Base Class: Warlock
In the midst of the chaos on the battlefield, the coinshot steps forward, his eyes narrowing as he surveys the scene. With a swift motion, he reaches into his pouch, withdrawing a handful of coins. Each piece glints in the sunlight as he expertly ignites the metal with the power of his allomantic abilities.
With a flick of his wrist, he hurls the coins toward his adversaries. They streak through the air like deadly missiles, propelled by the force of his burning steel. The coins whistle as they fly, leaving a trail of metallic sparks in their wake.
As the coins close in on their targets, the coinshot's enemies scramble to evade the onslaught. But it's too late. The coins strike with pinpoint accuracy, slamming into armor and flesh with devastating force. Those unfortunate enough to be caught in the path of the coins are knocked off balance or sent sprawling to the ground, the impact leaving them dazed and disoriented.
Your patron is a mysterious and powerful entity tied to the metallic arts of allomancy. During a torturous process known as hemalurgy, metal spikes were driven into your body, imbuing you with the ability to burn steel and manipulate metal objects by pushing on them. This agonizing experience forged a bond between you and your patron, allowing you to draw upon its power to control metal through the consumption of steel.
Expanded Spell List
The Steel Pusher lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you:
| Spell Level | Spells |
|---|---|
| 1st | Catapult, Shield |
| 2nd | Enlarge/Reduce, Gust of Wind |
| 3rd | Counterspell, Wind Wall |
| 4th | Freedom of Movement, Resilient Sphere |
| 5th | Telekinesis, Wall of Force |
Pushing Adept
At 1st level, you gain the ability to push on metal objects using your mind. You can telekinetically manipulate metal objects within 60 feet. This ability allows you to:
- Push Metal Objects: As a bonus action, you can push a metal object that is not being worn or carried up to 30 feet. If the object is carried or worn, the creature must succeed on a Strength saving throw (DC = your spell save DC) to resist the push.
- Repel and Propel: You can use metal objects to either push yourself away. As a bonus action, you can push off a metal object within 30 feet to gain a flying speed equal to your walking speed until the end of your turn. If you end your turn in the air and not on a solid surface, you begin to fall.
Steel Sight
Starting at 6th level, your connection to the metallic arts grants you an enhanced sense for metal objects. You can sense the presence of metal within 60 feet of you, allowing you to see the exact location and size of any metal objects, even if they are hidden or obscured by other materials. Additionally, if you are already proficient in Perception, you gain expertise in the skill, otherwise you gain proficiency.
Metallic Shield
At 10th level, you can use your reaction to push away incoming attacks. When you are hit by an attack, you can use your reaction to push a metal object in between you and the attacker, granting you a +5 bonus to your AC until the start of your next turn, including against the triggering attack.
Master of Steel Pushing
Starting at 14th level, you can use your pushing abilities to their fullest extent. As an action, you can target a number of metal objects or creatures wearing/carrying metal within 60 feet equal to your Charisma modifier. Each target must succeed on a Strength saving throw (DC = your spell save DC) or be pushed up to 60 feet away from you. You can use this feature once per short or long rest.
Additionally, you can now push yourself with even greater force. When you use your Repel and Propel feature, you gain a flying speed of 60 feet until the end of your turn and can hover until the start of your next turn if you end in the air.
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