Wizard
Base Class: Wizard

As one of the principal pillars in any party who seeks to succeed in the harsh environments of dungeons, caves and other such places, the wizard is be one of the most common and resourceful companions you want to see fighting with you, except for their frailty in combat making their life span quite short if they are not careful.

Such frail defenses tend to cost dearly to the wizard or their companions for the flesh is easily fixed as any cleric worth calling a friend will show you but the memories of a close encounter with your own mortality will accompany you for your entire life. Some wizards are tempted by dark powers to seek immortality in the art of necromancy in a desperate attempt to dominate that, that they fear, turning themselves in undead horrors to plague the land that they once fought to protect.

Others are motivated by their companions, by their sacrifices, by their profound sense of duty and dedication to protect their companions and the innocent, impulsing them to dedicate their lives to become a perfect shield to them and others, to focus their arcane might into turning their most vulnerable stop into their strongest defense. Under this vision was the first  Ferrus Wizard born.

The Ferrus Wizard are those who focus their lives in the study and control of magic through metal, to use it as an extension of themselves, to preserve life, to give life or to bend the very gravity of the world against their enemies.

Live so you may Protect Others

At 2nd level, your training to bend metal to your will has granted you the skill to wear any armor or shield with ease granting you proficiency with both heavy and medium types of armor with one-handed melee weapons and shields.

Metallic Surge

At 2nd level, you have enough control over metal to use it to create an improvised metal shield made of floating shards of metal for you or your allies by using your free action giving them temporary hit points equal to half your AC.

You can use this feature a number of times equal to your spell attack modifier.

At level 10 this skill improves, increasing the temporary hit points to equal to your full AC and you can use this as a reaction when an ally is stricken whit an attack and you can see it.

Swiftness of the blade.

Starting at 6th level your control over metal allows you to handle it as if were as light as air, you can attack twice when you use the Attack action on your turn.

The number of attacks increases to three when you reach 10th level.

Enchanted Metal

At 6th level, your understanding of magic and metal deepens to the point that you can use any weapon made of metal as a spellcasting focus. Additionally, your weapon attacks made with a metal weapon count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Ferric Mastery

At 10th level you master the basics of the metallic magic improving your basic abilities, Metallic Surge not gives temporary hit points equal to your full AC and you can use it as a reaction when you or an ally get hit with an attack. Swiftness of the Blade now allows you to attack 3 times when you use the attack action.

Ferrus Specialization

At 10th level, you may choose a path to perfect your control over metal in your own way.

  • Living Metal: You can animate a heavy armor through a ritual that takes 1 hour and a 5th level spell slot creating a Living Armor (the stats are in the monster manual), the armor is under your control, it can't speak but understands your orders no matter the language. As a free action, you can give a mental command to one or all your armors, it can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, if attacked it will protect itself but otherwise will do anything until given an order. You may have a number of Living Armors under your control equal to your INT modifier (min 1). If defeated they become the original armor and you will need to pay 300 gold to repair the armor and then you can repeat the ritual.
  • Magnetic Beacon:  As a melee weapon attack you can spend a spell slot to magnetize an enemy to make it easier for metallic weapons to land a hit giving a +3 to hit on every attack with something made or with metal in it. Additionally increasing the power of the spell makes the attacks more damaging thanks to the pull of the magnetic field, the damage of the attack increases by +1 for every spell slot level used above 1.

Souls of Iron

At 14th level your final steps to bind magic and metal under your control were taken and it has affected you to your very core, strengthening your body from the inside as much as you have fortified it from the outside giving you max HP equal to double your AC this includes all sources of AC (like shields) except those that are temporary like the effect of the spell Haste.

Perfected Magic Alloy

At 14th level, you reach the peak of magic power throw metal gaining new abilities based on your Specialization.

  • Metallurgic Stasis: If you choose the path of Living Metal you gain the ability to as an action, put an ally within 20 ft of you in stasis by temporary turning them into metal. To activate this ability you need to use a charge of Metallic Surge and a spell slot, when used on an ally they will turn into a statue of metal and become impervious to any damage (except to psychic damage) a number of times equal to the level of the spell slot used additionally, they will regain hp by 1d4 for every level of the spell slot used, every turn they are in stasis. (for example, if you cast it with a level 3 spell slot your ally will heal 3d4 every turn it is in stasis).You may only have one ally in stasis at any time, you need to be within 20 to cast the ability but once cast it you are not restricted by range to end the ability early by using an action.
  • Magnetic Bomb: If you choose the path of the Magnetic Beacon you can as an action disrupt the gravity of a 30 ft radius and 30 ft high cylinder area, this consumes a charge of Metallic Surge and a level 3 spell slot. The area can be altered in 2 different ways, they can not stack and you can only have one area affected at any time. You may choose to increase the gravity, any creature inside the area must make a CON save or take 3d10 and become prone additionally it takes 10 ft of movement to move 5 ft inside the affected area. The caster may choose to instead lift the gravity forcing anyone inside said area to make an STR save or start floating 15 ft in the air for the rest of the duration of the ability (at the beginning of each turn any creature that remains in the area and its not floating must repeat the saving throw), each round rising up another 5 ft when the effect is over they fall and take damage. Both variants of this ability last for 1 minute and if cast with a spell slot higher than 3 increase the area in 5 ft per level used above 3.

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