Charge
Max 12Charge 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.