Base Class: Sorcerer
Sometimes sorcerers are blessed with Divine Energy, other times they are overtaken by the consuming power of Darkness, and other times a momentary surge of Wild Magic is what sets them apart from their other magical counterparts. But the Ferromancer is different, for instead of any of these, they wield the power over Metal and Materials alike. Adept craftsmen and metal workers in previous lives, they now wander the planes with the ability to bend Metal at their fingertips
Level 1: Metal Sense
As the dormant powers of Ferromancy Awaken inside of you, you are now able to sense any nearby Metal or Metallic Objects within a 10 ft. Radius of yourself, increased by 20 ft. at Level 3, Level 5, Level 7, Level 9 and Level 120.
Level 1: Rend Metal
As you grow into a Ferromancer, your control over metal itself also grows. With it, you are able to shape metal around you into a form of your will.
Level 6: Magical Infusion
Your ability to manipulate Metal has become stronger and more refined, allowing you to infuse magic into that which you wield. Anytime you transform a non-Magical metal with Rend Metal, you can choose to spend an additional Sorcery Point to make it Magical, and any Armor or Weapons that you make with Rend Metal are considered Magical until your next Long Rest, for the purposes of calculating damage or overcoming Resistance/Immunity.
Level 6: Magnetic Fabrication
As a Ferromancer, you can now induce Magnetic Fields into Objects, allowing you to protect yourself, or manipulate other Metallic Objects with this field.
Level 14: Alloy Attraction
With the ability to see and manipulate the metal around you growing stronger, you can pull any nearby metal towards you.
Level 18: Supreme Metallurgy
With near total mastery over Ferromancy, you can amplify your manipulation of metal to its maximum. Whenever you transform Metal with Rend Metal, you can permanently make it Magical, and it does not cost Sorcery Points to to use either Rend Metal, or to make the object permanently Magical. Additionally, any Armor you make with Rend Metal becomes Immune to Critical Hits until your next Long Rest, and any Weapons you make have a Bonus To-Hit and on Damage equal to your Proficiency Bonus, until your next Long Rest. Additionally, Field Induction now only costs 1 Sorcery Point.
Finally, you can now use Rend Metal and Alloy Attraction on Magical Objects. Magical Objects you transform retain their Magical Property, and any other Magical Effect they have, regardless of the form they have been transformed into.
Previous Versions
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11/20/2024 12:58:03 AM
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11/27/2024 9:55:53 PM
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