Base Class: Wizard
Wizards who follow the School of Transmutation study the ways in which both the physical and mental aspects of life can be manipulated and transformed using magic. However, though the wizards of the School of Metallurgy are very much also interested in modifying and transforming matter, they focus on the hard and cold metals - whether iron, steel, silver or gold. They are masters of manipulating these elements, and can transform something as harmless as a ring into a deadly weapon or a protective shield.
Metallurgy Savant
Beginning when you choose this tradition at 2nd level, you’re an expert on metal, both raw and processed, and the tradition of metallurgy. You have advantage on Intelligence (History) checks related to metallurgy, and on Intelligence (Investigation) checks made to determine what type of metal an object might be made from.
Additionally, you learn the Mending cantrip. The cantrip doesn’t count against your number of cantrips known. If the item(s) you are repairing are made from metal, you can choose to cast it as a bonus action.
Metallurgist's Reservoir
Also at 2nd level, you’ve learnt how to manipulate the form of metal at will, and carry a reservoir of metal for emergencies. Your reservoir can take whatever form you wish and can be made up of whatever type of metal you choose. For example, your metal reservoir might take the form of a lavish golden necklace, a simple steel dagger or a floating blob of liquid bronze. Should you lose your reservoir, you can create a new one at the end of a long rest by expending 50 gp worth of a single type of metal. While in possession of your reservoir, you can shift its form to perform any of the following abilities:
Chains. You temporarily shape your metal reservoir into magical chains to attempt to restrain your foes. As an action, you can choose one creature of Large size or smaller within 30 feet of you. That creature must make a Strength saving throw or become restrained by the chains for 1 minute. While restrained, a creature can use its action on its turn to make a Strength (Athletics) check. If the result of the check is higher than your spell save DC, the creature is no longer restrained.
Shield. You temporarily shape your metal reservoir into a magical shield of metal to protect either yourself or one of your allies from harm. As a reaction to yourself or an ally within 30 feet of you being targeted by an attack, you can transform your metal reservoir into a shield. This shield adds a bonus to your target’s AC equal to your proficiency bonus, and lasts until the beginning of the target’s next turn.
Spear. You temporarily shape your metal reservoir into a magical spear of metal to attack your foes. As an action, you can roll a melee spell attack against a creature within 15 feet of you. On a successful hit, the creature takes piercing damage equal to 1d12 + your Intelligence modifier.
You can have three of the abilities active at once, provided none of them are of the same type. For example, you couldn’t have multiple people restrained by your chains, but you could have a creature restrained by your chains while having a different creature protected by your shield and still use your spear attack.
You can use these abilities a number of times equal to your proficiency bonus per long rest.
Blood of Iron
At 6th level, you’ve learnt how to exert your control over the iron in your blood to cleanse it of poisons and diseases. You have resistance to poison damage and have advantage on Constitution saving throws against diseases and to resist being poisoned.
Greater Reservoir
At 10th level, you’ve learnt how to maintain a larger reservoir of metal, increasing its volume and capabilities. The features of your Metallurgist’s Reservoir feature improve in the following ways:
Chains. You can now target a creature of Huge size or smaller with your chains.
Shield. If the attack that triggered the reaction still hits, the shielded target has resistance to the damage.
Spear. The reach of the attack increases by 10 feet, to a total of 25 feet.
Master of Metal
At 14th level, you’ve mastered the art of controlling metal and can now exert your influence over it with ease. You gain the following features:
- Creatures dressed in metal armor, or who’s made from metal, have disadvantage on Dexterity saving throws against your wizard spells.
- Attacks made against you with metal objects, such as a longsword, a metal-tipped arrow or the fist of a metal construct, have disadvantage as long as you’re not incapacitated.
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