Magnet Mutant (5e Class)
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Magnet Mutant[edit]
You’ve been born blessed or cursed, depending on your personal views, with the mutant gene developing usually in adolescent years and unlocking unique powers. In your case in the form of the ability to generate and control magnetic fields.
Creating a Magnet Mutant[edit]
- Quick Build
You can make a Magnet Mutant quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Faction Agent background. Third, choose two longswords, four daggers, and an explorer’s pack.
Class Features
As a Magnet Mutant you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Magnet Mutant level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Magnet Mutant level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Perception, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) two simple weapons or (b) four daggers
- (a) an explorer’s pack or (b) a scholar’s pack
- If you are using starting wealth, you have 5d4x10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Mental Energy, Magnetism |
2nd | +2 | — |
3rd | +2 | Electromagnetic Enlightenment |
4th | +2 | Ability Score Improvement, Mutant Evolution, Magnetic Manipulation |
5th | +3 | Malleable Metals |
6th | +3 | Polarize |
7th | +3 | Repulsion Field |
8th | +3 | Ability Score Improvement, Metallic Surge |
9th | +4 | Geometria Zone |
10th | +4 | — |
11th | +4 | Sentinel Shield |
12th | +4 | Ability Score Improvement, Binding Light |
13th | +5 | — |
14th | +5 | — |
15th | +5 | Repulsion Field |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | Pull on the Heavens |
Mental Energy[edit]
At 1st level as your powers emerge you understand that the the strain it takes to fuel them is on your mind, slowly fatiguing you as you exert yourself more and more. This is represented by a number of mental energy points equal to your magnet mutant level + Intelligence modifier. When you expend a point of mental energy, it is unavailable until you finish a short or long rest, of which you must spend at least 30 minutes of the rest meditating or sleeping to regain your expended mental energy. Some of your magnet mutant features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Magnet Mutant DC = 8 + your proficiency bonus + your Intelligence modifier
Magnetism[edit]
Beginning at 1st level, your powers begin to manifest as you gain innate sense and control over magnetism and the manipulation of both ferrous and indirectly nonferrous metal via metal ores they may contain. As a bonus action on your turn you may select a number of metallic objects that aren’t being worn or carried up to your proficiency modifier and place these objects under your control. Additionally as part of the same bonus action you may collapse together ore and metal from the surrounding area into spheres. These spheres are Tiny sized objects and weigh 100lbs each. You may have a number of objects controlled under this feature equal to your proficiency modifier and cannot control more than a combined weight of 1,000lbs. You can control a combined weight of 2,000lbs at 5th level, 4,000lbs at 10th level, 8,000 lbs at 15th level, and 10,000 lbs at 20th level. Selected objects under your control can be moved up to 30 feet in any direction including upwards, or be commanded to orbit around you remaining in a 10ft space around you provided they are within that space, on your turn (no action required by you). These objects remain under your control for 1 minute as long as they remain within 60 feet of you or until released as an action on your turn, falling if still within the air. As an action on your turn you may attack with the objects under your control ramming them at a creature or object within 30 feet of it. Make a ranged weapon attack against the target using your Intelligence modifier. You can direct the objects under your control at the same target or at different ones. Make a separate attack roll for each target. On a hit the target takes bludgeoning damage or damage of the type used by the melee weapon (Ex: a shortsword deals piercing damage) equal to the size of the object that hit it. Weapons weighing 1 lb. or less are considered Tiny (daggers, darts and ammunition), heavy weapons are considered Medium (glaive, greataxe, greatsword, halbert, maul, pike and heavy crossbow), and all other weapons are considered Small (unless indicated otherwise, oversized for example). An object under your control has the following stats:
Tiny
HP: 20, AC: 18, 1d4 + Intelligence modifier damage
Small
- HP: 25, AC: 16, 1d6 + Intelligence modifier damage
Medium
- HP: 40, AC: 14, 1d8 + Intelligence modifier damage
Large
- HP: 50, AC: 12, 1d10 + Intelligence modifier damage
Huge
- HP: 80, AC: 10, 1d12 + Intelligence modifier damage
Electromagnetic Enlightenment[edit]
Also at 3rd level, your range of control has evolved past just simple magnetism as you’ve begun to manipulate and produce electromagnetic force fields. This manifests in the following ways:
- While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
- As a bonus on your turn you may expend 2 points of mental energy to try to magnetically pull or push a creature or object within 60 feet of you. A creature targeted by this feature must make a Strength saving throw or be moved 20 feet toward or away from you. A creature can willingly fail this save. An object targeted by this feature is automatically moved up to 20 feet toward or away from you. If the object is worn or carried by a creature, you must make an Intelligence check contested by that creature’s Strength check.
- As bonus action you may surround yourself in a Magnetic Field And Focus Solely on Defense for 1 minute you Gain immunity to all damage types beside Psychic As a trade off for this you can only use movement and help actions you cannot attack in any way You may expend one of your Mental energy points at the end of the duration to renew this duration but this time gaining Resistance to the Damage Types instead of Immunity
Mutant Evolution[edit]
Beginning at 4th level, your mutant powers develop even farther as you begin to learn how to put everything under the rule of your magnetism. You may now target Large or smaller metallic creatures or creatures wearing a heavy amount of metal with your Magnetism feature. When a creature is selected as part of the bonus action from the Magnetism feature make an Intelligence check contested by the creature’s Strength check. If you win the contest, you may treat the creature as an object as part of the Magnetism feature. If you attack with the creature it takes damage equal to your {{5a|int} modifier on hit. At the start of its turn a creature under control of your Magnetism feature can contest your magnetic control over it repeating this process breaking free of your control on success.
At 10th level your resourcefulness has gifted you with the ability to effect things previously outside of your control using electromagnetic waves. You may now effect non-metallic creatures and objects with you Magnetism feature. Non-metallic creatures have advantage on contests against the Magnetism feature and you must succeed on a DC (13 + 1 per size above Tiny) Intelligence check to control non-metallic objects.
Magnetic Manipulation[edit]
Also at 4th level, you’re able to further concentrate on the weapons in your grasp utilizing them to the full extent of their abilities. Whenever you select a weapon to be under your control as part of the Magnetism feature you may have it count as two objects to gain your concentration. While a weapon has your concentration, as part of the attack action made by the Magnetism feature, you may make an attack with the weapon as if you were wielding it against a target within range using your Intelligence modifier for attack and damage rolls dealing the weapons normal damage on hit instead of damage dictated by size.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Malleable Metals[edit]
Beginning at 5th level, you’ve learned how to bend and build upon the manipulation of metals and ores. You’re able to express this control in the following ways, targeting a chosen amount of spheres under your control made by the Magnetism feature:
- As a bonus action on your turn you may twist the shape of spheres chosen switching the damage type between bludgeoning, piercing, or slashing damage.
- As a bonus action on your turn you may expend a number of mental energy to increase or decrease the size of chosen spheres by one size category per point spent (Ex: Tiny size -> Small size or Huge size -> Large size). Spheres cannot become a size greater than Huge this way, additionally each sphere weighs 300lbs while Small, 500lbs while Medium, 2,000lbs while Large, and 3,000lbs while Huge.
Polarize[edit]
Starting at 6th level, your damage using features from this class count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Repulsion Field[edit]
Beginning at 7th level, you’ve begun to tap in and manipulate the electromagnetic energy that surrounds the world granting you the gift of flight. You gain a flying speed equal to 30 feet.
Metallic Surge[edit]
Starting at 8th level, as an action on your turn you can drain 1 point of mental energy and unleash an outburst of electromagnetic energy in a 15-foot-radius sphere centered on you. Each creature in the area must make a Strength saving throw. On failed save a creature takes 2d8 force damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can expend a number of additional mental energy up to your proficiency bonus to empower your outburst, dealing an additional 1d8 per point of mental energy drained and pushing an additional 5 feet per every 2 points of mental energy drained.
Geometria Zone[edit]
Starting at 9th Level, as an action on your turn you can drain 2 points of mental energy and create a zone that is 50 feet wide and tall its a dome of electromagnetic energy that is dubbed the Geometria Zone that lasts for 1 minute, Inside you may Grant Yourself or a number of allies equal to your int Modifier the following Benefits only 1 benefit can be applied at a time
- You may Grant them a flying speed equal to double their movement speed by removing the magnetic field around them allowing them to move freely without need
- You can increase a small portion of the gravity around them causing attacks to miss more often They Gain a +2 To armor class For the Duration of the Zone being active
- You can Decrease the Gravity around their feet doubling their movement speed They cannot be affected by difficult terrain and they can also Dash as a bonus Action
Sentinel Shield[edit]
At 11th level, you’ve become craftier with your manipulation of metal objects to add to your aid in defending you. As a bonus action on your turn you may expend points of mental energy to gain 10 temporary hit points per point expended as you form a protective shield around you in a shape and design of your choice constructed of ore and metal from the surrounding area. You may not gain more temporary hit points than your proficiency modifier x 10 using this feature. This shield last for 1 minute or until dismissed as a bonus action on your turn, and counts as one of the objects controlled under the Magnetism feature.
Binding Light[edit]
Starting at 12th level, you’re able to use the magnetic fields you generate to turn invisible by warping visible light around yourself and others. As an action on your turn you may have a number of target creatures equal to your Intelligence modifier within 10 feet of you and have them become invisible for 1 hour. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The invisibility ends for a target that attacks or casts a spell. Once you have used this feature you must finish a long rest before you can use this feature again.
Repulsion Field[edit]
At 15th level, the manipulation of the forces under your control have allowed you to shape a field of protective magnetic repulsion. As an action on you turn you may construct An invisible wall of force at a point you choose within 100 feet. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 20 feet, or you can shape a flat surface made up of twenty 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for 10 minutes or until dismissed as an action on your, and requires concentration as if concentrating on a spell. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. Once you have used this feature twice you must finish a long rest before you can use this feature again. This increase to three uses before needing a long rest at 18th level.
Pull on the Heavens[edit]
At 20th level, your manipulation of your powers has allowed you to reach beyond just the world. Once per day as an action you may pull blazing orbs of fire to plummet to the ground at four different points you can see within 200 feet. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d6 fire damage and 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Magnet Mutant class, you must meet these prerequisites: 15 Intelligence
Proficiencies. When you multiclass into the Magnet Mutant class, you gain the following proficiencies: Simple weapons, martial weapons
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