Base Class: Barbarian
Pole wringer barbarians are barbarians with an innate magical ability that lets them warp magnetic fields. They develop these abilities as they learn to harness their rage and barbaric strength. Though it is rare and takes time to master, it leads to powerful warriors.
Level 3: Polarity
Starting at 3rd level, when you choose this subclass, you gain the ability to manipulate magnetic objects. When within 5 feet of tiny metal items while raging, the metal rises into the air around you. You can throw the metal as a bonus action to deal 1d4 damage on a hit. The type of damage is either piercing or bludgeoning depending on the object thrown. The metal does not react to your magnetic field if it is being worn. If it is being carried, the holder must make a strength saving throw or lose their grip on the object. The DC for this saving throw is equal to 8 + your Strength modifier + your Proficiency Bonus.
Brawler
Starting at 6th level, you’ve adapted to fighting with your fists. You can roll a d6 in place of the normal damage of your unarmed strike. This increases to a d8 at level 10 and then to a d10 at level 14.
Magnet Push
Starting at 10th level, while raging, you can channel your polarity to push away enemies or pull them towards you. If a creature is within 10 feet of you and has significant amounts of metal on their body, you can pull them 5 feet towards you or push them 5 feet away from you with a successful strength check. The DC of the check is determined by the creature’s size and tiny creatures are always affected.
Medium. DC 10
Large. DC 20
Huge-Gargantuan. DC 30
Electromgnetism
Starting at 14th level, while you rage, your unarmed strikes deal an additional 1d6 lightning damage. You may also grapple creatures made of metal or in metal armor without a roll. Creatures grappled by you gain disadvantage to break the grapple and take 1d4 lightning damage for each of your turns they are grappled on after the initial grapple.
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