Base Class: Warlock
A power given by a demigod that allows this warlock to control magnetism and electrical forces. This patron chooses wisely of well knowledge person to pass this power down. This power can repel and attract metals and with focus hold the metals in a shape and moves them like limbs. The person that gains the power has to teach themselves how to control this power fully being a very strong power when in the right situations.
Level 3: Magnetist's Magnetic shield
Starting at the 3rd level, you gain 1 use of for this to block an incoming attack as a reaction (Weapon has to have some kind of Metal). Gain 1 more use at each of these levels, 5th, 10th, 15th and 20th levels.
Magnetic Spells
The magic gained by the inheritance of this power gives you magnetic power and some electrical powers. With these spells being smart enough to use them is important but being able to withstand them is another feat in on itself. Be very careful and smart about your choice with these newfound magnetic powers.
Level 6: Magnetic Memories from the Previous
You ask the previous users for help with these Magnetic powers. You have a choice between 3 options of spells to boost your helpfulness in combat.
Magnetic Coffin
When you use this feature, your enemy is forced to make Dex save, if they fail the Dex save they are then covered in metal and stuck there until they pass a saving strength throw or the warlock loses concentration.
Metallic Fighter
Use up your metal to give yourself armor, this will make your ac go up to 21 but get disadvantage on all Dex checks or saves. Gain advantage on Con checks and saves. Every unarmed strike is 2d4 damage. You can repel the metal armor to damage your enemies near you but doing some damage to you as well.
Metallic Hurl
Form a metal then hurl it at the enemy, you can throw the ball up to 30ft and repel the metal from the inside. Damage any one in 25ft radius of the repelled metal.
Level 10: Magnetic Passion from the Original
Your hunger for power and money goes berserk. Your next attack has an extra die to its damage, and for the next 2 minutes your can have 2 concentration spells open and have multiple points of magnetism open
Level 14: Call for the Magnetic Spirits
You summon forward 2 metallic robots haunted by some of the previous users. The robots will each hit your opponent twice, doing 1d10 each hit then will fall apart.
Metallic Restrictions
Using Magnetism, the user of this power can build weapons or armor or anything with any kind of metal. When you’re in a place with very little metal your magnetic abilities rely on metal points(MP). You roll a d20 the number you get is your MP. You can take your magic action and bonus action to roll twice instead of once but your second roll is with disadvantage. Using Magnetic Repel you lose all the metal it consumes and you have to reuse magnetic calling to get it back.