Base Class: Sorcerer
Ferrous sorcerers are not highly regarded in most of the world, as most refuse to believe they exist. The rumors include warriors being stripped of their weapons, crushed inside their armor, and outmaneuvered by a simple spellcaster at close range. Some assume they are squires or hedge knights, as they often are simply armed and armored despite their arcane capabilities.
(*all spells listed below are Homebrew and have been published on DnDBeyond)
Metal Affinity
At 1st level, the magnetic magic you command grants you ease in utilizing unconventional armaments for a sorcerer. You are proficient with light and medium armor, shields, and simple weapons.
In addition, you learn additional spells when you reach certain levels in this class, as shown on the Ferrous Sorcery Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Ferrous Sorcery Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Magnetic Pull |
| 3rd | Iron Shield |
| 5th | Magnetic Seal |
| 7th | Cracked Earth |
| 9th | Magnetic Betrayal |
Magnetic Deflection
At 1st level, the control over the magnetic fields allows you to protect yourself or others at a moment's notice. When you or another creature you can see within 60 feet is targeted with a weapon attack, you can use your reaction to impose disadvantage on that attack, potentially causing the attacker to miss.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Discordant Fighting Style
At 6th level, your magnetic powers have evolved to allow you to strike without holding your weapon. Using your action, you let go of your weapon and levitate it next to you for one minute. On each of your turns, you can use your bonus action to move the floating weapon up to 30 feet and make a single weapon attack using your Charisma Modifier instead of your Strength or Dexterity for both attack bonus and damage rolls. Any additional effects the weapon has will apply during the attack (i.e. wielding a Flametongue will add the fire damage, a Vorpal Blade will cut off the head on a critical, etc).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Magnetic Might
At 6th level, you are alarmingly strong thanks to the magnetic field you generate. You have advantage on savings throws against being grappled, restrained, or paralyzed. Additionally, you have advantage on skill checks to escape grapples.
Ferrous Levitation
At 14th level, you are able to use your magnetic power to lift yourself up into the air. As long as you are wearing metal armor, you can use a bonus action to gain a flying speed equal to your walking speed. This lasts until you become incapacitated, you die, or you use your bonus action to end your flight.
Crushing Field
At 18th level, you can unleash a powerful field of magnetic force that sends everyone flying. As an action, you force each creature within 40 feet of you to make a Strength saving throw. On a failed save, a creature takes 4d10 force damage and is pushed 30 feet away from you. On a successful save, a creature takes half damage and is not pushed.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Previous Versions
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7/3/2021 6:30:20 AM
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11/2/2021 11:16:21 PM
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4/21/2022 10:37:52 PM
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