Magnetist (5e Subclass)
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Magnetist[edit]
Wizard Subclass
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.
- Ferromagnetic Hand
Starting at the 2nd level, you learn a special version of mage hand. This doesn't count against your maximum number of spells known. The hand created by this cantrip is invisible, and only can manipulate metallic objects.
- Magnetize
At 2nd level you gain the ability to generate magnetic fields around you, which allows metallic objects to be manipulated. Choose one metal object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight equals 50 lb. The maximum weight increases by 50 lb. whenever your proficiency bonus increases by 1.
As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage 2d6 bludgeoning damage, plus 2d6 for each 50 lbs the object weights.
You can use this feature a number of times equal to your proficiency bonus. You can do it again by spending a 1st-level spell slot.
- Quantum Lock
Once you reach 6th level, you can make an metallic object become suspended inside a magnetic field. As an action, you touch a metallic object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.
If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
You can use this feature a number of times equal to your proficiency bonus, and can't use it again until you finish a long rest, unless you spend a spell slot of 2nd-level or higher to do so again. Each spell slot above the 2nd increases the DC to move the object in 2 and the weight in 2000 pounds.
- Magnetic Levitation
Starting at 10th level you are able to easily lift metals you're carrying. You can cast levitate at will, only targeting metallic objects or creatures. You can also move the object either 20 feet vertically or horizontally (but not both) in each turn.
- Magnetic Control
Starting at 14th level, after learning and studying the properties of metals and magnets you can easier control them. You learn a modified version of the spells stone shape, move earth and fabricate. This modified version only affects metals, rather than stone or earth.
In addition, you also learn a special version of telekinesis that also only affects metallic objects. You can cast this special version of telekinesis once, without spending a spell slot, and regain the ability to do so after finishing a long rest.
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