Steelborn (5e Subclass)
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Steelborn
Sorcererous Origin
The touch of steel and the glint of gold makes the iron in your blood sing in resonance. Yours is the magic of metal which allows you to create masterwork weapons and implements as well as use those weapons to rend and destroy those who oppose you.
- Martial Calling
At 1st level, your affinity for metal grants you proficiency with all simple and melee weapons, metal shields, and smith's tools. You also choose one melee weapon to become your arcane focus by meditating with it for one hour which can be done during a short rest. You can only have one chosen weapon at a time. If you meditate with a second weapon the first weapon ceases to be your focus.
- Iron Body
Also at 1st level, the waking of your magic has brought profound changes to your body, and you gain 1 HP per sorcerer level. When not wearing armor, your AC = 13 + your Con modifier.
- Metamagic Weapon
At 6th level, your power and control has increased to the point that your chosen weapon has become imbued with arcane energy. Your weapon now counts as a magic weapon for overcoming resistances and your melee attacks now count as level-1 spells with a range of 5’ and can be manipulated by your metamagic though strength and dexterity are still the modifiers for your attack and damage rolls. Weapon attacks do not use spell slots.
- Metal Sense
Also at 6th level, you feel the call of ores in the back of your mind; your nose twitches when you enter a room with rare or unique metals. While in a state of meditation, such as during a short rest, you gain a double proficiency for perception as it concerns the detection of any deposits of metal, from weapons to ores, within 60 feet of your location.
- Steel Familiar
At 14th level, due to your ever increasing power, a familiar spirit has awoken within your chosen weapon and formed an ethereal bond with you. You learn the Find familiar spell and can cast it as a ritual to summon your weapon to you when it is not present. If you perform the ritual over another weapon that is not already sentient or an artifact, the spirit will be transferred to that weapon, and it will become your familiar. On your turn you can perform the following action:
- Imbued Weapon: For 1 sorcery point you can cast any touch range cantrip or spell as part of your weapon attack with the option of treating it as either a spell or weapon attack for the attack roll. This effect stacks the spell’s damage on top of the weapon attack and can be twinned for the same price as twinning the spell cast.
- Iron Grasp
At 18th level, your affinity for metal allows you to exert your will on the battlefield. For 5 sorcery points you are able to cast Hold Monster on all chosen creatures within 30 feet who are either wearing or wielding metal equipment.
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