Feruchemist (5e Class)

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Feruchemist

A nearly-blind beggar on the street skulks in the shadows, hiding his frail form from the outside world. The next day, he emerges from an alley as a formidable hunter, eyes keen on tracking his quarry and earrings sparkling in the sun.

A slow-moving elf walks across a raging battlefield with determination, swords and arrow glancing off of her chest and arms, the ground around her shaking under her weight. The ring on her left hand shines with a red glow that cuts through the dust in front of her.

A dwarf rushes through the magical flames of his enemy's spell, wincing at the heat absorbing into his metal staff. He turns to face his attacker and lifts his own hand, channeling the same spell from the staff back towards his opponent.


Creating a Feruchemist

Quick Build

You can make a Feruchemist quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the urchin or outlander background depending on how you want to play. Third, choose whatever equipment would complement your play style.

Class Features

As a Feruchemist you gain the following class features.

Hit Points

Hit Dice: 1d12 per Feruchemist level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Feruchemist level after 1st

Proficiencies

Armor: Medium (except hide) armor, heavy armor, shields
Weapons: Simple Weapons
Tools: Metallurgist's Tools (Can be used to break non magical metal objects into metal pieces and combine metal pieces together into alloys that exist)
Saving Throws: Strength, Constitution
Skills: Choose 3 from: Arcana, History, Insight, Investigation, Medicine, Perception, Religion.

Equipment

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

  • (a) a quarterstaff or (b) any simple weapon
  • (a) an explorer's pack or (b) a scholar's pack

Table: The Feruchemist

LevelProficiency
Bonus
Synced MetalmindsChargesFeatures
1st+2-2Unarmored Defense, Primal Metallurgy
2nd+222Metalmind Sync, Metalmind Pull
3rd+223 Feruchemical Diligence
4th+223Ability Score Improvement
5th+334 Primal Metallurgy (x2)
6th+334 Extra Attack
7th+335 Diligence Feature
8th+335Ability Score Improvement
9th+446
10th+446 Primal Metallurgy (x3), Diligence Feature
11th+447
12th+447Ability Score Improvement
13th+558 Diligence Feature
14th+558
15th+559 Primal Metallurgy (x4)
16th+559Ability Score Improvement
17th+6610 Diligence Feature
18th+6610
19th+6612Ability Score Improvement
20th+6612+Con Mod. (Minimum 1) Primal Metallurgy (x5)
gollark: I totally meant to do that.
gollark: https://xkcd.com/914
gollark: Hmm, I'm wondering... should I make SPUDNET have commands to open and close channels, or one unified "set open channels" command?
gollark: CommonBF™ when?
gollark: Isn't BF itself somewhat inconsistent/poorly specified too?

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.

Primal Metallurgy

At level 1, your innate ability to manipulate the power of metal allows you to hone the potential energy of the metals in your own body. You may choose to reduce the numerical value of an ability score in order to increase another ability score by the same numerical value, not changing the numerical values per rest than the number in the "Charges" column on the Feruchemist table. While using this feature, you cannot reduce a score below 6, and you cannot increase a score above 22 unless otherwise noted.

You can choose to reduce and increase ability scores when you finish a long rest.

The number of ability scores you are able to increase by reducing one changes to two at 5th level, three at 10th level, four at 15th level, and five at 20th level.

Metalmind Sync

Starting at 2nd level, you gain the ability to sync with two metalminds of your choice. When you gain certain feruchemist levels, you gain additional syncs of your choice, as shown in the Synced Metalminds column of the Feruchemist table. Each of these Metalminds can be charged in different ways, under the Charge label for each of the metals. In addition, when you gain a level, you may replace one of your synced metalminds with a different metalmind.

Iron

Charge. While Charging your weight is reduced by 1/2 and you fall as though affected by the Feather Fall spell, affecting yourself only. For every minute spent this way, you gain one charge.

  • Cost: 1 charge. Your weight is doubled for a minute. You also gain advantage on Strength checks to do with movement
  • Cost: 2 charges. Your Weight is quadrupled for a minute and you gain advantage on all Strength checks.
Tin

Charge. While charging you get disadvantage on all Perception checks. For every 10 minutes spent this way, you gain 1 charge. You also take a -2 penalty to Sleight of Hand checks, as your fingers are more numb and it becomes harder to preform percise motion without extra input.

  • Cost: 1 charge. You gain a +2 bonus to perception checks, and have 30 ft darkvision for 10 minutes.
  • Cost: 2 charges. You gain a +3 bonus to perception checks, and have 60 ft darkvision for 10 minutes.
  • Cost: 4 charges. You gain advantage on Wisdom (Perception) checks and darkvision for 120 ft for 10 minutes. However, you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
  • Cost: 6 charges. You gain advantage and a +2 bonus on Wisdom (Perception) checks and 240 ft darkvision for 10 minutes. You also gain Truesight for 10 ft. during this time. However, you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight. Finally, when you take any damage during this time, you take an aditional 1d6 unavoidable psychic damage, as the pain from the attack overwhelms your senses.
Chromium

Charge. While charging, you put in all of your luck, which causes you to have disadvantage on all rolls for 1 minute.

  • Cost: 1 charge. You take out luck, giving you advantage on all attack, damage, and skill rolls for one minute
  • Cost: 2 charges. You use your stored luck to give you advantage on all rolls for one minute, and you gain one use of legendary resistance, which must be expended within that minute.

(Legendary Resistance. If the creature fails a saving throw, it can choose to succeed instead.)

  • Cost: 4 charges. You use your stored luck to give you advantage on all your rolls for one minute, and you gain two uses of legendary resistance, which must be expended within that minute.

(Legendary Resistance. If the creature fails a saving throw, it can choose to succeed instead.)

  • Cost: 8 charges. You use your stored luck to give you advantage on all your rolls for one minute, and you can choose to treat any given roll as a 20 before modifiers, or a critical success/hit, within the given minute.
Aluminum

Charge. When charging this Metalmind, you go into a trance state where your Wisdom, Intelligence, and Charisma scores momentarily become lowered to 3 each, for 1 hour. For each charge created, one point from your normal Wisdom, Intelligence, and Charisma scores are stored into the Metalmind, and released when you expend your charges. You can not create more charges than would reduce your any of your resting Wisdom, Intelligence, or Charisma scores below 3.

  • Cost: 1 charge You can spend up to half of your Hit Dice as a bonus action, bolstering yourself by regaining part of your identity. In addition, for the next 10 minutes, you are immune to being charmed or frightend.
  • Cost: 4 charges You gain the benefits of one Short Rest, regaining your sense of purpose, as well as part of your identity. In addition, for the next hour, you are immune to being charmed or frightened.
  • Cost: 12 charges You gain the benefits of one Long Rest, regaining your entire identity, that you had put into this Metalmind. In addition, for the next 24 hours, you are immune to being charmed or frightend.
Steel

Charge. There are two ways to charge this metalmind. The first is to reduce your speed by half for one minute, resulting in storing one charge. The second is to reduce your speed to 0 for one minute, resulting in storing one charge.

  • Cost: 2 charges. Your speed becomes double your normal speed for one minute.
  • Cost: 4 charges. Your speed becomes quadruple your normal speed for one minute.
  • Cost: 6 charges. Your speed becomes 5 times your normal speed, and you can take two actions per turn for one minute.
Pewter

Charge. While Charging, your Strength score temporarilly drops to 3. For every 5 minutes spent this way, you gain one charge.

  • Cost: 1 charge. For the next five minutes, you get a temporary +2 to all strength and strength-based checks.
  • Cost: 2 charges. For the next five minutes, you get a temporary +4 to all strength and strength-based checks.
  • Cost: 4 charges. For the next five minutes, you get advantage on all strength and strength-based checks. In addition, for the same period of time, for the purposes of grappling and carrying rules, you count as one size larger.
  • Cost: 8 charges. For the next minute, you can treat all strength and strength-based checks as though your strength was 20. In addition, you have advantage on all of the same checks. Finally, for the same period of time, and for the purposes of grappling and carrying rules, you count as one size larger.
Nicrosil

Prerequisite: Diligence in Mind

Charge. When affected by a spell cast by another creature, you may use your reaction to absorb a part of the spell into this metalmind. Though you are still affected per the spell's description, you may pull an amount of hit points equal to the spell's level in order to store up to 6 levels of spells into this metalmind per turn. If you attempt to store a spell of higher level than charge slots remaining in the metalmind, the charge fails, and all hit points and spells in this metalmind are lost. When you are pulling hit points, you must decrease your maximum hit points by a number equal to the hit points pulled, and you cannot regain this amount to your maximum hit points until you finish your next long rest.

  • Spell Summon Cost: 1-6 Hit Points. On your turn, you may choose to cast any spell stored in this metalmind by expending the amount of hit points from the metal mind equal to the spell's level. You must use this metalmind as a spellcasting focus when casting a spell. When you use this metalmind as a spellcasting focus, your spell DC increases by 2. If the spell requires you to roll a spell attack, your spell attack bonus increases by 2. In addition, when you use this metalmind as a spellcasting focus, all damage caused by any spell you cast is reduced by half.
Duralumin

Charge. While charging, you gain advantage on all stealth checks, but disadvantage on all charisma and charisma-based checks. For every 10 minutes spent this way, you store 1 charge.

  • Cost: 1 charge. When you use one charge, you gain advantage on all charisma checks, but have disadvantage on all stealth checks for 10 minutes.
  • Cost: 2 charges. When you use two charges, you gain advantage on all charisma and charisma-based checks and saving throws for 10 minutes.
  • Cost: 5 charges. When you use five charges, you can cast the spell Enthral at 2nd level, without needing any material or somatic components.
Zinc

Charge. While charging, either your Intelligence or Wisdom score temporarilly drops to 3, your choice. For every 10 minutes spent this way, you gain 1 charge. Alternatively, you can drop both your Intelligence and Wisdom scores to 3, providing 2 charges for every 10 minutes spent this way.

  • Cost: 1 charge. When you use a charge, you gain advantage on either Wisdom or Intelligence checks for 10 minutes, your choice.
  • Cost: 2 charges. When you use two charges, you gain advantage on both Wisdom and Intelligence checks for 10 minutes.
  • Cost: 6 charges. When you use 6 charges, your mind speeds up enough that you notice more details than would be possible otherwise. In addition to having advantage on Wisdom and Intelligence checks for 10 minutes, you gain a +5 to Perception, Investigation, and Insight checks for the same period of time.
Copper

Charge. Copperminds don't deal with charges. Instead, they are a library of information, accumulated over lifetimes. While filling this metalmind, you memorize any information twice as fast, but can not access in your own mind.

  • Use. While wearing this Metalmind, you have proficency with all Arcana (Intelligence), History (Intelligence), Investigation (Intelligence), Nature (Intelligence), and Religion (Intelligence) checks. If you already had proficiency in any of these checks, then you get experteise with that check. If you already had expertise, then you get no additional modifier. In addition, any research you have filled into this metalmind, you can recall perfectly as though you had just read it. Once the information is in your mind, you have two choices, you can either leave it in your mind, which in that case you must make any usual checks to remember it later on, or you can put it back into the Metalmind, which will leave it to be able to be accessed again later.
Cadmium

Charge. While charging this, every minute you gain a charge and you must make a DC 10 Constituion Saving throw as you suffer from a lack of air. If you take an action or move to your full movement speed, the DC increases to DC 15. If you both take an action and move your full movement speed, then the DC increases to 20. If you succed the saving throw, nothing happens. If you fail, then you take 1 level of exaustion. If you fail by 10 or more, then you take 2 levels of exaustion.

  • Cost: 1 charge. If you expend a charge while you have to make a saving throw that has to do with drowning or suffocating, you automatically succeed.
  • Cost: 4 charges. If you expend 4 charges as an action, you can remove 1 level of exaustion as your body gains more breath than it normally uses.
Gold

Charge. Over 1 minute, you can store 5+your Consitution Modifier Hit points in your Goldmind, which counts as filling the Goldmind with 1 charge. When you are pulling hit points, you must decrease your maximum hit points by a number equal to the hit points pulled, and you cannot regain this amount to your maximum hit points until you finish your next long rest, though your charges will persist until you use them, even after your long rest.

  • Cost: 1 charge. Using 1 action, you regain 5+your Con Mod Hit points.
  • Cost: 4 charges. You cast either Remove Curse or Protection From Poison at the lowest possible level for that spell, centered only on yourself, without needing Material or Somanitc Components.
  • Cost: 8 charges. You cast Greater Restoration as a 5th level spell, centered on yourself only, without needing Material or Somantic components. In addition, you can not use this use of the spell to affect any effects caused by any Metalminds.
Brass

Prerequisite: Diligence in Metal

Charge. While charging, if you are in an area of extreme heat, the Metalmind siphons off the excess heat and you can act as though the area was not an extreme tempature. However, if you are in an area of normal tempature, make a DC 10 Constitution save, or if you're in a extreme cold enviroment, make a DC 20 Constiution save. If you fail the saving throw, then you take 1d4 cold damage for every point you fail it by. Using this effect for 10 minutes charges the Metalmind with 1 charge.

  • Cost: 1 charge. While using, if you are in an area of extreme heat, the Metalmind uses stored heat, warming you, and you can act as though the area was not an extreme tempature. This effect lasts for 10 minutes. However, if you are in an area of normal tempature, make a DC 10 Constitution save, or if you're in a extreme heat enviroment, make a DC 20 Constiution save. If you fail the saving throw, then you take 1d4 fire damage for every point you fail it by.
Bronze

Prerequisite: Diligence in Self

Charge. Every rest takes twice as long as it normally would. For every hour spent this way, you gain one charge.

  • Cost: 1 charge. Using one action, you gain the benefits of one Short Rest.
  • Cost: 6 charges. Using one action, you gain the benefits of one Long Rest.
Bendalloy

Charge. You need 4 times as much food and fater as a creature of your size normally does. For every pound of food and water consumed while charging, you gain 1 charge.

  • Cost: 1 charge. When you use a charge, you gain nutrients to an equivlant of 1 pound of food and water
Electrum

Prerequisite: Broken Diligence

Charge. The feruchemist has disadvantage on perception, investigation, and insight checks. For every hour spent this way, the feruchemist gains a number of charges equal to his or her Consitution Modifier (Minimum of 1).

  • Cost: 1 charge. Use to cast the Shield spell at 1st level.
  • Cost: 2 charge. As a bonus action, pull to gain one extra attack.
  • Cost: 3 charge. As a reaction, pull to gain resistance to all damage until the start of your next turn.
  • Cost: 6 charge. As a bonus action, pull to ensure that all of your attacks have advantage until initiative ends.

Metalmind Pull

Starting at 2nd level, when you finish a short or long rest, you gain the ability to charge a synced metalmind with a number of charges equal to the Metalmind Pull column of the Feruchemist table. You may store up to a number of charges as dictated in the "Charges" table inside of a metalmind, and you may store charges in multiple metalminds at a time. While Charging you are under the effect of each metal's Charge effect. You can use a number of charges from a given Metalmind to produce an effect, as dictated in each Metalmind's description. Unless stated otherwise, each use is activated during a bonus action.

Feruchemical Diligence

At 3rd level, you choose how to specialize your feruchemical traits. You may choose the Diligence in Self, the Diligence in Metal, or the Broken Diligence. Your diligence grants you features when you choose it at 3rd level and additional features at 7th, 10th, 13th, and 17th level.

Ability Score Increase

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.

Extra Attack

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

Diligence in Self

You have spent your feruchemical talents honing your own physical and mental attributes in the best way you see fit. Your discipline and fortitude in this process has formed you into a formidable opponent in battle and a useful asset in day-to-day life.

Self-Preservation

At level 3, you gain proficiency in Persuasion, Deception, and Insight. If you already have proficiency in one of these skills, double your proficiency bonus for that skill.

Increase your maximum hit points by 6. Whenever you gain a level thereafter, your hit point maximum increases by an additional amount equal to your proficiency modifier. In addition, when you take a long rest, you regain all of your hit dice instead of half.

Self-Definition

Starting at level 7, whenever you choose a feat instead of an ability score increase, you may also choose to increase one ability score by one point.

Self-Sufficiency

Starting at level 10, whenever a creature within 20 feet of you casts a healing spell or cantrip or uses a potion to recover hit points, you may use your reaction to heal an amount equal to half of the amount of hit points, rounded up, recovered. If a healing spell or cantrip affects you, you may still use this feature in addition to the hit points recovered from the healing spell or cantrip. You may use this feature a number of times equal to your Constitution modifier (Min. 1) between long rests.

Self-Reliance

At level 13, your feruchemical abilities cooperate perfectly with your honed skills. When you roll for an attack, ability check, or saving throw, you may pull any amount of charges from any number of synced metalminds to add to your dice roll. If you use this feature, you must pull the charges after you roll the die, but before the outcome is determined.

In addition, if you hit with an attack, you may pull any amount of charges from any number of synced metalminds and add that amount to the damage. If the attack is a critical hit, this damage is not doubled.

True Self

At level 17, your renown has spread to the point that people know of you and your deeds. Whenever you make an ability check or saving throw, you may choose to increase the total by an amount equal to your level. You may use this feature a number of times equal to half your Constitution modifier, rounded down (Min. 1), per long rest.

Diligence in Metal

As a feruchemist, you were granted a gift. It would be inappropriate not to use it. You have developed your skill set around the metalminds that you sync to, and in doing so, you have learned more about how to use those metalminds than you had ever hoped.

Metallic Bond

Starting at level 3, your experience with metalminds gives you an advantage in working with the metalminds available to you. You gain an additional synced metalmind of your choice and an additional 6 charges that you can store per Metalmind. In addition, you gain proficiency in martial weapons. At level 13, you gain another additional metalmind of your choice and another 6 charges you can store per Metalmind.

Metallic Head

At level 7, your knowledge of metalminds allows you to increase your abilities concerning the metals you carry. Any metal equipment that you are using or that is on your person gains a +1 increase, to include, but not limited to, ability checks made with thieves tools, armor class when wearing metal armor, attack and damage rolls with metal weapons, etc. In addition, if you make an attack with a metal weapon, the weapon is considered a magical weapon when considering attacks and damage. This bonus increases to +2 at level 13.

Metallic Storm

At 10th level, you can attack three times, instead of twice, whenever you take the attack action. In addition, you may add your proficiency modifier to your initiative.

Metallic Coat

When you reach 13th level, add 2 to your armor class as long as you a wearing heavy or medium (except hide) armor. In addition, you may cast the Shield spell once between short or long rests.

Metallic Death

At 17th level, you can attack four times, instead of three, whenever you take the attack action.

Diligence in Mind

Though your feruchemical traits are powerful, there may be more of a use for them outside of standard feruchemical practices. By channeling the powers contained in metal into your mind, you are able to bolster your cognitive defenses and gift your with the knowledge of natural magics.

– Diligence in Mind Spellcasting –
Feruchemist Level Cantrips Known Known Spells 1st Level Spells 2nd Level Spells 3rd Level Spells 4th Level Spells 5th Level Spells
3rd 3 3 3 - - - -
4th 3 4 3 - - - -
5th 3 4 4 2 - - -
6th 3 4 4 2 - - -
7th 3 5 4 3 - - -
8th 3 6 4 3 - - -
9th 3 6 4 3 2 - -
10th 3 7 4 3 2 - -
11th 4 8 4 3 3 - -
12th 4 8 4 3 3 - -
13th 4 9 4 3 3 1 -
14th 4 10 4 3 3 1 -
15th 4 10 4 3 3 2 -
16th 4 11 4 3 3 2 -
17th 4 11 4 3 3 3 1
18th 4 11 4 3 3 3 1
19th 4 12 4 3 3 3 2
20th 4 13 4 3 3 3 2

Spellcasting

When you reach 3rd level, you gain the ability to cast spells.

Cantrips

You learn three cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.

Spell Slots

The Diligence in Mind Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You start with two 1st-level spell slots at Feruchemist level 3, and gain more as you gain more Feruchemist levels.

Learning Spells of 1st Level and Higher

You know three 1st-level druid spells of your choice.

The Spells Known column of the Diligence in Mind Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

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


Spell save DC = 8 + your proficiency bonus + your Constitution modifier


Spell attack modifier = your proficiency bonus + your Constitution modifier


Spellcasting Focus

You can use a metalmind as a spellcasting focus for your druid spells.


Shielded Mind

At 3rd level, your increased mental capacities make it harder for your mind and body to be accessed. You gain advantage on saving throws against charming and paralyzing effects. In addition, you cannot be located through divination magic, and your memories cannot be altered by magical means. You know if a creature is trying to communicate with you telepathically, though you do not automatically know what creature, and the creature can only do so if you allow it.

Vengeful Mind

When you reach 7th level, your natural connection with your mind and with metals lashes out at creatures who try to harm you. When you are damaged by a ranged or melee spell attack, you may use your reaction to deal half of the damage inflicted back to your attacker. You may use this feature an amount of times equal to your Constitution modifier (Min. 1) between long rests.

In addition, once per long rest, when a creature brings you to 0 hit points, they must succeed on an Intelligence saving throw equal to your spell DC or be inflicted with one effect from the Short-term Madness Table in the DMG.

Calmed Mind

Starting at 10th level, you may focus your natural bond between magic and metal to increase your chances of success. When you cast a spell, you may pull from your synced metalminds up to a maximum of 6 charges and add that number to your spell attack roll or spell DC, respectively. You must use this feature before you are notified of the result of the spell. You may use this feature an amount of times equal to your Constitution modifier (Min. 1) between long rests.

Focused Mind

When you reach 13th level, your associations with natural magic and metal give you significant insight into the environment around you. As a bonus action, you may spectrally mark a creature you can see within 60 feet. The must succeed a Constitution saving throw equal to your spell DC. On a failure, the creature takes 2d8 force damage, and all damage that you deal to that creature on subsequent turns increases by 2d8. If an ally is within 5 feet of you when they damage the creature, they also benefit from this feat. You may use this feature an amount of times equal to your Constitution modifier (Min. 1) between long rests.

Sharpened Mind

At 17th level, you have achieved a balance of magic and metal within your life, and with that balance comes and understanding of greater arcana. Choose 4 spells of 5th level or lower from the wizard spell list and add them to your known spells. In addition, whenever you use a metalmind as a spellcasting focus, you may add 1 to your spell attack bonus and your spell DC.


Broken Diligence

Your whole life, you have been perplexed by and wary of your feruchemical tendencies. Thus, when the time came to put your diligence into practice, you could not choose an appropriate path to fit your identity. Perhaps you were shunned, feared, and hunted by those around you one too many times. Perhaps your boredom grew in studying “normal” feruchemistry, and now you crave more of a risk with your abilities. Whatever your reasons, whether they be vengeance, thrills, or the desire to be different, your diligence is best focused on multiple facets of your life rather than one specialization.

Diligence in Death

You have so much more to do in your life that even death is hard-pressed to stop you. Starting at 3rd level, on your first turn after you drop to 0 hit points, you may choose to roll all of your death saving throws in one turn. When you use this feature, you may choose to succeed the first failed death saving throw you roll. If you roll three successes with this feature, you return back to life with 1 + your Constitution modifier hit points, your full movement, and the Dash or Disengage action. Once you use this feature, you cannot use it again until you have finished a long rest.

Diligence in Pain

Starting at 7th level, when a hostile creature deals damage to you with an melee attack or a melee spell attack, you may use your reaction to make an attack using your Constitution modifier + your proficiency bonus on a creature within 5 feet of you. On a hit, the target must make a Constitution saving throw. On a success, the target takes half of the damage dealt to you. On a failure, the target takes the full damage dealt to you and is knocked prone. The damage you deal to the target with this attack counts as magical. You may use this feature an amount of times equal to your Constitution modifier (Min. 1) between long rests.

Diligence in Will

At 10th level, when you are dealt damage, as a reaction, you may pull as many charges as you choose from as many of your synced metalminds as you choose. When you do so, you heal double the number of charges that you pull. If the damage dealt causes you to drop to 0 hit points or below, you may use this feature to heal yourself before you fall unconscious, as long as you were not brought to 0 hit points by necrotic damage or a critical hit. Once you use this feature, you cannot use it again until you finish a long rest.

Diligence in Wrath

At 13th level, you can attack three times, instead of twice, whenever you take the attack action. If your third attack hits, it deals additional force damage equal to your feruchemist level.

Due Diligence

At 17th level, you have learned to face as many risks as it takes to reach your goals. After you roll a dice, you may choose to reroll the dice, and you must use the second roll. When you use this feature, you may also pull and add any amount of hit points from any of your metalminds to your second roll. You may use this feature an amount of times equal to your Constitution modifier (Min. 1) between long rests.



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