Tradition of Ferromancy
Subclass of: Wizard
The Tradition of Ferromancy is an ancient and forgotten magic, once wielded by a people from the 4th age—masters who could shape and command metal with a mere thought. For millennia, this knowledge was lost, buried beneath the weight of time, sealed away when its practitioners vanished in a great celestial upheaval. Some say they were wiped from existence, while others believe they ascended beyond mortal understanding, leaving only echoes of their power scattered across the planes. Metal itself hums with the remnants of their magic, but no living soul remembered how to wield it—until now.
A tear in the veil between realms allowed fragments of this lost knowledge to slip through, embedding themselves in the minds of scholars, artificers, and those attuned to the arcane. Whether by chance or fate, the first modern Ferromancers pieced together these remnants, reviving an art thought to be extinct. To walk this path is to wield the power of forgotten gods, but also to court the unknown. If the secrets of Ferromancy have returned, then perhaps its original masters are not as lost as history claims—perhaps they have simply been waiting for someone to find them.
Those who study the Tradition of Ferromancy believe that metal is not merely an object but a conduit of arcane energy. These wizards master the mystical forces within metal, bending it to their will. They can deflect weapons, control metallic objects, and reinforce their own bodies with living metal. Whether manipulating armor, reshaping weapons, or sending a storm of blades to protect themselves, Ferromancers wield their magic with precision and power.
As a Ferromancer, you have access the the Tradition of Ferromancy magic.
Cantrips: Magnetic Movement, Mending, Smelt
1st-Level Spells: Mark of Metal, Deflection, Untrue North
2nd-Level Spells: Magnetic Repulsion, Magnetic Suspension, Ferro Gauntlets
3rd-Level Spells: Metal Form, Shrapnel Blast, Reflexes of Steel
4th-Level Spells: Fortification, One with Metal
5th-Level Spells: Iron Lungs, Winds of Havoc, Mercurial Tides
6th-Level Spells: Rain of Rust, Blood Extraction
7th-Level Spells: Cataclysmic Forge
8th-Level Spells: Shockwave, Iron Monolith
9th-Level Spells: Lodestone
Ferromancer's Spellcraft
When you adopt this tradition at 2nd level, you gain proficiency with Smith’s Tools and can use any metal object worth at least 1 gp as an arcane focus for your spells.
Additionally, you gain the following magical benefits:
You learn the Magnetic Movement cantrip.
You gain Metal Form as an always-prepared spell.
You choose one 1st-level spell from the Ferromancer spell list. This spell is always prepared and counts as a Wizard spell for you.
Metallurgy Mastery
Your connection to metal grants you additional control and protection:
Magnetic Deflection. When you are hit by an attack with a metal weapon, you can use your reaction to reduce the damage by 2d10 + your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier per long rest.
Sense Metal. You can passively detect the presence of metallic objects within 30 feet, even if they are hidden. You can identify the type of metal (iron, gold, adamantine, etc.), and whether it is magical or mundane.
Magnetic Manipulation
At 10th level, your ability to manipulate metal becomes more refined:
Telekinetic Control. As an action, you can control one metal object within 30 feet, lifting and moving it up to 30 feet in any direction
If the object is a metal weapon, you can attack with it as a bonus action, using your Intelligence modifier instead of Strength or Dexterity.
If the metal object is worn or carried, the creature must make a Strength saving throw against your spell save DC to resist the effect.
Creatures wearing metal armor or carrying metal weapons have disadvantage on the saving throw.
If the object is more than 500 lbs, secured firmly, or otherwise considered immobile, this has no effect.
Living Metal
Your mastery over metal extends to your own body:
Metallic Resilience. While you are wearing metal armor or carrying at least 10 lbs. of metal, you gain a +2 bonus to AC. This bonus is automatically applied under the assumption you meet the criteria and must remove the bonus manually when it is not true.
Metal Barrier. Once per long rest, as a bonus action, you can exude a swirling barrier of metal shards in a 10-foot radius for 1d4 + 1 rounds. While active:
You and allies in the area gain resistance to bludgeoning, piercing, and slashing damage.
Enemies that enter or start their turn in the area take 2d6 slashing damage.