The Metallurge

by /u/3athompson (3A)

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The Metallurge

Metallurge

A hulking figure clad in full plate mail charges across a battlefield, cutting into swathes of enemy troops with an inhuman speed and a flaming sword. Inside the suit is a small gnome, miming every swing of the sword and stomp of the boots.

Flying out of a volcano seemingly unaided, a dwarf unleashes a thin stream of ice from his gauntlets towards some pursuing salamanders. The ice blossoms into a whirl of freezing air that stops the salamanders cold in their tracks.

Examining the wreckage of a sunken shipwreck, a human wearing a well-fitting helmet examines the lock of a treasure chest while a battle-axe behind him attempts to break open a crate.

Metallurges are the magically adept with a love of the forge and the anvil. The bond that they form with metal allows them to channel their magical energies into swords, shields, and suits of armor. Each metallurge views his bond with metal in a different light, so each one exemplifies a different aspect of the forge's creation.

Forges and Fire

A metallurge's source of magic is similar to that of the wizard. Both require a quick wit and a knack for understanding complex concepts. How they differ, though, is their method of channeling their magic. Metallurges undergo a formative change after spending weeks in the forges. Metal permeates their skin and body, conducting the initiate's magical energy out of their body and into any pieces of metal nearby. A metallurge has to wear metal in the form of armor and gauntlets in order to keep the magic close by and usable.

The metallurge's magic is intricately tied to their armor. Most of a metallurge's daily magical output is spent keeping their armor functioning properly after heavy magical modifications. They memorize a handful of spells which they then engrave the runes for in their armor. The metallurge is then able to channel excess magic, of which they don't have much, into the suit of armor to cast the spell.

Metal and Magic

Not every smith has the mental aptitude for magic, nor every sage the strength for metalwork. Many expert creators of magical weapons and armor shy away from the heart of the forge, instead preferring to have the nonmagical base item given to them so they can work on it from the comfort of their own workshop. Smiths with no aptitude for the arcane magic, or even those clerics of the forge, gifted with divine power over metal, do not suffer the same result as metallurges. A true metallurge combines the formative magic of a transmuter wizard with the strength and training of an expert smith. Most adventuring metallurges regularly seek forgotten arcana and magic items, and seek to uncover the properties of both.

Creating a Metallurge

Creating a metallurge character demands a backstory that intersects heavily with smithies and forges. How did your character end up in a forge? How did your character discover their magical potential? Do you have a natural aptitude for metal and magic, or did you simply study magical texts while as an apprentice for a blacksmith? Did you fall in a pool of molten metal in a freak accident, and survived by either divine providence or a gift in your blood that you didn't know you had?

What drew you to put your invention to the test? Did the newfound strength you felt from wearing the armor empower you to heroics? Did you learn about a lost mine teeming with rare ores that you could use to make a new suit of armor from? Perhaps you desire legendary magical weapons and armor and you satisfied your hunger with an unusual method.

Quick Build

You can make a metallurge quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to follow the path of the spellsword, make Strength your highest score. Second, choose the sage background. Third, choose the fire bolt and mage hand cantrips, along with the 1st-level spells catapult and shield.

Class Features

As an enchanter girded for combat, you gain the following class features.

Hit Points

Hit Dice: 1d8 per metallurge level

Hit Points at 1st level: 8 + your Constitution modifier

Hit Points at higher levels: 1d8 (or 5) + your Constitution modifier per metallurge level after 1st

Proficiencies

Armor: Light armor, medium armor (metallurges will only wear armor or use shields made of metal)

Weapons: Simple weapons, longswords, rapiers, scimitars, shortswords (metallurges will only use weapons made of metal)

Tools: Smith's tools

Saving Throws: Intelligence, Constitution

Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion, and Athletics

Equipment

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

  • scale mail with metal gauntlets
  • (a) a longsword or a rapier (b) two scimitars, shortswords, or handaxes
  • (a) six javelins or (b) six daggers
  • (a) a scholar’s pack or (b) an explorer’s pack
  • smith's tools
The Metallurge
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Augmentations Known
1st +2 Metal Magic, Thaumoferric Armor 2 2 1 1st
2nd +2 Armor Augmentations 2 3 2 1st 2
3rd +2 Metallurgy Path 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 3 6 2 3rd 3
6th +3 Metallurgy Path feature 3 7 2 3rd 3
7th +3 Armor Meld 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 3 10 2 5th 5
10th +4 Metallurgy Path feature 4 10 2 5th 5
11th +4 Master Runes (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Master Runes (7th level) 4 12 3 5th 6
14th +5 Metallurgy Path feature 4 12 3 5th 6
15th +5 Master Runes (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Master Runes (9th level) 4 14 4 5th 7
18th +6 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Fast Recharge 4 15 4 5th 8

Metal Magic

Your arcane research into the properties of metal has given you facility with spells.

Cantrips

You know two cantrips of your choice from the metallurge spell list. You learn additional metallurge cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Metallurge table.

Spell Slots

Your work in the forges has forever fused your magic with that of your suit of thaumoferric armor, draining your magical power into the armor constantly. The Metallurge table shows how many usable spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your metallurge spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Shield, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the metallurge spell list.

The Spells Known column of the Metallurge table shows when you learn more metallurge spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new metallurge spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the metallurge spells you know and replace it with another spell from the metallurge spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your metallurge spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a metallurge spell you cast and when making an attack roll with one.

Spell save DC = 8 + Proficiency bonus + Intelligence modifier

Spell attack modifier = Proficiency bonus + Intelligence modifier

Spellcasting Focus and restrictions

You can use your metal gauntlets or your thaumoferric armor as your spellcasting focus.

In order to cast spells and gain the benefits of your class features, you must wear your thaumoferric armor.

Thaumoferric Armor

Starting at 1st level, you turn your nonmagical armor and your metallic gauntlets into a magical conduit. Only you can attune to the thaumoferric armor and the gauntlets. Both items do not count against the number of items you can attune to. You can don or doff your thaumoferric armor in 1 minute.

You can create a new suit of thaumoferric armor at the end of a long rest by touching a nonmagical suit of metal armor, which magically transforms it. Doing so removes the magic from your previous thaumoferric armor, turning it into nonmagical armor.

Armor Augmentations

You have worked long and hard with your thaumoferric armor, granting it special powers that only work when you're wearing it.

At 2nd level, you gain two armor augmentations of your choice. Your Augmentation options are detailed at the end of the class description. When you gain certain metallurge levels, you gain additional augmentations of your choice, as shown in the Augmentations Known column of the Metallurge table.

Additionally, when you gain a level in this class, you can choose one of the augmentations you know and replace it with another augmentation that you could learn at that level.

Metallurgy Path

At 3rd level, you specialize your armor's functionality. You can choose between three paths: the Blaster, the Ferromancer, and the Spellsword. Your choice grants you features again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 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.

Armor Meld

When you reach 7th level, your attunement to your armor increases to the point where you can magically don or doff your armor as a bonus action by phasing it through your skin.

Master Runes

At 11th level, you inscribe advanced magical techniques into runes inside your thaumoferric armor. Choose one 6th-level spell from the metallurge spell list as this rune.

You can cast your runed spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more metallurge spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Master Runes when you finish a long rest.

Fast Recharge

When you reach 20th level, you can draw on your inner reserve of metal magic more easily. You can spend 1 minute meditating in your thaumoferric armor to regain all your expended spell slots from your Metal Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you do so again.

Metallurgy Path

The choices a metallurge makes when they research and modify their armor end up shaping their specialty. A metallurge with the muscle to wield heavier swords would decide to modify their armor to channel magic through their sword. A weaker metallurge with an affinity for weapons would decide to animate their sword. A metallurge that shuns weapons entirely would choose to blast streams of energy.

The Blaster

You channel your magical energies into evoking lethal elemental effects from your gauntlets. You engrave runes into the palms of your gauntlets, then you learn to shape the elemental energies you unleash.

Expanded Spell List

The Blaster lets you choose from an expanded list of spells when you learn a metallurge spell. The following spells are added to the metallurge spell list for you.

Blaster Expanded Spells
Metallurge Level Spell
3rd scorching ray
5th thunder step
7th wall of fire
9th arcane hand

Gauntlet Blast

Starting at 3rd level, when you adopt this path, you gain the ability to fire elemental energy from your gauntlets as an action. When you gain this feature, you choose one of the following shapes that your elemental magic takes. You also choose the type of damage: cold, fire, or lightning.


  • Beam Blast. The area of the effect is a 50-foot long and 5-foot wide line.
  • Fracture Blast. The area of the effect is a 20-foot cone.
  • Wave Blast. The area of the effect is a 15-foot cube originating from you.

Each creature in the area must make a Dexterity saving throw, taking 1d8 damage on a failed save, or half as much on a success.

The gauntlet blast's damage increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 3d8 at 11th level (3d8), and 4d8 and 17th level.

Evocative Metallurgy

Starting at 6th level, you learn one evocation spell of 3rd level or lower from the Wizard spell list. It counts as a metallurge spell for you, and it doesn't count against your spells known.

You learn one additional evocation spell of 5th level or lower at 10th level.

Spell Deflection

Starting at 10th level, if you are hit by a spell or a magical effect, you can use your reaction to reduce the damage taken by 1d10 + your Intelligence modifier + your metallurge level.

Guardian Armor

Starting at 14th level, you craft a magic amulet that only you can attune to. This attunement does not count against the number of magic items you can attune to.

When you are not wearing your thaumoferric armor, you can animate your armor into a shield guardian as an action.

The shield guardian is friendly to you and your companions for the duration. Roll initiative for the shield guardian, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the shield guardian, it defends itself from hostile creatures but otherwise takes no actions.

Your shield guardian gains all your metallurge class features, and you are unable to benefit from any of your metallurge class features other than this feature.

The shield guardian can stay active for a number of hours equal to to half your metallurge level, rounded down. It also collapses and deanimates if it is reduced to 0 HP or if you remove the amulet.

Once you use this feature, you can’t use it again until you finish a long rest.

The Ferromancer

You channel your magic into animating a weapon and letting it fight in your stead. You imbue the weapon with limited sentience, allowing you to control it like a puppetmaster.

Expanded Spell List

The Ferromancer lets you choose from an expanded list of spells when you learn a metallurge spell. The following spells are added to the metallurge spell list for you.

Ferromancer Expanded Spells
Metallurge Level Spell
3rd warding bond
5th tiny servant
7th greater invisibility
9th animate objects

Animated Weapon

When you specialize in the path of the Ferromancer at 3rd level, you can animate a weapon to serve as your companion. With 8 hours of work and the expenditure of 50 gp worth of diamond dust, you modify a nonmagical metallic melee weapon that lacks the heavy and special properties. At the end of 8 hours, the weapon animates into a flying sword. If the weapon is ever reduced to 0 hit points, you can repair it when you finish a long rest. It returns to consciousness with all hit points restored.

The damage type of the animated weapon matches the base weapon's damage type. Add your proficiency bonus to the weapon’s attack and damage rolls, as well as to any saving throws and skills it is proficient in. For each level you gain after 3rd, your animated weapon gains an additional hit die and its maximum hit points increase by 4.

The weapon obeys your commands as best as it can. On your turn, you can verbally command the weapon where to move and to take the Dash, Disengage, Dodge, or Help action (no action required by you). When you take the Attack action, you can command it to take the Attack action as well. If you are incapacitated or absent, the weapon acts on its own, focusing on protecting you and itself. The weapon never requires your command to use its reaction, such as when making an opportunity attack.

Animated Weapon Repair

Also starting at 3rd level, you can touch your animated weapon as an action and expend a metallurge spell slot. Your weapon instead regains hit points equal to your Intelligence modifier plus 1d8 per level of the spell slot.

Coordinated Strike

Beginning at 6th level, you and your weapon form a more potent fighting team. Your weapon can attack twice, instead of once, whenever you take the Attack action on your turn.

Magic Weapon

Also starting at 6th level, your animated weapon's melee attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Parry

Beginning at 10th level, whenever an attacker that your sword can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

Construct Control

Beginning at 14th level, you can use magic to bring constructs under your control, even those created by others. As an action, you can choose one construct that you can see within 60 feet of you. That creature must make a Constitution saving throw against your metallurge spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again, or after an hour.

The Spellsword

You choose to focus an amount of your magics into your weapon. You engrave runes into your gauntlet that coat your sword with elemental energy.

Expanded Spell List

The Spellsword lets you choose from an expanded list of spells when you learn a metallurge spell. The following spells are added to the metallurge spell list for you.

Spellsword Expanded Spells
Metallurge Level Spell
3rd shadow blade
5th elemental weapon
7th staggering smite
9th banishing smite

Bonus Proficiencies

When you specialize in the path of the Spellsword at 3rd level, you gain proficiency with heavy armor, shields, and martial weapons. You can use your weapon as a spellcasting focus for your metallurge spells.

Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Elemental Stance

Starting when you choose this path at 3rd level, you can coat your weapons in elemental energy. As a bonus action, you gain a bonus to melee weapon damage rolls equal to your proficiency bonus for 1 minute. The extra damage is acid, cold, fire, lightning, or thunder; you choose the type of damage when you activate this feature. The stance lasts ends early if you end it early as a bonus action, or if you die or become incapacitated.

You can't use this feature again until you finish a short or long rest.

Extra Attack

When you reach 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Absorption

Starting at 10th level, if you cast an abjuration spell with a casting time of one reaction using a metallurge spell slot, you can make a DC 15 Intelligence check. On a success, you regain the expended spell slot.

Guardian Heart

Starting at 14th level, you craft a magic amulet that anyone except you can attune to. This attunement does not count against the number of magic items the creature can attune to.

As long as you and your amulet are on the same plane of existence and you are wearing your thaumoferric armor, you know the distance and direction to the amulet. If you are within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to you.

A spellcaster who wears your amulet can cause your thaumoferric armor to store one spell of 4th level or lower. To do so, the wearer must cast the spell on your armor. The spell has no effect but is stored within the armor. You can then cast the spell at will, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

Armor Augmentations

The augmentations for your armor range from improving the versatility of your armor to increasing your specialization.

Armor Assist

You gain proficiency in the Athletics and Acrobatics skills.

Armored Movement

Prerequisite: 5th level

Your walking speed increases by 10 feet while you are wearing your thaumoferric armor, and your armor doesn't give disadvantage on Dexterity (Stealth) checks.

Aura Break

Prerequisite: 7th level

You can cast arcanist's magic aura on yourself and on objects at will, without expending a spell slot or material components.

Boots of Propulsion

Prerequisite: 15th level

You gain a flying speed equal to your walking speed.

Buoyant Armor

Prerequisite: 9th level

You can cast levitate on yourself at will without expending a spell slot or material components.

Failsafe

Prerequisite: 7th level

You can cast death ward on yourself once using a metallurge spell slot. You can’t do so again until you finish a long rest.

Force Armor

You can cast mage armor on yourself at will, without expending a spell slot or material components. The mage armor counts as thaumoferric armor.

Force Barrier

As an action, you gain temporary hit points equal to your Intelligence modifier plus half your metallurge level. These temporary hit points last for an hour.

Glamoured Armor

You can use a bonus action to cause your thaumoferric armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Infraweave Vision

You can cast detect magic at will, without expending a spell slot. You also can see normally in nonmagical darkness, to a distance of 60 feet.

Iron Sight

Prerequisite: 9th level

You can cast see invisibility at will, without expending a spell slot or material components.

Juggernaut

Prerequisite: 7th level

You can cast freedom of movement once on yourself without using spell slot or material components. You can’t do so again until you finish a long rest.

Lunar Boots

Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material components. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your metallurge level.

Metal Meld

Prerequisite: 5th level

You can cast meld into stone once using a metallurge spell slot. You can’t do so again until you finish a long rest. You may also target a metal object or surface. You have advantage on any Strength (Athletics) and Dexterity (Acrobatics) checks you make to climb or keep your footing on metal surfaces.

Metal Shell

Prerequisite: 9th level

You can cast antilife shell once using a metallurge spell slot. You can’t do so again until you finish a long rest.

Optic Armor

Prerequisite: 15th level

You can cast invisibility on yourself at will, without expending a spell slot or material components.

Piercing Gaze

Prerequisite: 7th level

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this augmentation, you can't use it again until you finish a short or long rest.

Platinum Chain

Prerequisite: 12th level

You can cast warding bond at will, without expending a spell slot or material components.

Potent Cantrip

You add your Intelligence modifier to the damage you deal with any metallurge cantrip.

Power Armor

While wearing your thaumoferric armor, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. If you are small, you are considered medium while wearing the armor.

Quicksilver

Prerequisite: 5th level

You can cast haste on yourself once using a metallurge spell slot. You can’t do so again until you finish a long rest.

Rain of Steel

Prerequisite: 9th level

You can cast conjure volley once using a metallurge spell slot. You can’t do so again until you finish a long rest.

Ritualist Armor

Prerequisite: 5th level

You can cast all spells on your spell list with the ritual tag as a ritual. Choose two spells of 3rd level or lower that have the ritual tag from your spell list. While you have this augmentation, you can cast those spells as rituals, and they don't count against the number of spells you know. You can't cast the spells except as rituals, unless you've learned them by some other means.

Sealed Armor

While wearing your thaumoferric armor, you have a reserve air supply that lasts ten minutes. You can activate your reserve air supply as a reaction when you enter water, noxious fumes, or other hazardous mediums. While your reserve air supply is active, you don't need to breathe outside air.

Your reserve air supply refills upon a short or long rest.

Superior Attunement

Prerequisite: 5th level

You can now turn magical armor into thaumoferric armor. If you unattune to magic armor, it remains magical but loses its thaumoferric properties.

Thaumic Resonance

You can cast identify at will, without expending a spell slot or material components.

Undetectable

Prerequisite: 7th level

You can cast nondetection on yourself at will, without expending a spell slot or material components.

Attractor Beam

Prerequisite: Path of the Blaster

A line of attracting energy emanates from your gauntlets. As an action, you can force each creature in a 50-foot long and 5-foot wide line originating from you to make a Strength saving throw. On a failed save, a creature is pulled 20 feet towards you.

In addition, unsecured objects that are completely within the area of effect are automatically pulled 20 feet closer to you.

Concussive Wave

Prerequisite: Path of the Blaster

A wave of concussive energy explodes out of your gauntlets. As an action, you can force each creature in a 15-foot cube originating from you to make a Strength saving throw. On a failed save, a creature is pushed 20 feet away from you.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 20 feet away from you.

Empowered Blast

Prerequisite: 5th level, Path of the Blaster

When you use your Gauntlet Blast feature, you can expend a metallurge spell slot to increase the damage and the range of the attack. The range increase depends on the blast shape you chose.

The damage of the feature is increased by 1d8 plus an additional 1d8 per level of the spell slot.


  • Beam Blast. The area of the effect increases to 100 feet long.
  • Fracture Blast. The area of the effect increases to a 30-foot cone.
  • Wave Blast. The area of the effect increases to a 25-foot cube originating from you.

Focused Blast

Prerequisite: 12th level, Path of the Blaster

Once per turn when you deal damage to a creature or object with your gauntlet blast, you can deal extra damage to that target equal to your Intelligence modifier.

Improved Gauntlet Blast

Prerequisite: 5th level, Path of the Blaster

Each target that fails the saving throw against your gauntlet blast suffers additional effects depending on the chosen damage type.


  • Cold: The target's speed is decreased by 10 feet until the end of its next turn.
  • Fire: The target is pushed up to 10 feet away.
  • Lightning: The target is pulled up to 10 feet closer.

Mage Hand Strongarm

Prerequisite: mage hand cantrip, Path of the Blaster

When you cast mage hand, you can summon and control two mage hands at once, and each hand's carrying capacity increases to 20 pounds.

As an action, you can direct the hands to interpose themselves between you and a creature within 60 feet. That creature must spend 2 feet of movement for every 1 foot it moves directly towards you. You may only direct the hands to interpose one target at a time.

Massive Blast

Prerequisite: 18th level, Path of the Blaster

The range of your gauntlet blast is permanently increased.


  • Beam Blast. The area of the effect increases to 100 feet long.
  • Fracture Blast. The area of the effect increases to a 30-foot cone.
  • Wave Blast. The area of the effect increases to a 25-foot cube originating from you.

Attuned Animation

Prerequisite: 5th level, path of the Ferromancer

You can now turn a magic weapon into your animated weapon. Weapons that require attunement become hostile toward you if you aren't attuned to them. Sentient magic weapons do not benefit from the Intelligence, Wisdom, and Charisma score increases from the Sage Sword feature.

Blade Dance

Prerequisite: 18th level, Path of the Ferromancer

Your animated weapon gains proficiency in all saving throws. If it is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Blade Storm

Prerequisite: 12th level, Path of the Ferromancer

Your animated weapon can use its Attack action to make a melee attack against each creature of its choice within its reach, with a separate attack roll for each target.

Garrison

Prerequisite: 5th level, path of the Ferromancer

You can cast animate dead once using a metallurge spell slot. You can’t do so again until you finish a long rest.

When cast using this feature, you don't raise zombies or skeletons. You must instead target a nonmagical metallic melee weapon that lacks the heavy and special properties. The target becomes a flying sword under your control. The damage type of the flying sword matches the base weapon's damage type.

Improved Animated Weapon

Prerequisite: Path of the Ferromancer

You can now animate a weapon with the heavy property or a piece of ammunition. If the ammunition is not normally made of metal, it must be coated in metal, such as a silvered arrow.

A weapon with the heavy property becomes size medium. Its hit dice increase to d8s, its base hit points increase to 22, and it gains 5 hit points per level. Its flying speed is decreased to 30 feet. Its damage dice increase to the damage dice of the base weapon. If the weapon has the reach property, the animated weapon's reach is increased to 10 feet.

A piece of ammunition becomes size tiny. Its hit dice decrease to d4s, its base hit points decrease to 12, and it gains 3 hit points per level. Its flying speed is increased to 90 feet. The animated weapon's reach is increased to 10 feet.

Sage Sword

Prerequisite: Path of the Ferromancer

Your animated weapon's Intelligence, Wisdom, and Charisma scores become 14, unless they are already 14 or higher. It also gains the ability to speak one language you know, and it gains proficiency in two skills of your choice.

The animated weapon loses its immunity to psychic damage, and it is no longer immune to being Blinded, Charmed, Deafened, or Frightened.

Weaponsmith Savant

Prerequisite: Path of the Ferromancer

You can heal your weapon as a bonus action, at a range of 60 feet. When you heal your weapon, it regains 2 additional hit points plus 1 additional hit point per level of the spell slot.

Absorptive Shield

Prerequisite: Path of the Spellsword

While your elemental stance is active and you take the damage that is the same type as your elemental stance, you can cast absorb elements as a 2nd-level spell, without expending a spell slot.

Construct Rider

Prerequisite: 5th level, Path of the Spellsword

You can cast find steed once using a metallurge spell slot. You can’t do so again until you finish a long rest. The steed is a construct instead of its normal type.

Ethereal Strike

Prerequisite: Path of the Spellsword

Once per turn, your weapon attack can treat the target's AC as 10 plus their Dexterity modifier.

You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses of it when you finish a long rest.

Explosive Stance

Prerequisite: 18th level, Path of the Spellsword

When you hit a creature while your elemental stance is active, all creatures of your choice within 5 feet of the target take elemental damage equal to your Intelligence modifier (minimum of 1 damage).

Force Smite

Prerequisite: 5th level, Path of the Spellsword

Once per turn when you hit a creature with a melee weapon, you can expend a metallurge spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the the target prone if it is Huge or smaller.

Homing Weapon

Prerequisite: Path of the Spellsword

A weapon that is thrown to make a ranged attack is returned to your hand after hitting or missing, if it is able.

If you miss with a thrown weapon, you may use your reaction to reroll the attack roll. You must use the new roll.

Once you reroll an attack roll in this way, you can't do so again until you finish a short or long rest.

Primordial Weapon

Prerequisite: 12th level, Path of the Spellsword

When you hit a creature with a melee weapon, the creature takes extra acid, cold, fire, lightning, or thunder (your choice when you pick this augmentation or level up) damage equal to your Intelligence modifier (minimum 1).

You may also turn your held weapons into pure elemental energy or revert them as a bonus action. The weapons deal the damage type you chose instead of bludgeoning, piercing, or slashing.

Metallurge Spell List

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Fire Bolt
  • Green-Flame Blade
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Prestidigitation
  • Ray of Frost
  • True Strike
1st Level
  • Absorb Elements
  • Catapult
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • Feather Fall
  • Identify
  • Jump
  • Longstrider
  • Mage Armor
  • Shield
2nd Level
  • Arcanist's Magic Aura
  • Blur
  • Darkvision
  • Enlarge/Reduce
  • Heat Metal
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Magic Weapon
  • Misty Step
  • See Invisibility
  • Spider Climb
3rd Level
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Fly
  • Glyph of Warding
  • Magic Circle
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Sending
  • Tiny Hut
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Dimension Door
  • Elemental Bane
  • Fabricate
  • Fire Shield
  • Locate Creature
  • Resilient Sphere
  • Stoneskin
5th Level
  • Creation
  • Far Step
  • Legend Lore
  • Passwall
  • Scrying
  • Steel Wind Strike
  • Telepathic Bond
  • Teleportation Circle
6th Level
  • Arcane Gate
  • Blade Barrier
  • Contingency
  • Find the Path
  • Globe of Invulnerability
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Primordial Ward
  • Scatter
  • True Seeing
7th Level
  • Etherealness
  • Forcecage
  • Plane Shift
  • Symbol
  • Teleport
8th Level
  • Antimagic Field
  • Demiplane
  • Mind Blank
  • Telepathy
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Invulnerability
Citations

  • Cobbi, B. (n.d.). Hefesto [Digital image]. Retrieved February 3, 2018, from https://i.pinimg.com/originals/7b/f7/16/7bf7160f73fdc7669295048f7278b216.jpg
  • Qian, L. (n.d.). 23452342 [The Spellsword]. Retrieved February 3, 2018, from https://www.artstation.com/artwork/dKAle
  • Qian, L. (n.d). 机器人 [Omnic Tank]. Retrieved February 9, 2018, from https://www.artstation.com/artwork/d4eRX

Made using GMbinder

Multiclassing
Class Prerequisites Proficiencies Gained
Metallurge Intelligence 13 Light armor, medium armor, simple weapons, smith's tools

Metal Magic. If you have both the Metalmagic class feature and either the Spellcasting class feature or the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Metal Magic feature to cast spells you know or have prepared from classes with the Spellcasting or Pact Magic class feature, and you can use the spell slots you gain from the Spellcasting or Pact Magic class features to cast metallurge spells you know.


Starting Wealth. 5d4 x 10 gp

Metal, Magic,

and Might

Make Right

Deep in the forges of the wizards' guilds of the land, come a new type of arcane scholar. One whose magical knowledge is more practical than academical. The metallurge channels their magical energy directly into suits of steel armor, which they use in combat to terrifying effect, and outside of combat as a different sort of spellbook.

Inside, you'll find the complete class features, with a spell list that includes spells from the Player's Handbook® and Xanathar's Guide to Everything®. The class comes with 3 subclasses and 47 augmentations.

Cover Art: Qian Li

For use with the fifth edition Player's Handbook®

 

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