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Metallic Soul

our magic draws upon the magical metals that litter the various planes, such as the Outer Plane of Mechanus. Alternatively, you may have been a child of artificers and guild artisans, whose work with precious magic metals, like adamantine, expose themselves to its latent magical energy and eventually pass it onto you.

Metallic Magic

1st-level Metallic Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Metallic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.   Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or transmutation spell from the sorcerer, warlock, or wizard spell list  
Metallic Spells
Sorcerer Level Spell
1st catapult, mage armor
3rd heat metal, locate object
5th lightning bolt, protection from energy
7th Otiluke’s resilient sphere, summon construct (metal only)
9th steel wind strike, telekinesis

Steel Skin

1st-level Metallic Soul feature
Your affinity with magical metal allows you to strengthen your body. You gain proficiency in smith’s tools, and can use it as a spellcasting focus for your sorcerer spells. Additionally, at the end of a long rest, you can choose to imbue yourself with one of the following benefits, which lasts until you finish a long rest.   Adamantine Skin. Any critical hit against you becomes a normal hit.   Cold Iron. Whenever you hit a fey creature with a melee attack or are hit by one, it takes 1d4 damage.   Lune Ore Skin. Your spells do extra damage equal to your Charisma modifier (minimum of 1).   Mithral Skin. Whenever you make a Dexterity (Stealth) check, treat a roll of 7 or lower on the d20 as an 8.   Mourningsteel Skin. Whenever you take necrotic damage you can reduce the amount of damage by your proficiency bonus.   Reinforced Skin. You gain a +1 bonus to AC when you’re not wearing armour.   Solacesteel Skin. You give off bright light for 10 ft and dim light for another 10 ft. The bright light is sunlight

Spellcraft

6th-level Metallic Soul feature
You’re able to create additional effects for your magic. When you cast a spell using smith’s tools as the spellcasting focus, you can spend 1 sorcery point to use a Metamagic option you don’t know yet. You must have enough sorcery points to use that option, which you spend when you use it, and you can only use one option on a spell unless otherwise noted.

Electroplating

14th-level Metallic Soul feature
You can transfer your metallic properties onto others. As an action, you can spend 2 sorcery points and touch a willing creature (including yourself), bestowing one benefit from your Steel Skin feature. A creature can only be affected by one benefit from this feature at a time. If you use this feature when a creature is already affected, the old benefit immediately ends and the new one is applied. This benefit lasts until the creature finishes a long rest.

Hardened Exterior

14th-level Metallic Soul feature
Your innate magic has made you more durable. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Magnetic Field

18th-level Metallic Soul feature
You use your magic to project a powerful magnetic field. As an action, each creature in a 30-foot radius sphere centred on yourself must succeed on a Strength saving throw against your spell save DC, with disadvantage if a creature wearing or holding a metallic object, or be paralyzed until the start of your next turn. A metal object not being worn or carried automatically fails this saving throw. If a creature is paralyzed while in the air, it hovers in its space and falls to the ground at the start of your next turn.   As part of the same action, you can choose one of the following effects to occur:   Armour Removal. If a creature paralyzed by this feature is wearing armour or wielding a shield made of metal, you can doff the armour and remove the shield, discarding the items in an unoccupied space within 5 feet of the creature (which can also be in the air).   Force Attack. If a creature paralyzed by this feature is wielding a melee weapon made of metal, you can force it to make an attack against itself or another creature within 5 feet of it. You can also use a metal weapon not being worn or carried to make an attack. You make a melee spell attack for each target, dealing 1d10 force damage on a hit.   Attract or Repel. You can magically throw each creature a number of feet equal to your Charisma score away from the sphere in a direction you choose. Alternatively, you can pull each creature in a straight line toward a point in the sphere that you choose, ending in an unoccupied space as close to the point as possible, even if the space is in the air.   Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 8 sorcery points to use it again.

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