Magnetemplar (5e Subclass)
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Magnetemplar[edit]
Fighter Subclass
When a dao and a djinn, or more realistically an air and earth genasi, love each other very much, they can produce a being, usually mortal, with the capacity to magically operate magnetic fields. The capacity can also result from random collisions of elemental earth and air energies, but usually such elemental chaos is usually diluted by fire and water. Regardless of origin, Magnetemplars are technically sorcerers, but due their conflicting power sources are usually too weak in supernatural influence to rely entirely on magic. Instead, it is best used as a supplement to metal martial gear and prowess, though their powers over pushing and pulling can give far more ability to control battlefields than their fully mundane peers. They are also particularly adept at operating around large pieces of advanced machinery such as lightning rails and spelljammers.
- Electron Capture
Starting 3rd level, you gain resistance to lightning damage. If you already have resistance to lightning damage, you gain advantage on saving throws to avoid or end the paralyzed condition instead. Whenever a creature or object you can see within 30 feet of you would take lightning damage, you can use your reaction to redirect the damage to yourself.
- Magnetic Grip
Starting at 3rd level, your magnetic controls allow come minor metal manipulations. As a bonus action, you can target one loose metal object that is Large or smaller or one Large or smaller creature either wearing metal armor or made of metal. If you can see the target and it is within 30 feet of you, you can move it up to 10 feet to an unoccupied space you can see. This movement does not provoke attacks of opportunity. Alternatively, if the target is a loose Tiny object or metal weapon, you can pull it into your free hand. Either way, you can move the target horizontally, vertically, or both. If the target is an unwilling creature, it can make a Strength saving throw. On a success, the creature is not moved.
- Stormcaller
Starting at 3rd level, you gain access to a myriad of electromagnetic tricks. You can cast lightning lure. The DC of all of your Magnawarrior features’ saving throws equals 8 + your proficiency bonus + your Charisma modifier.
You can also doff or don any metal armor as an action and gain a climbing speed equal to your walking speed on metal surfaces. On such surfaces, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free, and have advantage on saving throws to avoid being knocked back or prone.
- Polarity
Starting at 7th level, you can assign a creature or object within 30 feet of you a Positive or Negative Charge for 1 minute when you hit it with a melee weapon critical hit or as a bonus action. When giving a creature a Positive or Negative Charge as a bonus action, they can make Charisma saving throw and avoid the Charge on a success. You can give yourself a Positive or Negative Charge for 1 minute when you roll for initiative. The Charges have following properties:
Positive Charge. Creatures with a Positive Charge have disadvantage on melee attack rolls against other creatures with a Positive Charge and advantage on melee attack rolls against creatures with a Negative Charge. A creature with a Positive Charge has advantage on ability checks to grapple a creature with a Negative Charge, but disadvantage on ability checks to escape a grapple from a creature with a Negative Charge. They also have disadvantage on saving throws against being knocked back but advantage on saving throws against being knocked prone.
Negative Charge. Creatures with a Negative Charge have disadvantage on melee attack rolls against other creatures with a Negative Charge and advantage on melee attack rolls against creatures with a Positive Charge. A creature with a Negative Charge has advantage on ability checks to grapple a creature with a Positive Charge, but disadvantage on ability checks to escape a grapple from a creature with a Positive Charge. They also have advantage on saving throws against being knocked back and disadvantage on saving throws against being knocked prone.
You can change or remove a Charge from a creature or object using another bonus action or critical hit. Creatures with the same Charge as you have advantage on your lightning lure’s saving throw. Creatures with the opposite Charge to you have disadvantage on your lightning lure’s saving throw.
- Exelectrocution
Starting at 10th level, you can charge your weapons with electromagnetic shocks. Your melee weapon attacks deal 1d4 additional lightning damage on hit if the weapon is made of metal. You can choose not to deal this damage. When you score a critical hit with a weapon that deals this damage against a creature, they must succeed on a Constitution saving throw or be paralyzed until the start of your next turn.
You can also channel your magnetic controls for more precise strikes. When you miss an attack with metal melee weapon against a creature made of metal or wearing metal armor, you can add 1d4 to the attack roll, but it doesn’t deal additional lightning damage.
- Static Shell
Starting at 15th level, you exude a constant field of minor electric overloads. Any creature that makes a successful melee weapon attack against you takes 1 lightning damage. If the attack is made using a metal body part or weapon, the damage equals your Charisma modifier and the creature can’t take reactions until the start of its next turn unless the creature is immune to the paralyzed condition (minimum of 1 damage).
If the creature that takes this damage has the same Charge as you, they must succeed on a Strength saving throw or be knocked back 10 feet away from you. If the creature that takes this damage has the opposite Charge to you, they must succeed on a Strength saving throw or be knocked prone. Once a creature succeeds on either saving throw, they automatically succeed on all saving throws against this feature until the end of your next turn.
- EMP
Starting at 17th level, you can release a pulse of electromagnetic energy. As an action, you can make all other creatures within 30 feet of you make a Constitution saving throw. A creature takes 6d8 lightning damage on a failed save, or half as much damage on a successful one. Creatures with the same charge as you have disadvantage on the saving throw, but they take no damage if they succeed on it. Creatures with an opposite charge to you have advantage on the saving throw, but the damage they take is doubled if they fail it. All constructs that fail the saving throw are stunned until the start of your next turn. After you use this feature, you can give any creatures without a Charge that fail the saving throw a Positive, Negative, or no Charge.
Once you use this feature, you must finish a short or long rest before you can use it again.
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