Ferromancer

Ferromancers are born with lodestone in their blood — a vein of living magnetite that answers to will instead of weather. Where other sorcerers inherit fire or frost, theirs is the quiet, pulling hunger of iron: nails lift from doorframes when they are angry, blades swing wide of their ribs, and the small steel rings of a merchant's scale tremble when they walk past. They are not smiths and not soldiers, though smiths and soldiers court them. They are negotiators between flesh and metal, able to make a knight's sword refuse its master or turn a volley of arrows into a harmless rain of iron. Most ferromancers learn early that their gift is a courtesy, not a conquest — a magnet that grabs too hard drags the world onto itself — and the wise ones cultivate restraint the way a pyromancer cultivates distance from dry grass. They are rare, quietly feared in armories, and prized wherever steel decides who lives.

Class Features

Hit Die d6
Primary Ability Charisma
Saving Throws Constitution, Charisma
Archetype Mixed
Ability Categories spellcasting, auras
Caster Progression Full

Proficiencies

Armor None
Weapons Simple weapons
Tools None
Skills Choose 2 from Arcana, Insight, Intimidation, Perception, Persuasion, or Sleight of Hand

Class Resources

Charge

Max 12

Charge is the magnetic tension in your blood. It powers your signature aura emanations and your deflection reaction. At 1st level your maximum Charge equals 2. Your maximum Charge increases by 1 whenever your ferromancer level becomes even (4 at 2nd level, 6 at 8th, 8 at 14th, 10 at 18th, and 12 at 20th — see the Ferromancer table). You regain all expended Charge when you finish a Long Rest, and you regain 2 Charge when you finish a Short Rest.

Reset
After a Long Rest (fully); a Short Rest recovers 2 Charge
Spending
You can spend Charge in the following ways: (1) to activate an aura (Bonus Action; cost listed in the aura entry — most cost 1-5 Charge); (2) to use your Lodestone Blood deflection Reaction (1 Charge); (3) to use Steel Reserves healing (1 Charge); (4) to use Polemaster's Pulse on a damaging spell (1 Charge); (5) to fuel subclass abilities that list a Charge cost. You cannot spend Charge while Incapacitated, and a single effect cannot reduce your current Charge below 0. When you deflect an attack with Lodestone Blood and it misses, you regain 1 Charge (no more than once per round).
Recovery
Long Rest: regain all expended Charge. Short Rest: regain 2 Charge. Deflection success (per Steel Reserves feature, gained at 7th level): regain 1 Charge, once per round. Some subclass features may also restore Charge; when a feature restores Charge, it cannot exceed your maximum.

Class Abilities

Spellcasting

Spellcasting Ability Charisma
Cantrips Known 4
Spells Known 2
Magnetic Spark
Cantrip Evocation
Casting Time: 1 action
Range: 60 feet
Target: One creature you can see within range
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Ranged spell attack (Charisma)
Defense: None

A crackling thread of magnetized lightning leaps from your hand to a creature, fouling its reactions.

Rules Text:

Make a ranged spell attack against one creature within range. On a hit, the target takes 1d8 Lightning damage and cannot take Reactions until the start of your next turn as magnetized sparks cling to it. The damage increases by 1d8 when you reach 5th (2d8), 11th (3d8), and 17th (4d8) level.

Damage
Attack: Ranged spell attack
Range: 60 feet
Target: One creature
Damage: 1d8 lightning (+1d8 at class levels 5, 11, and 17)
Duration: Instantaneous
Thunderclap
Cantrip Evocation
Casting Time: 1 action
Range: Self (5-foot radius)
Target: Each creature other than you within a 5-foot radius of you
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Constitution saving throw vs your spell save DC
Defense: None

A sharp magnetic crack splits the air around you, ringing in nearby ears.

Rules Text:

Each creature other than you within 5 feet of you must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 1d6 Thunder damage. The damage increases by 1d6 when you reach 5th (2d6), 11th (3d6), and 17th (4d6) level.

Damage
Saving Throw: Constitution
Range: 5-foot radius
Target: Creatures within 5 feet
Damage: 1d6 thunder (+1d6 at class levels 5, 11, and 17)
Duration: Instantaneous
Shocking Grasp
Cantrip Evocation
Casting Time: 1 action
Range: Touch
Target: One creature you touch
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Melee spell attack (Charisma)
Defense: None

You seize a creature and channel magnetized current into it, briefly locking its joints.

Rules Text:

Make a melee spell attack against a creature you touch. You have Advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 Lightning damage and cannot take Reactions until the start of its next turn. The damage increases by 1d8 when you reach 5th (2d8), 11th (3d8), and 17th (4d8) level.

Damage
Attack: Melee spell attack
Range: Touch
Target: One creature
Damage: 1d8 lightning (+1d8 at class levels 5, 11, and 17)
Duration: Instantaneous
Shield
Level 1 Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
Range: Self
Target: Self
Components: V, S
Duration: 1 round
Movement: None
Attack / Save: None
Defense: +5 bonus to AC until the start of your next turn, including against the triggering attack, and you take no damage from Magic Missile

A lens of hardened magnetic force snaps into place to deflect a blow.

Rules Text:

An invisible magnetic barrier of compressed force springs into being. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Buff
Range: Self
Target: Self
Duration: 1 round
Defense: +5 AC; immune to Magic Missile
Catapult
Level 1 Transmutation
Casting Time: 1 action
Range: 60 feet
Target: One object weighing 1 to 5 pounds within range; it is hurled at one creature or object
Components: S
Duration: Instantaneous
Movement: The object flies up to 90 feet in a straight line toward the chosen target
Attack / Save: Dexterity saving throw vs your spell save DC (target of the hurled object)
Defense: None

You magnetically hurl a small ferrous object at an enemy like a slingstone fired by a god.

Rules Text:

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, and it stops early if it impacts a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw against your spell save DC. On a failed save, the object strikes the target and stops moving; on a successful save, the object doesn't strike the target. A creature struck by the object takes 3d8 Bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Damage
Saving Throw: Dexterity
Range: 90 feet (line)
Target: One creature or object
Damage: 3d8 bludgeoning (+1d8 per spell slot above 1st)
Duration: Instantaneous
At Higher Levels:

+1d8 damage and +5 lb max weight per slot level above 1st

Magic Missile
Level 1 Evocation
Casting Time: 1 action
Range: 120 feet
Target: One or more creatures you can see within range (each dart may target the same or different creatures)
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: None (automatic hit)
Defense: None

Three iron-hard slivers of force leap from your outstretched hand and strike unerringly.

Rules Text:

You create three glowing darts of magnetized force, each of which strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Damage
Range: 120 feet
Target: Creature(s) you can see
Damage: 1d4+1 force (+1 dart per slot level above 1st)
Duration: Instantaneous
At Higher Levels:

+1 dart per slot level above 1st

Shatter
Level 2 Evocation
Casting Time: 1 action
Range: 60 feet
Target: Each creature in a 10-foot-radius Sphere centered on a point you choose within range
Components: V, S, M
Duration: Instantaneous
Movement: None
Attack / Save: Constitution saving throw vs your spell save DC
Defense: None

A shriek of sympathetic vibration tears through everything rigid nearby, especially metal.

Rules Text:

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered on that point must make a Constitution saving throw. A creature made of inorganic material such as stone, crystal, or metal has Disadvantage on this saving throw. On a failed save, a creature takes 3d8 Thunder damage; on a successful one, half as much. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels. The damage increases by 1d8 for each slot level above 2nd.

Damage
Saving Throw: Constitution
Range: 60 feet
Target: Creatures in 10-foot radius
Damage: 3d8 thunder (+1d8 per slot level above 2nd)
Duration: Instantaneous
At Higher Levels:

+1d8 damage per slot level above 2nd

Heat Metal
Level 2 Transmutation
Casting Time: 1 action
Range: 60 feet
Target: One manufactured metal object you can see within range
Components: V, S, M
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: Constitution saving throw vs your spell save DC (if a creature is holding or wearing the object)
Defense: Disadvantage on attack rolls and ability checks until the start of your next turn if a creature holding or wearing the object fails its save and can't drop it

You pull a shrieking, magnetically-resonant heat into a weapon or suit of armor until it glows.

Rules Text:

Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can use a Bonus Action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Damage
Saving Throw: Constitution
Range: 60 feet
Target: One manufactured metal object and its wielder
Damage: 2d8 fire (+1d8 per slot level above 2nd; repeatable each turn)
Duration: Concentration, up to 1 minute
At Higher Levels:

+1d8 damage per slot level above 2nd

Lightning Bolt
Level 3 Evocation
Casting Time: 1 action
Range: Self (100-foot line)
Target: Each creature in a 100-foot-long, 5-foot-wide Line originating from you
Components: V, S, M
Duration: Instantaneous
Movement: None
Attack / Save: Dexterity saving throw vs your spell save DC
Defense: None

A blinding bolt of magnetized lightning answers your call.

Rules Text:

A stroke of lightning 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 8d6 Lightning damage on a failed save, or half as much on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Damage
Saving Throw: Dexterity
Range: 100 feet
Target: Creatures in line
Damage: 8d6 lightning (+1d6 per slot level above 3rd)
Duration: Instantaneous
At Higher Levels:

+1d6 damage per slot level above 3rd

Counterspell
Level 3 Abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Target: The creature casting a spell
Components: S
Duration: Instantaneous
Movement: None
Attack / Save: If the spell is 4th level or higher, ability check using your spellcasting ability (Charisma) vs DC 10 + the spell's level
Defense: None

You twist the magnetic weave of another caster's spell and snap it apart.

Rules Text:

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Utility
Range: 60 feet
Target: One caster
Duration: Instantaneous
At Higher Levels:

Interrupts spells up to the slot level used

Resilient Sphere
Level 4 Evocation
Casting Time: 1 action
Range: 30 feet
Target: One creature or object of Large size or smaller within range
Components: V, S, M
Duration: Concentration, up to 1 minute
Movement: The sphere can be rolled by a creature pushing it; a creature inside can move the sphere by rolling it at half its speed
Attack / Save: Dexterity saving throw vs your spell save DC (negates)
Defense: The sphere is immune to all damage, and nothing—physical or magical—can pass through it

A globe of hardened magnetite-force snaps around an enemy, leaving them floating helplessly inside.

Rules Text:

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out. A creature or object inside can't be damaged by attacks or effects originating from outside. The sphere can be picked up and moved; if the target is a creature, the sphere weighs enough that a pushing creature can move it only up to half its Speed.

Control
Saving Throw: Dexterity
Range: 30 feet
Target: One creature or object
Conditions: encased
Duration: Concentration, up to 1 minute
Defense: Immune to all damage from outside
Wall of Force
Level 5 Evocation
Casting Time: 1 action
Range: 120 feet
Target: A point you choose within range
Components: V, S, M
Duration: Concentration, up to 10 minutes
Movement: None
Attack / Save: None
Defense: Nothing—physical or magical—can pass through the wall; it is immune to all damage and Disintegrate destroys it

A plane of invisible, iron-hard magnetic force locks the battlefield.

Rules Text:

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. If the wall cuts through a creature's space, the creature is pushed to one side of the wall (you choose which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however.

Control
Range: 120 feet
Target: Walls, dome, or sphere
Duration: Concentration, up to 10 minutes
Defense: Impassable, immune to all damage except Disintegrate
Forcecage
Level 7 Evocation
Casting Time: 1 action
Range: 100 feet
Target: An area of your choice within range
Components: V, S, M
Duration: 1 hour
Movement: None
Attack / Save: None (creatures inside are trapped)
Defense: Creatures inside cannot leave the cage by nonmagical means; cage is immune to all damage, and Disintegrate destroys it

A lattice of compressed iron-force imprisons a foe in a cage they cannot escape.

Rules Text:

An immobile, invisible, cube-shaped prison composed of magical force springs into existence within range. The prison can be a cage or a solid box, as you choose. A prison created by this spell is a 20-foot Cube. A creature inside the prison can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel, it must first succeed on a Charisma saving throw or the attempt fails. The spell Disintegrate destroys the cage.

Control
Saving Throw: Charisma (to escape magically)
Range: 100 feet
Target: Creatures in area
Conditions: trapped
Duration: 1 hour
Defense: Impassable, immune to all damage except Disintegrate

Auras

Steel Ward
10-foot radius (increases to +5 ft with Choral Attunement, +10 ft with Lodestone Apex) 1 Charge Level 1
Action Bonus Action
Target Any number of creatures of your choice in the aura, including yourself
Duration 1 minute
Movement None
Attack / Save None
Defense +2 AC (+3 at 11th level) against ferrous-weapon attacks; 1d8 (2d8 at 11th level) damage reduction against ferrous projectiles

You raise a humming shell of magnetic force that turns aside blades and arrows.

Rules Text:

As a Bonus Action, expend 1 Charge to raise a 10-foot-radius aura centered on you for 1 minute. Choose any number of creatures in the aura (including yourself). Each chosen creature gains a +2 bonus to AC against attacks made with weapons primarily composed of iron or steel. In addition, when a chosen creature in the aura is hit by a ferrous projectile (an arrow, bolt, sling bullet, or thrown ferrous weapon), it can reduce that damage by 1d8 (no action required). Scaling: at 11th level and higher, the AC bonus becomes +3 and the damage reduction becomes 2d8.

Effect:

Allies gain a +2 AC bonus against ferrous weapons and reduce ferrous projectile damage by 1d8.

Activation:

Bonus Action + 1 Charge

This aura can be toggled on or off.

Pulling Field
10-foot radius 1 Charge Level 1
Action Bonus Action
Target Each creature of your choice that starts its turn in the aura
Duration 1 minute
Movement Target is pulled 10 feet (15 at 11th, 20 at 17th) straight toward you on a failed save; cannot willingly move away until end of its turn
Attack / Save Strength saving throw vs your spell save DC
Defense None

A hungry field of magnetism drags enemies toward your hand.

Rules Text:

As a Bonus Action, expend 1 Charge to raise a 10-foot-radius aura centered on you for 1 minute. Each creature of your choice that starts its turn in the aura must succeed on a Strength saving throw vs your spell save DC. On a failed save, it is pulled 10 feet straight toward you (this movement does not provoke Opportunity Attacks) and cannot willingly move away from you until the end of its turn. Scaling: at 11th level the pull is 15 feet; at 17th level it is 20 feet.

Effect:

Creatures that fail are pulled toward you and cannot retreat.

Activation:

Bonus Action + 1 Charge

This aura can be toggled on or off.

Repulsion Field
10-foot radius 2 Charge Level 3
Action Bonus Action
Target Each creature of your choice that ends its turn in the aura; ranged attacks with ferrous ammunition against creatures in the aura
Duration 1 minute
Movement Pushed 10 feet (15 at 11th, 20 at 17th) straight away on a failed save
Attack / Save Strength saving throw vs your spell save DC
Defense Ranged ferrous attacks against creatures in the aura have Disadvantage

You push outward with iron repulsion, scattering your foes.

Rules Text:

As a Bonus Action, expend 2 Charge to raise a 10-foot-radius aura centered on you for 1 minute. Each creature of your choice that ends its turn in the aura must succeed on a Strength saving throw vs your spell save DC or be pushed 10 feet straight away from you. Additionally, ranged attacks made with ferrous ammunition against creatures in the aura have Disadvantage. Scaling: at 11th level the push is 15 feet; at 17th level it is 20 feet.

Effect:

Enemies are repelled and incoming projectiles are fouled.

Activation:

Bonus Action + 2 Charge

This aura can be toggled on or off.

Repel Missiles
15-foot radius 2 Charge Level 5
Action Bonus Action
Target Ferrous ranged attacks against creatures in the aura
Duration 1 minute
Movement None
Attack / Save Disadvantage on ferrous ranged attacks; Reaction to redirect miss using the original attack roll
Defense Disadvantage on ferrous ranged attacks against creatures in the aura

A shimmering wall of magnetized air plucks every arrow out of the sky.

Rules Text:

As a Bonus Action, expend 2 Charge to raise a 15-foot-radius aura centered on you for 1 minute. Ranged attacks with ferrous projectiles made against creatures in the aura have Disadvantage. When such an attack misses a creature in the aura, you can use your Reaction to redirect the projectile at another creature of your choice within 60 feet of the original target, using the original attack roll.

Effect:

Missed projectiles can be redirected at a new target.

Activation:

Bonus Action + 2 Charge

This aura can be toggled on or off.

Blade Lock
15-foot radius 2 Charge Level 7
Action Bonus Action
Target Creatures wielding ferrous weapons in the aura
Duration 1 minute
Movement None
Attack / Save Strength saving throw vs your spell save DC; Reaction when a ferrous attack misses forces a drop-save
Defense Creatures wielding ferrous weapons have Disadvantage on their attack rolls

You magnetize every blade in reach so that it refuses its wielder.

Rules Text:

As a Bonus Action, expend 2 Charge to raise a 15-foot-radius aura centered on you for 1 minute. Creatures of your choice that start their turn in the aura wielding a ferrous weapon must succeed on a Strength saving throw vs your spell save DC. On a failed save, they have Disadvantage on attack rolls made with that weapon until the start of their next turn. Additionally, when a creature in the aura misses with a melee attack using a ferrous weapon, you can use your Reaction to force it to drop the weapon (Strength saving throw vs your spell save DC resists).

Effect:

Ferrous weapons misfire; a Reaction can disarm a creature.

Activation:

Bonus Action + 2 Charge

This aura can be toggled on or off.

Iron Sentence
15-foot radius 3 Charge Level 9
Action Bonus Action
Target Each creature of your choice that starts its turn in the aura
Duration 1 minute
Movement Speed halved on a successful save
Attack / Save Strength saving throw vs your spell save DC
Defense None

You fasten a foe's armor to the floor with a magnetic command.

Rules Text:

As a Bonus Action, expend 3 Charge to raise a 15-foot-radius aura centered on you for 1 minute. Each creature of your choice that starts its turn in the aura must succeed on a Strength saving throw vs your spell save DC. On a failed save, it has the Restrained condition until the start of its next turn (escape DC = your spell save DC). On a successful save, its Speed is halved until the start of its next turn.

Effect:

Failures are Restrained; successes are Slowed.

Activation:

Bonus Action + 3 Charge

This aura can be toggled on or off.

Lodestone Aegis
15-foot radius 3 Charge Level 11
Action Bonus Action
Target Allies of your choice in the aura (defensive); enemies of your choice (damage)
Duration 1 minute
Movement None
Attack / Save None (automatic Force damage on enemies at the start of their turn)
Defense +2 AC and Resistance to Force damage for allies

You throw out a dome of magnetic guardianship that protects your allies and crushes your foes.

Rules Text:

As a Bonus Action, expend 3 Charge to raise a 15-foot-radius aura centered on you for 1 minute. Allies of your choice in the aura gain a +2 bonus to AC and Resistance to Force damage. Enemies of your choice that start their turn in the aura take 1d8 Force damage. Scaling: at 15th level the damage is 2d8; at 19th level it is 3d8.

Effect:

Allies are warded; enemies take Force damage at the start of their turns.

Activation:

Bonus Action + 3 Charge

This aura can be toggled on or off.

Ferrous Storm
20-foot radius 3 Charge Level 13
Action Bonus Action
Target Creatures of your choice that start their turn in the aura; ranged attackers with ferrous weapons inside the aura
Duration 1 minute
Movement Difficult Terrain for chosen creatures
Attack / Save Dexterity saving throw vs your spell save DC (half damage on success)
Defense None

A whirling cyclone of torn iron filings and metal shards fills the air around you.

Rules Text:

As a Bonus Action, expend 3 Charge to raise a 20-foot-radius aura centered on you for 1 minute. Each creature of your choice that starts its turn in the aura takes 4d6 Slashing damage (Dexterity saving throw vs your spell save DC halves the damage). Ranged attacks made by creatures of your choice with ferrous weapons from inside the aura have Disadvantage. The aura is Difficult Terrain for creatures of your choice.

Effect:

Chosen creatures take 4d6 Slashing per turn, and their ferrous ranged attacks are made with Disadvantage.

Activation:

Bonus Action + 3 Charge

This aura can be toggled on or off.

Domination Field
20-foot radius 4 Charge Level 15
Action Bonus Action
Target Each creature of your choice that starts its turn in the aura; attackers using ferrous weapons against you or your allies in the aura
Duration 1 minute
Movement Charmed creatures may only Move or take an Action on their turn
Attack / Save Charisma saving throw vs your spell save DC
Defense Disadvantage on ferrous attacks made against you or your allies in the aura

Your lodestone presence overawes foes and turns their own steel against their will.

Rules Text:

As a Bonus Action, expend 4 Charge to raise a 20-foot-radius aura centered on you for 1 minute. Each creature of your choice that starts its turn in the aura must make a Charisma saving throw vs your spell save DC. On a failed save, it has the Charmed condition until the start of its next turn and can only take a Move or an Action on its turn, not both. On a success, it is immune to this aura for 24 hours. Additionally, any attack roll made against you or an ally in the aura with a ferrous weapon is made with Disadvantage.

Effect:

Foes are briefly Charmed and their ferrous attacks are fouled.

Activation:

Bonus Action + 4 Charge

This aura can be toggled on or off.

Iron Sovereign
30-foot radius 5 Charge Level 17
Action Bonus Action
Target Enemies of your choice in the aura; anyone attacking you or your allies with ferrous weapons
Duration 1 minute
Movement Enemies' Speed halved
Attack / Save None (automatic Force damage); Reaction to redirect ferrous attacks
Defense None

You become a lodestone of absolute authority; every ferrous thing nearby answers to your will.

Rules Text:

As a Bonus Action, expend 5 Charge to raise a 30-foot-radius aura centered on you for 1 minute. Choose any number of creatures in the aura as enemies. Each such enemy has its Speed halved, takes 3d8 Force damage at the start of each of your turns, and has Disadvantage on attack rolls made with ferrous weapons against you or your allies. In addition, when a creature attacks you or an ally in the aura with a ferrous weapon, you can use your Reaction to redirect the attack at any other creature in the aura of your choice, using the original attack roll.

Effect:

Enemies take 3d8 Force per turn, move at half speed, and their ferrous attacks can be redirected to other creatures.

Activation:

Bonus Action + 5 Charge

This aura can be toggled on or off.

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes The ferromancer is built on the sorcerer chassis (d6 Hit Die, simple weapons, no armor, full Charisma caster, same spell known/cantrip/slot progression). Its power budget is split between spells and a small menu of magnetic-field auras, which are gated by the limited Charge resource (2 + one-half class level, rounded down; max 12 at level 20) and by Bonus Action economy, plus a Reaction-based deflection rider with a Charge cost. No martial maneuvers, transformations, or companions are granted, and the aura list deliberately avoids healing, teleportation, and outright control immunities. Deflection is limited by reactions per round, Charge per rest, and (for the capstone) once-per-Long-Rest. Auras never stack without the 18th-level Lodestone Apex feature, which is itself a late-game payoff. Overall the class trades the sorcerer's Metamagic flexibility and sorcery points for a small, thematic aura toolkit and a bounded defensive reaction.
Level Prof. Features Resources Spell Slots
1 +2 Spellcasting, Lodestone Blood, Magnetic Wellspring Charge: 2 L1: 2
2 +2 Ferrous Insight Charge: 3 L1: 3
3 +2 Iron Discipline (subclass), Subclass feature (3rd level) Charge: 3 L1: 4 L2: 2
4 +2 Ability Score Improvement or Feat Charge: 4 L1: 4 L2: 3
5 +3 Improved Deflection Charge: 4 L1: 4 L2: 3 L3: 2
6 +3 Subclass feature (6th level) Charge: 5 L1: 4 L2: 3 L3: 3
7 +3 Steel Reserves Charge: 5 L1: 4 L2: 3 L3: 3 L4: 1
8 +3 Ability Score Improvement or Feat Charge: 6 L1: 4 L2: 3 L3: 3 L4: 2
9 +4 Charge: 6 L1: 4 L2: 3 L3: 3 L4: 3 L5: 1
10 +4 Subclass feature (10th level) Charge: 7 L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
11 +4 Polemaster's Pulse Charge: 7 L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1
12 +4 Ability Score Improvement or Feat Charge: 8 L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1
13 +5 Charge: 8 L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1
14 +5 Subclass feature (14th level) Charge: 9 L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1
15 +5 Iron Cloak Charge: 9 L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1
16 +5 Ability Score Improvement or Feat Charge: 10 L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1
17 +6 Charge: 10 L1: 4 L2: 3 L3: 3 L4: 3 L5: 2 L6: 1 L7: 1 L8: 1 L9: 1
18 +6 Lodestone Apex Charge: 11 L1: 4 L2: 3 L3: 3 L4: 3 L5: 3 L6: 1 L7: 1 L8: 1 L9: 1
19 +6 Ability Score Improvement or Feat Charge: 11 L1: 4 L2: 3 L3: 3 L4: 3 L5: 3 L6: 2 L7: 1 L8: 1 L9: 1
20 +6 Master of Magnetism Charge: 12 L1: 4 L2: 3 L3: 3 L4: 3 L5: 3 L6: 2 L7: 2 L8: 1 L9: 1

Class Features

Spellcasting (Level 1)

You draw on the lodestone blood in your veins to cast spells. Charisma is your spellcasting ability for your ferromancer spells. You know a small number of spells from the ferromancer spell list, and you use spell slots to cast them. You can use an arcane focus (a lodestone, a magnetized rod, or an iron tuning fork) as a spellcasting focus for your ferromancer spells. You know the number of cantrips and spells shown in the Spellcasting table, and you replace one known spell or cantrip when you gain a ferromancer level (as described under the Spellcasting ability).

Lodestone Blood (Level 1)

Your veins run with living magnetite. You sense the presence of ferrous metal (iron, steel, magnetite, and similar) within 30 feet of you, as though you had blindsight for the purpose of detecting such objects only. Additionally, when a creature you can see within 10 feet of you makes an attack roll with a ferrous weapon against you or an ally, you can use your Reaction and expend 1 Charge to impose Disadvantage on that attack roll. If the attack misses, the weapon is dragged 5 feet toward you (harmlessly) and the attacker cannot make another attack with that weapon against you until its next turn.

Resource Cost: 1 Charge

Magnetic Wellspring (Level 1)

You gain the Charge resource and the ability to project magnetic field auras (see the Auras section of the Ferromancer abilities). Auras are self-centered emanations that cost Charge to activate and last for their listed duration. You know how to project Steel Ward and Pulling Field; you learn more auras by selecting them from the Auras list (see abilities.auras) when you gain levels in this class. Activating an aura requires a Bonus Action and the listed Charge cost. While at least one aura is active, the hair and clothing of creatures in the aura's radius stir, and ferrous objects within it rattle and drift toward you.

Ferrous Insight (Level 2)

As a Magic action, you can touch a nonmagical or magical ferrous object and instantly learn whether it is magical; if it is, you learn its school of magic and whether it is currently bound to a spirit, a curse, or an ongoing spell. Additionally, you add double your Proficiency Bonus to ability checks made to lift, push, or break a ferrous object.

Iron Discipline (Level 3)

At 3rd level you choose a ferromancer subclass — the Iron Choir, the Rustwarden, or the Pulling Duelist — gaining its 3rd-level features. Your choice grants features at 3rd, 6th, 10th, and 14th level.

Improved Deflection (Level 5)

Your Lodestone Blood reaction improves. It now works against ranged attacks made with ferrous ammunition (arrows, bolts, sling bullets of iron or steel, and thrown ferrous weapons) as well as melee attacks, and it can protect any ally within 30 feet of you. If a deflected ranged attack misses, you can use the same Reaction to redirect the projectile at another creature of your choice within 60 feet, using the original attack roll.

Steel Reserves (Level 7)

When you successfully deflect an attack with your Lodestone Blood reaction, you regain 1 Charge. Also, as a Bonus Action you can expend 1 Charge to regain Hit Points equal to 1d6 + your Charisma modifier; this healing is doubled if the object you are touching is a ferrous object you have held for at least 1 minute.

Resource Cost: 1 Charge (for healing)

Polemaster's Pulse (Level 11)

When you cast a spell of 1st level or higher that deals damage, you can expend 1 Charge to change all of that spell's damage to Force damage, or to add your Charisma modifier as Force damage to one target of the spell. Only one of these options can be chosen per casting.

Resource Cost: 1 Charge

Iron Cloak (Level 15)

You have Resistance to bludgeoning, piercing, and slashing damage from attacks made with nonmagical ferrous weapons. While at least one aura is active, this Resistance extends to magical ferrous weapons as well.

Lodestone Apex (Level 18)

You can maintain two auras simultaneously (activating and sustaining both normally). When you activate a second aura while one is already active, its Charge cost is reduced by 1 (minimum 1). Additionally, the radius of all your auras increases by 10 feet.

Master of Magnetism (Level 20)

You ascend as a true master of magnetism. You can cast any 1st-level or higher spell you know at its lowest level without expending a spell slot; once you do, you can't do so again until you finish a Long Rest. Additionally, once per Long Rest you can enter a state of total magnetic mastery for 1 minute: during it, you have Advantage on all attack rolls, all your aura activations and sustains cost 0 Charge, and whenever a creature makes an attack roll against you with a ferrous weapon, you can use your Reaction to redirect the attack at a creature of your choice within the attack's range (using the original roll).

Resource Cost: 1/Long Rest (each effect)

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