Sorcerer
Base Class: Sorcerer

The origin of your magic is the heat of the forge and the iron of the anvil. Whether your fate is tied to a legendary weapon or you have the blood of a divine blacksmith, you can shape a lump of iron into a masterpiece that can start or end a war.
You can equip a military or a revolt with a wave of your hand, or use your weaponry for your own purpose. Wherever they wander, an Iron Soul is destined to be followed by conflict.

Wield Weapon

1st-level Clockwork Soul feature

At first level, you gain proficiency with light armor, medium armor, simple weapons, martial weapons, and smith's tools.

 

Project Weapon

1st-level Iron soul

Starting at 1st level, the image of weaponry is seared into your mind, you grant that image form. As an action, choose a 5-foot square on the ground that you can see within 60 feet of you. A number of simple or martial melee weapons of your choice up to your Charisma modifier (minimum 1) rain down onto that space. If there is a creature in that space, it must make a Dexterity saving throw against your spell save DC. On a failed save, it takes 1d6 damage of the weapon's type for each weapon, or half as much damage on a successful save.

The weapons vanish after 1 hour, but become permanent if metal with a value equal to each weapon is consumed as a material component. You can use this feature three times.


You regain expended uses when you finish a long rest.

Reinforce Weapon

6th-level Iron Soul feature

Starting at 6th level, the image of weaponry isn't enough, you surpass that mere image to create a masterpiece. As part of a long rest, you can improve a simple or martial melee weapon.
The weapon becomes magical if it isn't already, and gains one of the following features.

Black Iron. The weapon deals an extra 1d6 damage of the weapon's type to any target it hits. A creature can only benefit from this feature once per turn. 

White Iron. The weapon gains the Thrown property with a range of 20/60 feet. After a creature makes a ranged weapon attack with this weapon, it returns to the creature's hand.

A weapon can only have one of these features at a time, and if you improve a number of weapons higher than your charisma modifier (minimum 1), a weapon you improved of your choice loses the benefit of this feature. 

Master Weapon

14th-level Iron Soul feature

Starting at 14th level, you surpass yourself to master your weapon. You learn the Tenser's Transformation spell, which doesn't count against your number of sorcerer spells known.
Additionally, you ignore all class, race, and level requirements on the use of magic weapons.

Endless Creation

18th-level Iron Soul

Starting at 18th level, your weaponry can surpass the world.
When you use your Project Weapon, you can cause a number of simple or martial melee weapons up to your sorcerer level
to rain down instead. The weapons are magical and can't become permanent.
Once you use this feature, you must finish a long rest before you can use it again.

Iron Soul Image