Sorcerer
Base Class: Sorcerer

Being able to move objects with your mind is no small feat. Years of training have given you access to powerful sorcerous magics. You've always had a flair for manipulating metal though. Having the ability to feel and manipulate magnetic fields have given you a powerful control over metals in the world.

Iron Defense

Infusing your body with the elemental attributes of iron, your AC is increased by 3 when you aren't wearing armor. You also receive an extra 2 hit points when your level increases in this class.

Proficiencies

Choosing this sorcerous origin gives you proficiency in martial weapons.

Metallokinesis

Beginning at 6th level, you can use your bonus action to summon a metallic object on your person (up to 10ft away) to hover right next to you. The type of object you choose has different effects.

Metallic Weapon - If you summon a weapon you essentially gain the "Extra Attack" feature. When you make the attack action with your weapon, the levitating weapon can make an attack as well. The levitating weapon uses your CHA modifier and proficiency to hit, and your CHA modifier as the damage bonus.

Shield - If you summon a shield, you gain the bonus to AC that you would normally get if you were wielding the shield and proficient with it.

The object stays floating next to you until you use a bonus action to end the effect, or have your concentration broken.

You can now also maintain concentration on up to 2 abilities at once at the cost of 1 sorcery point, as long as one of them is your Metallokinesis ability. You just make a concentration check for each ability when you take damage.

In addition, if you aren't already concentrating on your Metallokinesis ability, you can use a sorcery point to use this ability with your reaction.

If you attempt to take a metallic item that someone else is holding they have to fail a Strength saving throw against your spell save DC in order for you to take it. If they are attuned to that item, they get advantage on the Strength saving throw.

Magnetic Aura

Once reaching 14th level you've developed far greater control over the Magnetic Aura that surrounds you. Using the metal in your boots, you can propel yourself forward to gain a 30ft fly speed. In addition, attacks made against you with metallic weapons are rolled at disadvantage until the foe lands a blow. Once they connect with an attack, they can compensate for your Magnetic Aura and no longer have to roll at disadvantage with that weapon.

Improved Metallokinesis

Once at 18th level, you can use your Metallokinesis to summon up to 3 metallic objects on your person (up to 10ft away) to hover right next to you. All 3 metallic items can be whatever you want, with the only limitation being you can only have one of those items be a shield.

If you take the attack action, you can make an attack with each weapon you have currently summoned, to a max of 4.

If you take damage, and fail your concentration check, all 3 of the items summoned drop to the ground. Like previously, you can use a sorcery point to pick back up one of the items as a reaction, but not all 3. You can choose to drop 2 or 3 sorcery points to pick up 2 or 3 of the items dropped with a single reaction. Otherwise you can wait until your next turn to pick up all the items with your bonus action, and not have to use any sorcery points.

 

Previous Versions

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