Base Class: Artificer
Ferrochemists are exceedingly rare individuals, as they practice a little known sect of artifice which involves using trinkets to store not only external magic effects, but also the artificer’s very own attributes.
Tools of the Trade
3rd-level Ferrochemist feature
You gain proficiency with your choice of either jeweler’s tools or smith’s tools.
Ferrochemical Conduits
3rd-level Ferrochemist feature
Ferrochemists are strange people who lack the power to directly channel magic through their body, instead gaining the ability to channel not only magic, but their very own power, into items instead.
Whenever you finish a long rest, you can magically create a number of Metal Minds equal to your proficiency bonus. These Metal Minds take the form of a small piece of jewelry of your choice (ei. a necklace, bracelet, earring etc). They are made entirely of metal to maximize containment space.
Whenever you so choose, you may lower an ability score of your choice by an amount of your choosing. While the score is lowered, you may store the excess power inside one of your Metal Minds. For every hour that you spend with an ability reduced in such a way, the Metal Mind gains a number of charges equal to the number of points removed from said ability score. Whenever you wish, you may use a bonus action to return your ability score to normal and begin to drain another. Alternatively, you may begin to tap the power stored in a Metal Mind. Whenever you tap the power of a Metal Mind, you may consume any number of charges in order to gain a bonus to the ability score equal to the number of charges drained for a single round.
You may utilize, fill or tap, power from as many Metal Minds as you posses at a given time, and may use a bonus action to change whichever Metal Minds that you so wish. However, each mind may only store one attribute at a time. If you wish to store a different attribute in it, you must first tap it until it is empty, at which point you may fill it with a different attribute. Additionally, each Metal Mind can only store a number of charges equal to your (Intelligence modifier * proficiency bonus).
Level 3: Ferrochemical Surge
3rd-level Ferrochemist feature
Starting at 3rd level, you may temporarily boost the efficiency at which you fill a Metal Mind. You may, when you use your Access Metal Minds feature, use a reaction to instantly gain one hour’s worth of charge in any of your Metal Minds in accordance with the rules of your Ferrochemical Conduits feature. You can use this feature a number of times equal to your intelligence modifier. You regain all expended uses when you take a long rest.
Advanced Ferrochemistry
5th-level Ferrochemist feature
Starting at 5th level, your control over the power you drain has become more specific, allowing you to drain more specific skills. You may now, rather then simple ability scores, fill a Metal Mind with a specific skill; such as perception, athletics, acrobatics, ect.
Additionally, you can now store your more powerful Artificer Infusions inside smaller objects. If you so so choose, you may now apply infusions meant for armor to rings, bracelets, earrings, or other pieces of jewelry.
Ferrochemical Specialization
5th-level Ferrochemist feature
Starting at 5th level, you have developed your skills enough to the point of needing to choose a more specialized path. Either that of the scholar, or that of the warrior.
Should you choose the path of the warrior, you can attack twice, rather than once, whenever you take the Attack action on your turn, and gain access to the mastery properties of two Simple or Martial weapons of your choice.
Should you choose the path of the scholar, you gain expertise in two skills of your choice from Arcana, History, Investigation, Medicine, Nature, or Religion. In addition, any time you roll a skill check with which you have expertise, you may roll at advantage.
Path of the Scholar
Starting at 5th level, you have developed your skills enough to the point of needing to choose a more specialized path. Either that of the scholar, or that of the warrior.
Having chosen the path of the scholar, you gain expertise in two skills of your choice from Arcana, History, Investigation, Medicine, Nature, or Religion. In addition, any time you roll a skill check with which you have expertise, you may roll at advantage.
Path of the Warrior
Starting at 5th level, you have developed your skills enough to the point of needing to choose a more specialized path. Either that of the scholar, or that of the warrior.
Having chosen the path of the warrior, you can attack twice, rather than once, whenever you take the Attack action on your turn, and gain access to the mastery properties of two Simple or Martial weapons of your choice.
Reactive Ferrochemistry
9th-level Ferrochemist feature
Starting at 9th level, you connected such with your Ferrochemical abilities that you can now use them reactively. You may now, when getting hit by an attack, attacking a target, or making a skill check, use a reaction to use your Access Metal Minds feature; possibly causing an attack to miss, hit, or to succeed or fail a skill check. You may use this feature a number of times equal to your proficiency bonus. You regain all uses of this ability when you take a long rest.
Ferrochemical Mastery
15th-level Ferrochemist feature
Starting at 15th level, you have mastered control over the power of your body, allowing you to drain more specific skills and achieve greater power. You may now, rather then ability scores or even specific skills, you may now fill a Metal Mind with one of several additional attributes. These attributes include movement speed, stored in units of 5ft, armor class, maximum health, initiative, weight, stored in 10lb chunks; whatever percentage of your ordinary weight you are while reduced, also alters the speed at which you fall and fall damage by the same amount, and defenses, gaining vulnerability to a type of damage while filling the core which can be expended to gain resistance.
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