Feruchemy (In Progress)

by ScriptedWizard

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Feruchemy: The Second Allomantic Art

Feruchemist

Hurling himself off the cliff, a male human falls quickly, then appears to slow and drift gently into the bandit camp. His muscles quickly swell to twice their size, and he strides into the camp, arms swinging.

Facing the massive beast in front of her, a female elf focuses and seems to teleport behind it, moving faster than the eye can see. She is struck by the beast's tail, but takes the blow, her wounds already knitting closed.

Trapped in the underwater dungeon, a male dwarf pulls a memory from his ring, remembering the path to the exit. He swims through the water, using his necklace to draw breath.

A Feruchemist is a multivariable class, with abilities relevant to nearly every situation. They can store their power and use it for a later time.However, in order to use their power, they must first weaken themselves.

Power Transfer

Feruchemists are a rare brand of magic in the world. The main concept of Feruchemy is an equivalent exchange philosophy. A Feruchemist can store power in various metal alloys, then take that power out when needed. The user is strengthened while using this power, but weakened while storing it. The type of power stored depends on the metal used. For example, a Feruchemist stores strength in his pewter ring. He then takes out that strength, making him stronger.

Vocabulary

There are many unfamiliar terms that come up in this class, which are explained here.

  • Metalmind: any metal object that Feruchemical power is stored in
  • Storing: putting power into a metalmind
  • Tapping: taking power out of a metalmind.
  • Feruchemist: someone who is able to use all Feruchemical powers
  • Ferring: someone who is able to use only one Feruchemical power.

Creating a Feruchemist

Feruchemy is a fairly rare magic system, with its users often very secretive. How did you discover you could use Feruchemy? In what ways have you used it? When has Feruchemy helped you?

Quick Build

You can make a Feruchemist quickly by following these suggestions. First, Strength or Dexterity should be your highest ability scores, followed by Constitution. Second, you should select the hermit background.

Class Features

As a Feruchemist, you gain the following class features:

Hit Points

Hit Dice: 1d10 per Feruchemist level.

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Feruchemist level after 1st.

Proficiencies

Armor: Light armor

Weapons: Simple weapons

Tools: Smithing tools, jeweler's tools

Saving Throws: Strength, Constitution

Skills: Choose any three

Equipment

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

  • One metalmind for each of the Physical Metals, detailed at the end of the class description. These have no value, but can hold 5 Feruchemical charges each.
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • Two daggers, made of anything other than metal.

Feruchemy

You have learned to use the art of Feruchemy. Feruchemy involves storing power in metalminds, then using this power at a later time. The type of power depends on the metal. At first level, you know how to use the Physical metals: iron, steel, tin, and pewter. As you gain levels in this class, you learn to use more types. You may choose a new type of metal to learn at 3rd, 5th, and 7th level. You cannot learn the God Metals using this feature.

Feruchemical power is stored and tapped in charges, which are worth different things depending on the metal you use. You can store a number of charges equal to your current level on the Charges (Storing) column of the Feruchemist table. There is no limit to how many charges you can tap at one time, but it cannot exceed the number of charges you have in your metalmind. In order to access a metalmind, you must be in direct contact with it, such as wearing it, touching it, or sitting on it. Also, you cannot access another person's metalmind. However, if someone else has already stored charges in a metalmind, it takes up space as normal.

Feruchemical power affects the user in increments of one minute. If you store a charge, you are debilitated for one minute, and if you tap a charge, you gain its effects for one minute. If you tap more than one charge, you gain a better effect, and if you store more than one charge, you are debilitated more heavily.

The Feruchemist
Level Proficiency Bonus Feruchemy Charges (Storing)
1st +2 Feruchemy 1
2nd +2 Feruchemical Crafting 2
3rd +2 Specialist, Feruchemy Improvement 3
4th +2 Ability Score Improvement 4
5th +3 Feruchemy Improvement 5
6th +3 6
7th +3 Feruchemy Improvement 7
8th +3 Ability Score Improvement 8
9th +4 9
10th +4 God Metals, Overchannel 10
11th +4 11
12th +4 Ability Score Improvement 12
13th +5 13
14th +5 14
15th +5 15
16th +5 Ability Score Improvement 16
17th +6 17
18th +6 18
19th +6 Ability Score Improvement 19
20th +6 Unsealed Metalminds 20

Feruchemical Crafting

You have learned to make your own metalminds. Each type of metalmind can hold a different number of charges, and costs a different amount to make, as shown on the Metalminds Table. Improvised metalminds are various objects not designed to be a metalmind, but that can still function as one. Tiny metalminds are things like metal buttons, small pebbles, and coins. Small metalminds are things like tools, locks, and soda cans. Medium metalminds are things like plates, picture frames, and laptops. Large metalminds are things like metal doors, barred windows, and metal furniture. Finally, Huge metalminds include statues, chandeliers, and machinery. Walls, floors, and other structures may not be used as metalminds. Multiple of the same size of metalmind strung together count as the next size category above. For example, a recycling bin full of soda cans (a Small metalmind) counts as a Medium metalmind.

Specialist

At 3rd level, you learn to master one set of metals. Choose one group of metals: Physica, Cognitive, Spiritual, Hybird, or God. Any metalmind you make related to one of these metals holds double the normal amount of charges. You also are granted certain bonuses depending on your choice.

Physical

Your Strength score is increased by 2, and your movement speed is increased by 10ft. Your maximum Strength score is also increased to 22.

Cognitive

Your Inteligence or Wisdom score (your choice) is increased by 2. Your maximum for that score also becomes 22. You have advantage on saving throws against being stunned or incapacitated. You can also read all writing.

Spiritual

Your Charisma score is increased by 2. You also gain the ability to create unkeyed metalminds, which anyone with the relevant Feruchemical ability can access, not just yourself.

God Metals

At 10th level, you gain access to the God Metals: Atium, Lerasium, and Malatium

Overchannel

At 10th level, you learn to expend all the charges in a metalmind in a single burst. Choose one metalmind with charges you have stored. All charges in that metalmind are instantly expended, granting you the normal effect for using that amount of charges multiplied by 2. For example, if you overchannel 5 charges of weight, you become 100 pounds heavier.

Unsealed Metalminds

At 20th level, you gain the ability to create unsealed metalminds, which anyone can access. You need not have a Feruchemical ability to tap one.

Metalminds
Type Charges Cost
Ring 15 25 gp
Necklace 30 35 gp
Earring 5 20 gp
Bracelet 50 50 gp
Bracer 200 150 gp
Improvised: Tiny 1
Improvised: Small 3
Improvised: Medium 6
Improvised: Large 15
Improvised: Huge 30

The Metals

There are several different types of metals you can use for Feruchemy. They are the same as the Allomantic metals, but are used in different ways.

Physical Metals

The Physical metals are concerned with physical attributes such as strength and speed.

Iron

Iron stores physical weight, where one charge equals 10 pounds. While storing, you become lighter, and while tapping, you become heavier. This does not change your overall body mass or density, but rather the way gravity affects you. You cannot make your weight zero or less.

Steel

Steel stores physical speed. While storing, you have a penalty to Dexterity saving throws, checks, AC, and attack rolls equal to the amount of charges you are storing. Your movement speed is also reduced by 5 ft. times the amount of charges you are storing. While tapping, you have a bonus to Dexterity saving throws, checks, AC, and attack rolls equal to the amount of charges you are tapping. Your movement speed is also increased by 5 ft. times the amount of charges you are storing.

Tin

Tin stores the five senses. While storing, you have a penalty to Wisdom(Perception) checks with the chosen sense you are storing, equal to the number of charges you are storing. While storing, you have a bonus to Wisdom(Perception) checks with the chosen sense you are storing, equal to the number of charges you are tapping. A seperate metalmind is required for each sense.

Pewter

Pewter stores physical strength. While storing, you have a penalty to Strength saving throws, checks, and attack rolls equal to the amount of charges you are storing. While tapping, you have a bonus to Strength saving throws, checks, and attack rolls equal to the amount of charges you are tapping. While tapping, your muscles swell to a massive size, granting you advantage on Charisma(Intimidation) checks.

Cognitive Metals

The Cognitive Metals are focused on mental acuity and function.

Zinc

Zinc stores mental speed. While storing, you have a penalty to Intelligence saving throws and checks, and attack rolls equal to the amount of charges you are storing. While tapping, you have a bonus to Intelligence saving throws and checks equal to the amount of charges you are tapping. This does not affect any Intelligence-based spellcasting you may have.

Brass

Brass stores wamth. One charge equals 10 degrees Farenheit (About 12 degrees Celcius). While storing, your core body temperature is reduced. While tapping, your core body temperature is increased. This allows you to remain comfortable in various environments and survive in extreme climates.

Copper

Copper is one of the more interesting aspects of Feruchemy. Copper is used to store memories. Every memory stored in a metalmind only uses 1/10th of a charge. While stored in a metalmind, the memory is preserved in perfect condition. When tapping a metalmind, you can access all of your memories inside of it.

Bronze

Bronze stores wakefulness. One charge equals 10 minutes of rest. While storing, you must rest for an extra period of time equal to the amount of charges you are storing. While tapping, you take a period of time off of the amount of time needed to rest. This is the only attribute that can be stored while asleep. You cannot make the rest time negative, but you can reduce it to zero.

Spiritual Metals

The Spiritual metals are somewhat unknown, but focus on more unquantifiable attributes such as relationship and identity.

Chromium

Chromium stores Fortune. While storing, you have disadvantage on ability checks, saving throws, and attack rolls. While tapping, you have advantage on ability checks, saving throws, and attack rolls.

Nicrosil

Nicrosil stores Investiture. This power is largely unknown and is still being experimented with. As such, it has no attributes within the D&D universe. This may be updated as future information is revealed.

Aluminium

Aluminium stores Identity. This is also a largely experimental power, which is not currently understood. More information is coming. Next please.

Duralumin

Duralumin stores Connection. This represents your emotional and mental connection with other people While storing, you have a penalty to Charisma saving throws and checks equal to the amount of charges you are storing. While tapping, you have a bonus to Strength saving throws and checks equal to the amount of charges you are tapping.

Hybrid Metals

The hybrid metals deal with mental, physical, and spiritual attributes.

Cadmium

Cadmium stores Breath. One charge equals 1 minute of breath. While storing, you must hyperventilate to keep from suffocating, resulting in disadvantage against gaseous based effects, such as poison clouds. While tapping, you do not need to breathe, granting immunity to these effects and immunity to suffocation.

Bendalloy

Bendalloy stores Energy. One charge equals half a gallon of water of half a pound of food. While storing, you must eat and drink more food, equal to the amount of charges you are storing. While tapping, you don't need to eat or drink as much. A seperate metalmind is required for food and for water.

Gold

Gold stores Health. One charge equals one Hit Point. While storing, you can use one less Hit Die during rests times the amount of charges you are storing. Your hit point maximum is also reduced by the amount of charges you are storing, and you have disadvantage on saving throws agains poison and disease. While tapping, your hit point maximum is increased, along with your current health. You may also roll one extra Hit Die during a rest times the amount of charges you are tapping You also have advantage on saves against poison and disease.

Electrum

Electrum stores Determination. This doesn't have a good in-game parallel, so it will be left out of this class. While storing, you enter a depressed mood. While tapping, you enter a manic phase.

The God Metals

The God Metals are extremely rare materials with mostly unkown properties.

Atium

This is the only God Metal with a known Feruchemical property. Atium stores Age, where one charge equals one charge. While storing, you become older, and while tapping, you become younger.

Malatium

Unknown.

Lerasium

Also Unknown. More information as revealed.

The Metals
Metal Attribute Storing Effect Tapping Effect Group
Iron Weight Reduced weight Increased weight Physical
Steel Speed DEX penalty, reduced speed. DEX bonus, increased speed Physical
Tin Senses Wisdom(Perception) penalty Wisdom(Perception) bonus Physical
Pewter Strength STR penalty STR bonus, Intimidation bonus Physical
Zinc Mental Speed INT penalty INT bonus Cognitive
Brass Warmth Cooling effect Warming effect Cognitive
Copper Memory Memory storage Memory retrieval Cognitive
Bronze Wakefulness Increased rest time Decreased rest time Cognitive
Chromium Fortune Roll with disadvantage Roll with advantage Spiritual
Nicrosil Investiture Spiritual
Aluminium Identity Spiritual
Duralumin Connection CHA penalty CHA bonus Spiritual
Cadmium Breath Hyperventilation, disadvantage on gas-based effects Immunity to gas-based effects and to suffocation Hybrid
Bendalloy Energy Increased food and water need Decrease food and water need Hybrid
Gold Health Decreased HP maximum, disadvantage against disease and poison, roll less Hit Dice during rests Increased HP maximum, advantage against disease and poison, roll more Hit Dice during rests Hybrid
Electrum Determination Hybrid
Atium Age Older Younger God
Malatium God
Lerasium God