Magnetist (5e Class)

Work In Progress
This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Magnetist

A Magnetist is a mage who's been affected by the fundamental ways of the world. Using your knowledge on the principles of physics you can control and seem almost magical in your control over the power and force of magnets for good or evil.

Creating a Magnetist

Class Features

As a Magnetist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Magnetist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Magnetist level after 1st

Proficiencies

Armor: Light Armour
Weapons: Simple Weapons
Tools: One set of Artisan's Tools and one Gaming Set and scientific tools and smith tools
Saving Throws: Intelligence, Constitution
Skills: Choose two skills from Acrobatics, Arcana,Deception, Insight, Intimidation, Investigation, Nature, Perception, Performance, Slight of Hand, Stealth, and Survival.

Equipment

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

  • (a) Bag of magnetic balls and poket magnets or (b) A book on the fundimental princibals of physics
  • If you are using starting wealth, you have 4d8 in funds.

Table: The Magnetist

LevelProficiency
Bonus
RangeWeightFeatures—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+25 ft.5 lbs.Magnetize2
2nd+210 ft.10 lbs.Magnetic Control3
3rd+215 ft.15 lbs.<!-Class Feature3->42
4th+220 ft.20 lbs.Ability Score Improvement43
5th+325 ft.25 lbs.432
6th+330 ft.30 lbs.433
7th+335 ft.35 lbs.4331
8th+340 ft.40 lbs.Ability Score Improvement4332
9th+445 ft.45 lbs.43331
10th+450 ft.50 lbs.43332
11th+455 ft.55 lbs.433321
12th+460 ft.60 lbs.Ability Score Improvement433321
13th+565 ft.65 lbs.4333211
14th+570 ft.70 lbs.4333211
15th+575 ft.75 lbs.Magnetic Influence43332111
16th+580 ft.80 lbs.Ability Score Improvement43332111
17th+685 ft.85 lbs.433321111
18th+690 ft.90 lbs.433331111
19th+695 ft.95 lbs.Ability Score Improvement433332111
20th+6100 ft.100 lbs.433332211

Magnetize

Starting at the 1st level you gain the ability to generate magnetic fields around you, which allows metallic objects that aren't being worn or carried to be manipulated. At 1st level, the range of your magnetic field is 5 feet in radius around you, and the limit to how much weight can be affected is 5 pounds. The range and weight increase as shown on the Magnetist table. As an action you can activate this ability and can move the magnetized metal in range as part of the action, you can move this metal anywhere within your range, if used to attack a creature you must make a spell attack roll against the creature's AC, on a hit they take (some cantrip-like scaling damage) damage, the damage type can be bludgeoning, slashing, or piercing, depending on the metal used.

Magnetic Control

After learning and studying the properties of metals and magnets you can now do 2 things. 1. If you have metal you can bend a magnetic metal as far as the magnetic strength of the magnet divided by the distance past 3 feet and the thickness of the metal starting Min of 1 FT. 2. you also have the power to amplify of decrease magnetic fields by 2x.

<!-Subclass Feature->

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Increase

When you reach the 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.

Quantum Lock

Once you reach X level you begin to learn how to weave elements into your magnetism, when you've used Magnetize on an object and this object is hit with cold damage, you can use your reaction to cause a Quantum Lock, it will remain locked in place for the duration of the Magnetize, the locked object doesn't move, even if it is defying gravity. The object can hold up to 1,000 pounds of weight. More weight causes the object to deactivate and fall. A creature can use an action to make a Strength check against your spell save DC, moving the fixed it up to 10 feet on a success.

Maglev

Starting at 10th level you are able to easily lift metals you're carrying, if you have any amount of metal secured to yourself (such as metal armour or a metal harness) you can use your action levitate up to 10 feet in any direction, on your next turn the speed increases to half your movement speed if you move in a straight line, and up to your full speed on the turn after that if you continue in the same direction. This ability requires you to maintain concentration just as you would a spell. You cannot use this ability if your over encumbered.

<!-Class Option 1->

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

Assay

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing


Prerequisites. Intelligence 14 and must be a humanoid race.

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

0.00
(0 votes)

Back to Main Page 5e Homebrew Classes

gollark: I see.
gollark: Between 4 and 8 of those are right.
gollark: Doesn't stock Googleized Android give carriers a lot of access anyway?
gollark: It has DRAM and SRAM, in fact.
gollark: My phone has RAM in it, and flash storage.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.