Metal
Expanded Spell List
METAL SPELLS
Golemancer Level | Spell |
---|---|
3rd | Mage Armor |
7th | Heat Metal |
13th | Protection from Energy |
19th | Otiluke's Resilient Sphere |
Metal Alignment
Starting at 2nd level, when you align your magical essence with metal, your Imbuement feature and your minor imbuement and sculpt cantrips can also affect common metals such as copper, lead, iron and others. Golems made of any of these common metals gain the following features in their stat block:
- +2 AC
- Vulnerability to lightning damage
- Resistance to slashing damage
- +1 damage to one target affected by a damage roll
Rarer or more complex metals such as aluminum, steel, adamantine, mithral, and others are more difficult to align with than the common metals, but certain alterations can allow you to imbue golems made of those materials
Heart of Steel
At 6th level, your affinity for metals has hardened your body. Your maximum HP increase by 6 and whenever you gain another golemancer level it increases by an additional 1 HP
Brass Knuckles
at 11th level, your body has hardened even further, allowing you to impart more damage with your blows or the blows of your golems. Your unarmed strikes deal 1d4+ your Intelligence modifier bludgeoning damage and can be used as a replacement for a smith's hammer. In additional, your golem's damage bonus increases from +1 to +2.
Magnetic Personality
At 15th level, you have learned to manipulate the forces of magnetism in order to pull metal objects towards you. As an action, you can gesture towards a metal object up to 60 feet away that is no bigger than a 10 foot cube.
If the object isn't being worn or carried by a creature and isn't embedded in a wall or something similar, you pull the object up to 30 feet in your direction. If the object is being worn or carried by a creature, that creature must succeed on a Strength saving throw against your spellcasting DC or drop the object. If the creature cannot drop the object or is otherwise unwilling, they will be pulled along with the object.
If the object is embedded in a wall or something similar, you must make an Intelligence saving throw against an appropriate DC set by your DM. On a success, the object is dislodged and pulled towards you. On a failure, you fall prone. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), regaining all uses when you finish a long rest.