Metal Savant
Starting at 2nd level, your study of metals has granted you
greater insight and knowledge regarding how work metal.
You gain proficiency in either smith’s tools or tinker’s tools.
In addition, whenever you make an Intelligence (History)
check related to the origin of metalwork or technology, you
are considered proficient in the History skill and add
double your proficiency bonus to the check, instead of your
normal proficiency bonus.
You also learn the mold earth cantrip, and it does not
count towards the total number of cantrips that you know.
When you cast mold earth, you can choose for it to affect
metal objects instead, provided that they are not magical.
All other aspects of the spell apply.
Steel Shield
By 2nd level, you know to use metal objects to protect you
from harm. Whenever you are subjected to an affect that
allows you to make a Dexterity saving throw to take only
half damage, you can use your reaction to summon metal
shards to float around you, and you instead take no damage
if you succeed on the saving throw, and only half damage if
you fail. The metal shards drop to the ground after you have
completed the saving throw.
You can use this feature a number of times equal to your
Intelligence modifier per long rest.
Metallic Mage
By 6th level, you have learned how to manipulate metals
around you. You add the heat metal spell to your spellbook,
and it counts as a wizard spell for you. Whenever you cast
heat metal, you can instead change the property of the
metal from heating up to conducting electricity, melting, or
becoming covered in metal spikes. When you do so, you
can change the damage type of this spell from fire damage
to lightning, acid, or piercing damage.
Ironblood
At 10th level, your body has magically attuned to the iron in
your blood. You gain immunity to disease and the poisoned
condition, and whenever you have your Steel Shield feature
active, your AC increases by an amount equal to your
Intelligence modifier until the beginning of your next turn.
Magnetic Wizard
At 14th level, you have become a master of metal. You add
the spell telekinesis to your spellbook. If you already know
it, you may choose another spell to add instead. Whenever
you cast telekinesis, the range of the spell for you is
doubled when applied to manipulating metal, and creatures
wearing either magical and nonmagical metal or are made
of metal have disadvantage on their Strength checks made
against the spell's effects.
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