Magnetist (5e Class)

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A Magnetist is a mage who's been affected by the fundamental ways of the world. Using your knowledge on the principles of physics you can control and seem almost magical in your control over the power and force of magnets for good or evil.

Creating a Magnetist[edit]

Class Features

As a Magnetist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Magnetist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Magnetist level after 1st


Armor: Light Armour
Weapons: Simple Weapons
Tools: One set of Artisan's Tools and one Gaming Set and scientific tools and smith tools
Saving Throws: Intelligence, Constitution
Skills: Choose two skills from Acrobatics, Arcana,Deception, Insight, Intimidation, Investigation, Nature, Perception, Performance, Slight of Hand, Stealth, and Survival.


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Bag of magnetic balls and poket magnets or (b) A book on the fundimental princibals of physics
  • If you are using starting wealth, you have 4d8 in funds.

Table: The Magnetist

Level Proficiency
Range Weight Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 5 ft. 5 lbs. Magnetize 2
2nd +2 10 ft. 10 lbs. Magnetic Control 3
3rd +2 15 ft. 15 lbs. <!-Class Feature3-> 4 2
4th +2 20 ft. 20 lbs. Ability Score Improvement 4 3
5th +3 25 ft. 25 lbs. 4 3 2
6th +3 30 ft. 30 lbs. 4 3 3
7th +3 35 ft. 35 lbs. 4 3 3 1
8th +3 40 ft. 40 lbs. Ability Score Improvement 4 3 3 2
9th +4 45 ft. 45 lbs. 4 3 3 3 1
10th +4 50 ft. 50 lbs. 4 3 3 3 2
11th +4 55 ft. 55 lbs. 4 3 3 3 2 1
12th +4 60 ft. 60 lbs. Ability Score Improvement 4 3 3 3 2 1
13th +5 65 ft. 65 lbs. 4 3 3 3 2 1 1
14th +5 70 ft. 70 lbs. 4 3 3 3 2 1 1
15th +5 75 ft. 75 lbs. Magnetic Influence 4 3 3 3 2 1 1 1
16th +5 80 ft. 80 lbs. Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 85 ft. 85 lbs. 4 3 3 3 2 1 1 1 1
18th +6 90 ft. 90 lbs. 4 3 3 3 3 1 1 1 1
19th +6 95 ft. 95 lbs. Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 100 ft. 100 lbs. 4 3 3 3 3 2 2 1 1


Starting at the 1st level you gain the ability to generate magnetic fields around you, which allows metallic objects that aren't being worn or carried to be manipulated. At 1st level, the range of your magnetic field is 5 feet in radius around you, and the limit to how much weight can be affected is 5 pounds. The range and weight increase as shown on the Magnetist table. As an action you can activate this ability and can move the magnetized metal in range as part of the action, you can move this metal anywhere within your range, if used to attack a creature you must make a spell attack roll against the creature's AC, on a hit they take (some cantrip-like scaling damage) damage, the damage type can be bludgeoning, slashing, or piercing, depending on the metal used.

Magnetic Control[edit]

After learning and studying the properties of metals and magnets you can now do 2 things. 1. If you have metal you can bend a magnetic metal as far as the magnetic strength of the magnet divided by the distance past 3 feet and the thickness of the metal starting Min of 1 FT. 2. you also have the power to amplify of decrease magnetic fields by 2x.

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Increase[edit]

When you reach the 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.

Quantum Lock[edit]

Once you reach X level you begin to learn how to weave elements into your magnetism, when you've used Magnetize on an object and this object is hit with cold damage, you can use your reaction to cause a Quantum Lock, it will remain locked in place for the duration of the Magnetize, the locked object doesn't move, even if it is defying gravity. The object can hold up to 1,000 pounds of weight. More weight causes the object to deactivate and fall. A creature can use an action to make a Strength check against your spell save DC, moving the fixed it up to 10 feet on a success.


Starting at 10th level you are able to easily lift metals you're carrying, if you have any amount of metal secured to yourself (such as metal armour or a metal harness) you can use your action levitate up to 10 feet in any direction, on your next turn the speed increases to half your movement speed if you move in a straight line, and up to your full speed on the turn after that if you continue in the same direction. This ability requires you to maintain concentration just as you would a spell. You cannot use this ability if your over encumbered.

<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

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<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level


3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->


Prerequisites. Intelligence 14 and must be a humanoid race.

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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