Base Class: Wizard
Ferromancy is a relatively new school of magic as the world of Wolin is entering it's industrial age. This school of magic specializes in the control of metal and making it better, stronger and sharper. Developed by Headmaster Disemen and Santonia of the Arcane Academy, the creation of this school has lead to many technological advancements such as arcane flying machines being developed and metal warships being improved on.
Control Metal
Beginning when you select this school at 2nd level, You learn how to control a small amount of metal. As an action you can bend, warp, or crush a 5 foot square of non-magical metal that is not being worn or carried within 15 feet of you. You may use this ability a number of times equal to your proficiency bonus. You regain all expended uses on a long rest.
Enhance Metal
Starting at 2nd level when you select this school, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.
Once you use this feature, you can’t use it again until you finish a long rest.
Defense Expert
Starting at 6th level, you gain proficiency with light armor, medium armor, heavy armor and shields and you gain proficiency with one type of one-handed melee weapon of your choice.
Magnetic Ward
Starting at 10th level, you can use your reaction to magnetically deflect or catch the missile when you are hit by a ranged weapon attack that contains metal. When you do so, the damage you take from the attack is reduced by 1d10 + your Inteligence modifier + your wizard level.
If you reduce the damage to 0, you can catch the missile if you have at least one hand free. If you catch a missile in this way, you can make a ranged attack with a range of 40/80 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiency. You may use this ability a number of times equal to your proficiency bonus. You regain all expended uses on a long rest.
Master of Metal
Starting at 14th level, You are able to control a large amount of metal. As an action you can bend, warp, crush or move up to 30 feet a 15 foot cube of non-magical metal that is not being worn within 60 feet of you. You may use this ability a number of times equal to your proficiency bonus. You regain all expended uses on a long rest.
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