Wizard
Base Class: Wizard

The field of Electromancy is a relatively new discipline, focusing on the mysterious forces of electricity and magnetism, both believed to be manifestations of the Weave. Electromancers work tirelessly to develop their theories of these forces, hoping to explain them within the laws of magic. Through this research, the secret to thaumomechanical devices has been discovered, ushering in a new age of technology. Electromancers are able to control these forces, using them in creative and inventive ways.

Electronic Disruption

When you choose this Arcane Tradition at 2nd level, you gain the ability to interrupt the flow of electricity, powering down machines. Make a spell attack roll against the machine's Defence. If your roll is higher than the machine's Defence, the machine ceases functioning. You can try to keep it from being fixed by concentrating (as you would with a spell) but if you stop concentrating, then the fault can be fixed and the machine can start functioning again. You can use this feature once per short rest.

Magnetic Motion

Also at 2nd level, you can use your powers of magnetism to attract metal objects. As an action, choose a Tiny metal object. Unless it is being secured by somebody, who must make a Strength save against your spell save DC to avoid the effect, the object travels quickly towards you, allowing you to pick it up. You can use this feature once per short rest.

Metallic Guidance

At 6th level, you can create a coil of energy to guide metal projectiles on the path you set. If a friendly creature within 5 feet of you makes a ranged attack with a metal projectile, then you can add your Intelligence modifier to the attack roll as a reaction. If a friendly creature within 5 feet of you is targeted by a ranged spell attack, you can subtract your Intelligence modifier from the attack roll as a reaction. You can only use this feature once per short rest.

Enhanced Electromagnetism

At 10th level, your manipulation of electromagnetic force becomes more powerful. When you use your Magnetic Motion feature, you are able to move Large or smaller objects. When you use your Electronic Disruption feature, you gain advantage on the roll. While Warforged do not appear in the intended Terra Nova setting, both the Electronic Disruption (which knocks them unconscious) and the Enhanced version of Magnetic Movement can be used on them. This gives them a unique weakness.

Redirection

At 14th level, you develop a nimbleness with redirecting projectiles. The range for your Metallic Guidance extends to 15 feet. If you trigger Metallic Guidance and the projectile attack misses,, you can make a spell attack roll to try to hit someone else in range, even if this requires the bullet to turn around.

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