Mr Magnetic (5e Class)

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Mr magnetic[edit]

Creating a Mr magnetic[edit]

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Masters of Magnetism are mutants who have the innate ability to manipulate magnetic fields and control metal at will. They are powerful combatants and strategists, capable of using their mastery of magnetism both offensively and defensively.

Quick Build

You can make aMr magnetic quickly by following these suggestions. First, intelligence should be your highest ability score, followed by Constitution. Second, choose "the the one you want".

Class Features

As a Mr magnetic you gain the following class features.

Hit Points

Hit Dice: 1d10 per Mr magnetic level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Mr magnetic level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: intelligence, Constitution
Skills: Choose three from Acrobatics, Athletics, History, Intimidation, Insight, Perception, Survival

Equipment

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

  • (a) 4 javelins or (b) Leather Armor and a longbow with 20 arrows or (c) Chain mail and short sword
  • (a) Martial weapons and a shield or (b) Two martial weapons
  • (a) light crossbow and 20 bolts or (b) two hand axes
  • (a) dungeoneer's pack or (b) burgler's pack

Table: The Mr magnetic

Level Proficiency
Bonus
Features magnetic aura magnetic energy
1st +2 magnetic power 10 ft 1d6
2nd +2 fighting style 20 ft 1d6
3rd +2 magnetic levitation 20 ft 1d6
4th +2 Ability Score Improvement 30 ft 2d6
5th +3 Extra Attack 30 ft 2d6
6th +3 EMP 40 ft 2d6
7th +3 enhanced magnetic levitation 40 ft 2d8
8th +3 Ability Score Improvement, 50 ft 2d8
9th +4 metallic storm 50 ft 2d8
10th +4 ferromancia 60 ft 2d8
11th +4 Living Metal 60 ft 2d10
12th +4 Ability Score Improvement, 70 ft 2d10
13th +5 Magnetic distortion 70 ft 2d10
14th +5 magnetic bastion 80 ft 2d10
15th +5 no needle will touch me again 80 ft 2d10
16th +5 Ability Score Improvement, pyro magnesia 90 ft 2d12
17th +6 puente de Einstein-Rosen 90 ft 2d12
18th +6 Magnetic Annihilation 100 ft 2d12
19th +6 Ability Score Improvement, 100 ft 2d12
20th +6 Alpha and Omega 500 ft 2d12

magnetic power[edit]

Your magnetic power is represented by a series of points equal to 10 + your intelligence modifier + your proficiency modifier.

any of your magnetic power characteristics may require a saving throw = 8 + your intelligence modifier + your proficiency modifier.

recover all your points after a long rest.
these abilities are not magic.

Magnetic Control[edit]

at level 1: You gain the ability to manipulate metal objects at will. You can use your action to move a metal object that is not being used or carried by another creature up to 30 feet in any direction. The object cannot weigh more than 50 pounds.
carrying heavy equipment does not harm you in any way (as long as this equipment is metallic) you also suffer no disadvantage on Movement or Dexterity (Stealth) checks for wearing armor or carrying equipment.

If you throw a projectile the damage will be equal to your magnetic energy die + your intelligence modifier + competition bonus.

magnetic aura[edit]

Also at level 1 your magnetic powers manifest outside your being. You gain a 10 foot magnetic aura and it will increase as seen in the magnetic aura column. You can spend magnetic power points to add one of the following effects:

  • electromagnetic spectrum: you can spend a point of magnetic power to protect yourself and your allies from any mental attacks.
  • repulsión :You can spend two points of magnetic power and your reaction to create an electromagnetic field to protect you from ranged physical attacks. You are not yet strong enough to repel melee attacks.
  • magnetic strike: You can spend one point of magnetic power to make more powerful attacks, adding one die of magnetic energy to your attack and one extra die for each point spent up to a maximum of 5 per attack action.
  • empowermentYou will be able to use two points of magnetic power to use two-handed weapons as if they were one-handed for one minute. You can spend two additional points to use two heavy weapons, one in each hand.
  • magnetic compass : you can spend 3 points of magnetic power and detect the magnetic fields generated by the creatures, making it impossible for them to surprise you for 1 minute.

You will gain more features from this role as you level up.

fighting style[edit]

At level 2 and again at levels 5 and 9, you adopt a special fighting style, called magnetic wave. Choose one of the following options. You cannot choose a magnetic wave option more than once, even if you choose again later.

continuous magnetic wave
You gain a +2 bonus to attack rolls made with ranged weapons.

Stoic magnetic wave
While wearing armor, you gain a +2 bonus to AC.

Flexible magnetic wave
When you wield a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

inflexible magnetic wave
When you roll a 1 or 2 on a damage die for an attack you make with a two-handed melee weapon, you may roll the die and must use the new roll, even if the new roll is a 1 or 2. a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Curved magnetic wave
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You need a metal object.

light magnetic wave
When you engage in a two-weapon fight, you can add your ability modifier to the damage of the second attack. Additionally, you don't get penalties for double-wielding.

assembler[edit]

At level 2, with your high intelligence AND powerful electromagnetic abilities, you are able to assemble almost any device or tool, as an artificer.

magnetic levitation[edit]

Your magnetic powers continue to increase as time passes. At 3rd level you gain a flight speed equal to half your movement speed.

Improved magnetic control[edit]

Also at level 3, with the increase in your strength your magnetic abilities also increase. You can use your action to move a metal object; If the object is being used or carried by another creature, it must make a strength save with a DC equal to your magnetic power.
The maximum amount you can lift increases to 100 pounds.
If you throw a projectile, the damage will be equal to 2 magnetic energy dice + your Intelligence modifier. If you throw a weapon, the damage from the weapon is added to the projectile.

mineral extraction.[edit]

You will never lack materials. At level 4 you can dedicate your turn to concentrating all your magnetic power on extracting minerals from the area. The amount of ore is at the discretion of the DM. You will not be able to perform any other actions as this requires all your concentration.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 18th level in this class. You gain an extra reaction at level 10.

enhanced magnetic aura[edit]

at level 5, Your magnetic ability does not stop growing, you gain the following abilities:

  • Adornment: You can embed metal shards in a creature to control it or deal damage equal to your magnetic energy die per embedded shard, you can cast one shard for each point spent.
  • Deathshock: You can aggressively attract or repel a creature with any metallic object, the target makes a strength saving throw, inflicting one die of magnetic energy for every 5 feet it moves. If you use it in conjunction with your magnetic control, the CD increases by +2.
  • Metal Defense: You can use your action and spend 1 point of Magnetic Energy to surround yourself with metal fragments, gaining a +2 bonus to your AC for 1 minute, you can add an additional +1 for every 2 points spent.
  • Repulsion Level 2: You can spend two points of magnetic power and your reaction to create an electromagnetic field that protects you from ranged physical attacks. You can spend an extra point to repel melee attacks.
  • overwhelming power:You can spend 5 points of magnetic power to extremely compress any piece of metal, if a creature is using it, dealing damage equal to 5 dice of magnetic energy + int and 5 more dice for every 5 extra points.

EMP[edit]

At level 6 with better control of your powers, you expel your power in a wave of electromagnetic energy,in a 30-foot cone any circuit or technological device is instantly fried, if you hit a creature it must make a constitution saving throw in case of failure it will be confused , stunned and incapacitated until her next turn and will take psychic and thunder damage equal to 10 times your magnetic energy. If you make a successful save, you only have disadvantage on attacks and saving throws until your next turn and you take half damage.

  • Optionally, you can condense this power using your bonus action to create a lightning bolt that deals double damage but without the aforementioned effects.

refracción[edit]

Also at level 6 you can become invisible by refracting visible light around your body.

enhanced magnetic levitation[edit]

At level 7 you can move see and control the entire electromagnetic spectrum allowing you to propel yourself through it, you gain a flight speed equal to your movement speed. You can use your reaction to propel yourself in any direction and dodge an enemy attack. You can optionally use this same reaction to double your flight speed.

overload[edit]

At level 8, You can extend any active ability or effect one more turn for free and one additional turn by gaining 1 level of exhaustion. When you do this action your magnetic power is also recharged. You can use this ability a number of times equal to your proficiency modifier.

astro magnesia[edit]

also at level 8, You can overload your consciousness by allowing yourself to astral project to any place you have been. This form is immune to all damage. You can see and hear through it, but you can't interact in any other way.

metallic storm[edit]

At level 9 Your power has grown to scales you cannot imagine. Passive: Levitate a metal fragment.

active: You can use your action and spend 10 points of Magnetic Energy to cause a storm of metallic fragments, by the power of centrifugal force each metal fragment will do three times the damage of your magnetic energy, each creature within your magnetic aura must Make a Dexterity or Constitution saving throw, taking full damage on a failed save or half damage on a successful one.

  • By spending 10 additional points you can enhance the fragments with the Power of Lightning so that the damage is tripled

ferromancia[edit]

At level 10 you have so much power that your abilities evolved. Your magnetic aura becomes ferromancy.

  • Ferromancy:spending 8 points of magnetic power You can manipulate the iron in someone's blood by directing the flow to their brain causing an aneurysm or loss of consciousness, or by altering thoughts and perceptions and even bleaching someone's mind completely. similar to the ALTER MEMORIES spell.
  • Ornament level 2: spend 10 points of magnetic power. You levitate a person or control their actions by manipulating the iron in their bloodstream or remove iron from someone's bloodstream completely through the skin. the target must make a Constitution roll reducing their Constitution modifier equal to one roll of your energy die on a fail, on a successful save they only take the same damage. If your Constitution modifier reaches negative numbers, you die instantly.
  • Repulsion Level 3:By spending 5 points you can create an electromagnetic psychic barrier that reflects both physical and magical attacks. they reflect lasers and other forms of radiation or energy. By spending three additional points you can redirect damage to your attacker.
  • Metal Defense Level 2: By spending 8 points, you can now form armor on top of your armor, gaining the benefit of both for one minute.
  • reforge: You can reshape, reforge and remake metal to your will.

magnetic orbit[edit]

at 11th level,You have become a magnet in every sense of the word. You now have a magnetic orbit with the same radius as your magnetic aura. Any projectile that enters its range will automatically stop, becoming static in your magnetic field, and melee attacks with metal weapons have disadvantage.


Living Metal[edit]

at 11th level You can imbue a large metal object (up to 10 feet in any dimension) with life, which obeys your commands for up to 10 minutes. It requires concentration.

Ability Score Improvement[edit]

When you reach 12th level, and again at 14th, 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.

Magnetic distortion[edit]

At 13th level, your control over your magnetic field causes you to distort the space around you, forming a dome that causes negative or magical effects against you to lose their potency. You become immune to spells, have advantage on fear saving throws, and wisdom and intelligence saving throws.

magnetic bastion[edit]

At 14th level, You can use your action and spend 12 points of Magnetic Energy to control heavy metal objects (up to 5000 kilos) for 1 minute, all your abilities are enhanced by this. all damage you deal is doubled, you gain double magnetic power points, you can use your Metal Defense to create a Battle Mech with your stats unless the Battle Mech's stats are higher, your AC is added to the Battle Mech and add your magnetic energy given to damage.

no needle will touch me again[edit]

At 15th level, You can concentrate your power to imbue all weapons within your magnetic aura and cause your enemies to damage themselves. Targets must make a strength saving throw; If they fail, their weapons will turn against them and attack them; If they succeed, they will only have disadvantage on weapon attacks. Allied weapons will be enhanced by your power, adding your intelligence bonus to damage and attack. You'll also pick up any dropped weapons or loose pieces of metal on the ground to attack your enemies.

Ability Score Improvement[edit]

When you reach 16th level, and again at 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.

pyro magnesia[edit]

also at level 16, Your magnetic understanding is so great that you can control the entire electromagnetic spectrum in different ways. You can now control the infrared spectrum allowing you to create high temperatures and heat attacks. You can cast any fire spell by spending magnetic power points equal to the level of the spell you wish to cast (this does not count as magic).

puente de Einstein-Rosen[edit]

The electromagnetic phenomenon surrounds everything that is considered matter and you can control this power, at level 17 you can create an Einstein-Rosen bridge using your incredible powers to bend space-time. This allows you to travel to any place you can see or have been before in a matter of seconds.

  • You can use your reaction to open this tunnel for a short period of time to avoid an attack or send someone to a distant location, when you use it this way you won't be able to do it again until you rest or activate your overload. .
  • if used While your Magnetic Bastion is active, all selected creatures automatically fail the save.

Magnetic Annihilation[edit]

also at level 18, You can focus your pyromagnesia into a death ray similar to the disintegration spell. increases damage by 10d12 for every 5 points of magnetic power. Since this Ray is based on your electromagnetic power, it can also affect incorporeal creatures and objects.

Ability Score Improvement[edit]

When you reach 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.

Alpha and Omega[edit]

At level 20, you no longer just control it, you have become one of the main fundamental forces that govern the universe, concepts like time and gravity are just a suggestion for you.

  • Its electromagnetic control is incalculable. You learn the skill hemomagnesia which allows you to control even the smallest particles of metal in a creature, making you capable of controlling blood or any other fluid containing metal.
  • now your magnetic power points are inexhaustible since you are directly connected to the force of magnetism.
  • your body becomes a concept, you are now immune to all non-magical damage.
  • Your Magnetic Warp and Magnetic Bastion abilities are considered to be always active.
  • you can control the Earth's magnetic field, being able to stop or accelerate it, and even destroy it.
  • Before you were already able to raise Islands. Now you are capable of lifting an entire continent.
  • You are no longer limited to metal objects, all bodies that have an electromagnetic field are under your control.
  • If you activate overload you can even make worlds collide.

('Don't abuse your powers. Remember that with great power comes great responsibility XD, have fun')


Previous requirements. To qualify for multiclassing in the Mr Magnetic class, you must meet these prerequisites: Have the maximum intelligence level allowed in your campaign.

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Back to Main Page5e HomebrewClasses<!-creates machinery or other non-consumable unique equipment-><!-has features from many, MANY other class bases-><!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-><!-uses guns or other ranged weapons-><!-uses one's mind to fight, most often a spellcaster-><!-keep this category if the class uses multiple tags->

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