Magnetic Warrior (5e Subclass)
Magnetic Warrior[edit]
Artificer Subclass
You are an artificer capable of using magnetism to create destructive machines and weapons made out of metal.
- Tools of the Trade
When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Your magnetic powers allow you to use immense amounts of metal to your advantage, you use your Intelligence score instead of Strength score to fulfill the requirements for using armor or lift, carrying or dragging metal objects.
- Magnetic Warrior Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Magnetic Warrior Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level | Spells |
---|---|
3rd | absorb elements, shield |
5th | knock, magic weapon |
9th | conjure barrage, lightning arrow |
13th | storm sphere, elemental bane |
17th | banishing smite, telekinesis |
- Punk Gibson
At 3rd level, you use your magnetic powers to create a powerful fist. As a bonus action, you create an arm made of metal. You are proficient with that arm, and it uses your Intelligence modifier on attack and damage rolls.
You can use Punk Gibson a number of times equal to your Intelligence modifier (minimum 1), regaining your uses after finishing a long rest. It lasts for 1 minute and have the following properties:
- It deals 2d6 bludgeoning damage on a hit (2d8 at 9th level).
- When you roll the damage die, you can spend a 1st-level spell slot and increase Punk Gibson's damage by your proficiency bonus plus 1d8 per level of the slot spent.
- When your Punk Gibson is activated, you can use your Intelligence modifier, instead of the Strength modifier, on Strength checks and saving throws.
- Whenever you take damage, you can use a reaction to reduce the damage taken. Your will die is a d6, and increases to a d8 at 5th level, a d10 at 9th level and a d12 at 17th level.
- Attract and Repel
Also at 3rd level, you can increase your magnetic field to attract or repel metal. Once you use this feature, you can't do it again until you finish a long rest. You can use it in the following ways:
- As an action, you can force all enemies within 20 feet to make a Strength saving throw against your spell save DC, or lose their weapons and items, that are attracted towards you. The metallic items will fall on the ground within 5 feet of you. If you have one free hand, you can grab a single item attracted by this feature. This ability only works on weapons or similar sized objects made of metal or with metal parts.
- As a reaction when you are the target of a ranged weapon attack made by a metallic weapon or a weapon with metallic parts, you can impose disadvantage on the attack roll. If the attack misses, you can redirect the attack at some creature within 20 feet of you. The redirected attack is made with your spell attack bonus.
- Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
- Damned Punk
At 9th level, you use your magnetic powers to cause a force ray to be released from your Punk Gibson. As an action you fire with the Damned Punk. A stroke of force forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw.
A creature takes 3d8 force damage and is stunned until the end of your next turn on a failed save, or half as much damage and is not stunned on a successful one. You can spend spell slots to increase the damage of this blast by 1d8 per level of the spell slot spent.
The ray ignites flammable objects in the area that aren't being worn or carried. Using the Damned Punk destroys the Punk Gibson.
- Punk Golem
At 15th level, you can, as an action, create a monster made of metal and hate using your magnetic powers. You must have a pile of metallic objects or scraps to do so. The punk golem uses the statistics of an Iron Golem.
The iron golem can't take actions or move on its own, but you can order it to move 30 feet on your turn (no action required) and use your Action to take any of the Golem's actions. If you don't take an action to control it, the Golem will remain motionless.
Once you create the Punk Golem, you can't do it again until you finish a long rest.
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