Feruchemist

Feruchemist
Level Proficiency Bonus Features Metalminds Maximum Charge Feruchemical Feats
1st +2 Feruchemy, Greater Metalmind (x1) 2 2 0
2nd +2 Feruchemical Feats 2 2 1
3rd +2 Surging 2 2 1
4th +2 Ability Score Improvement 3 2 2
5th +3 3 3 2
6th +3 Scholarly Insight 3 3 2
7th +3 4 4 3
8th +3 Ability Score Improvement 4 4 3
9th +4 4 5 3
10th +4 Greater Metalmind (x2) 5 5 4
11th +4 5 6 4
12th +4 Ability Score Improvement 5 6 4
13th +5 5 6 5
14th +5 5 7 5
15th +5 Ability Score Improvement 5 7 5
16th +5 5 7 6
17th +6 5 8 6
18th +6 Greater Metalmind (x3) 5 8 6
19th +6 Ability Score Improvement 5 8 6
20th +6 5 8 6

Class Features

As a Feruchemist you have the following abilities:

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs
  • Tools: 1 set of Artisan's tools
  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose 4 from: History, Perception, Arcana, Investigation, Religion, and Insight.

Equipment:

  • (a) A Dueling Cane (Use the statistics for a quarterstaff, however it has the finesse property and loses the versatile property) or (b) 1 dagger
  • (a) A set of 20 throwing darts or (b) a sling
  • A Scholar's pack
  • 2 small metalminds of your choice.

Feruchemy

At 1st level, you gain the ability to store attributes on metals that are on your person, called metalminds. As a bonus action on your turn, you can tap a metalmind of your choosing and continue to tap any metalmind that you tapped during your last turn, provided you have at least 1 charge for that metalmind. You may tap a number of metalminds up to your intelligence modifier at once. Tapping a metalmind reduces the charge for your metalmind by 1 and casts the associated spell with that metal from the Feruchmist spell list below. When you complete a short rest you regain a number of charges equal to your level in this class plus your intelligence modifier, distributed among your metalminds as you choose up to their maximum charge. Your metalminds each regain up to 8 expended charges when you complete a long rest up to their maximum charge.

While you are storing into your metalmind, the DM may, at their discretion require you to make certain skill checks or saving throws with disadvantage. (eg. perception checks when storing tin, strength saving throws when storing pewter)

Greater Metalmind

Starting at 1st level, you have spent time storing a large amount of feruchemical power in a metalmind. Choose one metalmind, you gain a large metalmind such as an arm bracer or leg bracer, this metalmind can exceed your usual maximum charge by 50 charges however you are still only able to tap a number of charges equal to the maximum charge for your level. This metalmind does not count towards the maximum number of metalminds you can have equipped.

Surging

Starting at 3rd level, you gain the ability to surge a feruchemical power from any metalmind on your person. As an action on your turn, you can surge a metalmind, providing a burst of additional benefit at the cost of consuming multiple charges. See the Surging section of the appropriate spell in the Feruchemist spells list for the produced effect.

Scholarly Insight

Starting at 6th level, you become proficient in History, Religion and Arcana. If you were already proficient in one of these skills you may add your proficiency bonus twice to any skill checks for that skill.

Feruchemical Spells

Tin

Internal, Physical, Pulling metal


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: 1 charge of Tin
  • Duration: 10 minutes

One of your senses begins to heighten, for the duration of this spell you make any perception checks that rely on that sense with advantage.


Surging: For each additional charge that you use beyond the first, your senses become ever stronger, increasing the range at which you can detect things by 30 feet. (This range includes any special senses you may have, such as darkvision)

Pewter

Internal, Physical, Pushing metal


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: 1 charge of Pewter
  • Duration: 1 round

Your physical body is strengthened, making you stronger and larger. Your body swells as your muscles grow. Add 1d6 to any strength based ability checks you make as well as any strength based attack or damage rolls.


Surging: For each additional charge that you use beyond the first, your muscles become even larger, for each 2 additional charges you spend your size doubles in all dimensions and its weight is multiplied by eight. If there isn't enough room, it attains the maximum possible size in the space available. Until the spell ends, you also have advantage on Strength checks and saving throws. While you are enlarged, you deal 1d6 extra damage for each size you gained.

Iron

External, Physical, Pulling metal


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: 1 charge of Iron
  • Duration: 1 minute

You increase in weight for the duration of this spell. Your falling rate is doubled and you have disadvantage on any checks to reduce falling damage. Creatures that you grapple have disadvantage on checks made to break the grapple, and creatures that are medium size or smaller are unable to move you if you are unwilling.


Storing: You may chose to store Iron instead of tapping it, if you do then you do not expend a charge to use this spell and instead of the above effect your body is lightened. You take no damage from falling and your falling speed is halved.


Surging: For each additional charge that you use beyond the first, creatures of one size larger become unable to move you and your falling speed doubles. You automatically fail any checks made to reduce falling damage.


Steel

External, Physical, Pushing metal


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: 1 charge of Steel
  • Duration: 1 round

Your body accelerates, capable of faster movement and reactions. For the duration of this spell your movement speed increases by 20 feet. You may also take a second attack on each of your turns if you take the attack action. All attacks that you make for this spells duration are at disadvantage as your mind struggles to keep up with your body.


Surging: For each additional charge that you use beyond the first, you gain an additional reaction during each of your turns for the spells duration. For each 2 charges you use beyond the first, any time you take the attack action you gain an additional attack.

Copper

Internal, Mental, Pulling metal


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: 1 charge of copper
  • Duration: 10 minutes

You tap into memories that you have stored within your coppermind. While tapping this metal you have perfect recollection of anything that has happened within the past month. You gain a bonus of +5 to any checks to recall information.


Surging: For each additional charge that you use beyond the first, you gain an additional +5 bonus to any checks to recall information.

Bronze

Internal, Mental, Pushing metal


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: 1 store of bronze
  • Duration: 1 hour

You feel more alert as you tap this metal. You may gain the benefits of a rest by doing light activities such as reading or keeping watch instead of sleeping for the duration of this spell.


Surging: As a reaction you can surge this metal, expending 3 or more charges. If you do so you may choose to succeed on any saving throws you make against becoming unconscious. Using this ability ends this spell.

Zinc

External, Mental, Pulling metal


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: 1 store of Zinc
  • Duration: 1 round

Your mind accelerates, causing the world around you to appear to move more slowly. For the duration of this spell you have advantage on attack rolls you make, and any attack that targets you has disadvantage.

Surging: For each additional charge that you use beyond the first, once during the duration of this spell you can offset an advantage or disadvantage that would affect you or an opponent within 5 feet of you. This does not count as an advantage or disadvantage.

Brass

External, Mental, Pushing metal


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: 1 store of Brass
  • Duration: 1 minute

For the duration of this spell you become immune to any negative effects from extreme temperatures. You have resistance to cold damage.


Surging: For each additional charge that you use beyond the first, the heat radiating from your body increases. If a creature ends its turn within 5 feet of you it takes 1d4 damage for each additional charge used.

Feruchemical Feats

Self analysis: While tapping Zinc you can reroll 1 attack roll or skill check after you make the roll but before you hear the result. After you use this ability you must complete a short rest before you can use it again