Base Class: Sorcerer
A Sorcerer using the might of metal to massively increase his own and his allies odds of survival.
Iron Wisdom
1st-level Iron Soul feature
You have a powerful connection to metal itself.
That grants you insight into how exactly you can best process it and what strength and weaknesses it has.
As an action you can touch any piece of metal and learn the following information's.
* What kind of metal is it? If its an alloy you learn the exact composition of it and its melting point.
* Does it have any special properties? If yes, which ones?
* How tough is it? If possible, what would be the best way to break it?
* Who, if anyone, made it and how long ago was it made?
You do not learn any of these information's when touching magical metal.
Instead you only learn that it is magical.
Additionally you gain proficiency with smith tools, and you double your proficiency bonus on any check made with it to alter metal objects.
Iron Core
1st-level Iron Soul feature
You draw your energy from the raw power of metal, which made you surprisingly resilient. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, having a limited control over metal, gives you the ability to wield almost any type of weapon or armor with instinctual prowess.
This grants you proficiency with all simple weapons, martial weapons, light armor, medium armor and shields.
Iron Might
6th-level Iron Soul feature
You are able to inject your magic into any weapon you decide to pick up.
This grants you the ability to use your Charisma modifier, instead of your Strength or Dexterity modifier, for attack and damage rolls made with weapons.
This feature only works on weapons that are at least partially made out of metal.
Additionally, when ever you use quickened spell on a cantrip, it only costs one sorcery point instead of two.
Iron Command
6th-level Iron Soul feature
You are now able to forcibly control and manipulate metal in your immediate surroundings.
This grants you the following abilities that you can use as a bonus action:
You can telekineticly move any peace of metal that you can see within 60 feet of you and that isn't worn or carried for up to 10 feet in any direction of your choice.
The maximum number of pounds, you can move with this feature at once, equals 100 times your proficiency bonus.
This movement is not forceful enough to cause direct damage.
This feature can move a willing creature that is wearing partially metal armor, or that is made out of metal.
You can spend a sorcery point and choose a creature that you can see within 60 feet of you that wears partially metal armor or is made out of metal.
The creature has to succeed on a strength saving throw against your spellcasting DC or be lifted of its feet and start hovering in place for 1 minute.
While hovering in place, the creature is restrained and cannot be moved from its location. You can choose to end this effect as a bonus action.
A creature affected by this feature can repeat the saving throw at the end of its turn, ending the effect on a success.
You can spend a sorcery point and choose up to three creatures you can see within 60 feet of you that are holding objects partially made out of metal.
Every affected creature has to succeed on a strength saving throw against your spellcasting DC or drop the object.
Any dropped object is flung away up to 60 feet to a location of your choice.
You can spend a sorcery point and choose a small or medium metal object that you can see within 60 feet and that isn't worn or carried.
The object flies in a straight line up to 60 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw against your spellcasting DC. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d6 bludgeoning damage.
Iron Flight
14th-level Iron Soul feature
At 14th level, you gain the ability to create a pair of metal wings on your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
Iron Storm
18th-level Iron Soul feature
As a Bonus Action you can conjure a storm of metal shards that surround you for one minute.
Any creature, of your choice, that starts its turn or enters a space within 15 feet of you has to make a dexterity saving throw or take 5d10 slashing damage. They take half on a successful save.
While the storm is active, attacks against you have disadvantage.
You cant use this feature again until you finished a long rest.
Previous Versions
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4/2/2022 10:15:14 AM
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Coming Soon
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