throw with a dc = 8 + your strength modifier + your proficiency bonus, dealing the weapons damage + strenght modifier to all failed saves.
This throw can also be made as a ranged attack against a single enemy, with a range of 30/60 feet, dealing an aditional 1d8 force damage.

You can use this feature a number of times equal to your proficieny bonus, regaining all expended uses on a long rest.

Deflective Field

Starting at 7th level, you gain better control of your magnetic forces, gaining the ability to bend attacks away from you or your allies

After an attack against you or an ally within 30 feet that you can see has been made, you can as a reaction grant the hit roll of the attack a -5  

you can do this 2 times a day, regaining all expended uses on a long rest.

Recharge

Starting at 10th level, when you roll initiative and have no uses of Massive Throw or Deflective field, regain a single charge of both

Rending Returns

Starting at 15th level, you learn to overexert your magnetic pulls, resulting in them tearing through your enemies for aditional damage.

When you crit on a thrown weapon attack, deal an aditional 3d6 force damage upon recalling the thrown weapon with Magnetic pull.
Once a day, you are able to empower your Magnetic pull for a full turn. all thrown weapon attacks that strike an enemy will deal bonus damage upon being returned to you with magnetic pull, dealing an aditional 3d6 force damage on every successfull strike and return. 

Magnetic Overdrive

Starting at 18th level, You are able to control your magnetic powers to their utmost potential, pulling and repeling anything with extreme force

As an action, draw in all creature and object within a 20 feet radius to you,
any creature within 20 feet has to succeed a strength save of dc = 10 + your strenght modifier + your proficiency bonus, on a failed save, any creature of size medium or smaller will be pulled the full distance to you, and repelled 30 feet away, and anything larger will be pulled 10 feet towards you and repelled 15 feet back, both taking 10d12 force damage, or half damage and no pull on a successfull save

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/10/2022 1:19:49 AM
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1.0
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