# # Feruchemist
A class to accompany any cosmere themed campaign
\page ### Feruchemist A woman finds herself pinned on top of a building by archers. she begins to move at a blistering speed dodging arrows left and right, leaping from the roof top. She seems to float on the summer breeze as she soars 30 feet to another rooftop. she lands with a hard crunch as the building itself begins to creak and groan under her now drastically increased weight. She crashes down through the ceiling landing on a would-be attacker. Her wounds immediately begin to reknit themselves. She takes a deep breath, drawing on an unnatural sense of determination. There are more coming.
### Rich History Feruchemists are a proud people. they are individuals who are able to affect both their physical and mental abilities by storing them in metals and drawing upon them at a later time. Their rich history is kept by those who focus on the practice of storing the knowledge of their people in copper metal minds. Many feruchemists of old had the ability to use all 16 of the metals, but with foreign blood entering the gene pool the powers have diluted quite a bit.
##### The Feruchemist Table | Level | Proficiency Bonus | Features | Metals Known | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 |Metal tapping | 1 | | 2nd | +2 | Worldbringer | 1 | | 3rd | +2 | Feruchemical Discipline | 2 | | 4th | +2 | Ability Score Improvement | 2 | | 5th | +3 | Extra attack, Preservation or Ruin | 2 | | 6th | +3 | Additional Metal | 3 | | 7th | +3 | Feruchemical Discipline feature | 4 | | 8th | +3 | Ability Score Improvement | 4 | | 9th | +4 | Additional Metal | 5 | | 10th | +4 | Improved Metal Tapping | 5 | | 11th | +4 | Feruchemical Discipline Feature | 6 | | 12th | +4 | Ability Score Improvement | 6 | | 13th | +5 | Additional Metal | 7 | | 14th | +5 | Improved Metal Tapping | 7 | | 15th | +5 | Harmony | 7 | | 16th | +5 | Ability Score Improvement | 7 | | 17th | +6 | Feruchemical Discipline Feature| 7 | | 18th | +6 | Perfect Metal Tapping | 7| | 19th | +6 | Ability Score Improvement | 7 | | 20th | +6 | Atium Tapping | 8 |
## Class Features As a Feruchemist, you gain the following class features. #### Hit Points
Hit Dice: 1d10 per feruchemist level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Pheruchemist level after 1st
#### Proficiencies Armor: Light Weapons: Simple weapons, martial weapons Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Wisdom, Intelligence
Skills: Choose three from Arcana, History, Insight, Medicine, Nature, Religion, Perception, Persuasion, Survival. \page #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) a quarter staff or (b) any simple weapon - (a) a dungeoneer’s pack or (b) an explorer’s pack - 1 Metal Mind of your chosen Metal - 10 darts - 10 gold pieces ### Metal tapping
The type of metal determines what attribute can be stored within it. Pieces of metal that have been charged by Feruchemists are referred to as metalminds in general, or more specifically as the type of metal with an added "-mind" suffix. The act of charging, or Investing, a metalmind is referred to as storing whereas the act of retrieving the stored attribute is referred to as tapping. As a bonus action you may tap a stored attribute Also as a bonus action you may stop tapping a metal and tap a different metal. As an action you may also begin the storing process. All metals except bronze only cost one hour of storage. Each metal's tap has a specific duration. Until level 10 You can only Tap and/or store one metal at a time.
Starting at level 1 you can choose one of the following metals:
Tin, Brass, Duralumin, Cadmium, Bendalloy, Gold, Electrum
You gain 1 addtional metal from the following list at levels 6, 9, and 13.
Tin: Stores Senses. When storing your passive perception and passive investigation are reduced by 5. Also while storing you have disadvantage on perception, survival, and investigation checks.
When tapping you have a +5 to passive perception and investigation. You gain advantage on perception, survival, and investigation checks.
1 hour of storage= 1 tap
1 tap lasts 1 hour
Brass: Stores Senses. When storing you gain resistance to fire damage and gain advantage on constitution checks regarding exhaustion from heat.
When tapping you gain resistance to frost damage and gain advantage on constitution checks regarding exhaustion from cold.
1 hour of storage= 1 tap
1 tap lasts 1 hour
Duralumin: Stores connection. When storing this metal you appear to agitate and annoy everyone you talk to. You have disadvantage on all charisma based checks. While storing people will be slightly more hostile toward you. When tapping you have advantage on all charisma based checks. In addition people will be far friendlier than normal.
1 hour of storage= 1 tap
1 tap lasts 1 hour
Cadmium: Stores breath. When storing breath you have rapid shallow breathing. You have disadvantage on saves regarding poison gas. You can hold your breath half as long To a minimum of 30 seconds.
When tapping you can spend one tap to auto succeed a save against being poisoned by an inhaled poison. You can also expend a tap to double the the amount of time you can hold your breath.
1 hour of storage= 1 tap
1 tap is expended immediately to auto succeed a saving throw against an inhaled poison or to double lung capacity
Bendalloy: Stores energy. You can only store while eating food. You must eat a full meal to store 1 tap. This meal does not count for your daily needs if running a more stringent campaign.
When tapping You can expend 1 tap to become well fed not needing to eat anything for the remainder of the day. The well fed status lasts 8 hours. While well fed, you gain 5 feet of extra movement, advantage on any constitution saving throw regarding food or drink, and all healing received from ingested items is maxed.
1 hour of storage= 1 tap
1 tap is expended when gaining the well fed status
Gold: Stores health. This gives you the ability to store health and retrieve it at a later time. While storing your hit point maximum is halved and you have disadvantage on all constitution saving throws.
When tapping You can expend one tap to activate a font of healing, healing you half your Ferochemist level (rounded down, to a minimum of 1) plus your proficiency bonus each round for 1 minute. You can also expend 2 taps to immediately heal twice your Feruchemist level but the taps are expended immediately.
1 hour of storage= 1 tap
1 tap is expended when activating a font of healing, or 2 are expended when gaining twice your level in health instantly.
Electrum: Stores determination. While storing you are quite the debbie downer, you have disadvantage on saves against being frightened, also you cannot be given inspiration.
When tapping you gain advantage on saves against being frightened. You can also expend 2 taps to gain advantage on death saving throws for the next hour. You can also spend a tap to add your proficiency bonus to any saving throw.
1 hour of storage= 1 tap
1 tap is expended when adding proficiency bonus, 2 are expended when auto succeeding a death saving throw.
> ##### Metal Minds > Metal Minds must be of a specific alloy of your chosen metals in order to function properly. You will also need a metal mind for each of your learned metals. Merchants who specialize in Metal minds are extremely rare and they will charge for their rarity. The amount of storage available in a metal mind is determined by its' size. The three size categories are as follows **Normal*(2 taps)***, **Greater *(4Taps)***, ***Supreme(6 Taps)*** \page ### Worldbringer The Worldbringers trained you fervently in your youth. At 2nd level you can choose one field of expertise with the approval of your DM. You gain advantage on all history checks involving your area of expertise. ### Feruchemical discipline At 3rd level, you choose a discipline to dictate your metal tapping. Choose Physical, Cognitive, or Spiritual, all detailed at the end of the class description. The Discipline you choose grants you features at 3rd level and again at 7th, 11th, and 17th level. ### Ability Score Improvement 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 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Ruin or Preservation At 5th level your base natures are at war with one another. You can choose whether to lean towards your destructive or protective nature. Choose a fighting style from either the Ruin or Preservation lists. ##### Ruin Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack ##### Preservation Defense: While you are wearing armor, you gain a +1 bonus to AC.
Intervention: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to have that creature attack you instead.
Lithe: When a creature that you can see makes a ranged projectile based attack at you, you can use your reaction to impose disadvantage on the attack. ``` ``` ### Improved metal tapping At 10th level your experience with tapping metals allows you to tap an additonal metal. You gain the ability to tap and/or store two metals at once. You still only spend a bonus action to tap the two metals at once. At 14th level you gain the ability to tap and/or store three metals at once. ### Harmony At 15th level whichever nature (whether it be Ruin or Preservation) that you did not choose a fighting style from at 5th level, choose one now. ### Perfect Metal Tapping At 18th level your superior knowledge and experience with tapping allows you incredible control. Spending your bonus action you are now able to tap and/or store 5 metals at once. ### Atium tapping At 20th level through your extensive travels you gain the ability store your very age. Using this metal you can store youthfulness and recover it later. While storing you are twice your current age.
When tapping You can manipulate your age at will. You can reduce your age up to half of your current age.
1 hour of storage= 1 tap
1 tap lasts 1 hour
\page ## Feruchemical Disciplines
### Physical Discipline Feruchemists who choose this discipline focus on storing and tapping physical attributes, increasing weight,strength, and speed. #### Iron Beginning when you choose this discipline at 3rd level you gain the ability to tap Iron. When storing you can reduce your weight to a minimum of 1/10 at will. While storing weight you can use the slow fall ability. When tapping Iron you can increase your weight by increments of 2, such as twice your weight 4 times your weight, up to 10 times your weight. Each increase costs an additional tap. This weight increase lasts 1 minute or 10 rounds. Additionally when increasing your weight your melee attacks gain an additional d4 per weight increase, so if you were to increase your weight by 10 you would gain 5d4 to each melee attack for 1 minute.
1 hour of storage= 1 tap
1 tap lasts 1 minute or 10 rounds
#### Pewter At 7th level you can tap Pewter. When storing strength you have disadvantage on strength saves and athletic checks. In addition your attacks gain no bonus damage from your strength modifier. When tapping you have advantage on strength saves and athletic checks. You can instead spend a tap to add one extra damage die to an attack. This can be used after the result of the roll is revealed. You can spend up to 5 taps on a single attack.
1 hour of storage= 1 tap
1 tap lasts 1 hour or is expended immediatly when used to add extra damage dice
#### Steel At 11th level you can tap Steel. When storing your speed is halved, and you have disadvantage on dexterity saves. When tapping you have advantage on dexterity saving throws, and you gain an additional attack per tap spent to a max of 5 additional attacks. You can tap your steel to increase your movement speed by your current movement speed. 1/2/3/4/5 taps can be spent to move 2/4/6/8/10 times your current base movement speed.
1 hour of storage= 1 tap
1 tap lasts 1 round or is expended immediatly when used for an additional attack
#### Physical Mastery At 17th level your continued use of the physical metals has honed your fighting skill and physical metal tapping. When you store a Physical metal attribute you store half as long to gain a tap. In addition you gain an extra attack. ``` ``` ### Spiritual Discipline Feruchemists who choose this discipline are more in touch with their spiritual nature storing and tapping spiritual attributes increasing luck, investiture, and identity. #### Chromium Beginning when you choose this discipline at 3rd level you gain the ability to tap Chromium. When storing you have disadvantage on all d20 rolls. When tapping you can spend a tap to add your proficiency bonus to a d20 roll even if already proficient in the roll. You can also expend one tap to win at any game of chance.
1 hour of storage= 1 tap
1 tap is expended when adding your proficiency bonus to a d20 roll or when used to win at a game of chance
#### Nicrosil At 7th level you can tap Nicrosil. When storing anyone within 30 feet of you has disadvantage on all rolls. Also you have a -5 modifier to all skill checks. When tapping You can spend a tap to add your proficiency bonus to an ally's roll within 30 feet that you can see.
1 hour of storage= 1 tap
1 tap is expended immediately in order to give an ally your proficency bonus
#### Aluminum At 11th level you can tap Aluminum. When storing identity you become very forgetful of your own backstory and identity. Any information pertaining to your backstory can only be recalled with a History check dc 15. When storing there is a 10% chance at the end of your storing period that you will forget who an ally is permanently. Ally is chosen by the dm. You also have disadvantage on all insight checks. When tapping You can spend a tap to peer into the motives of others. You can expend one tap to gain advantage on an insight check. In addition if the individual is lying and you beat the opposing individuals deception roll you learn one major secret about the person's motives.
1 hour of storage= 1 tap
1 tap is expended when using it to gain advantage on insight
#### Spiritual Mastery At 17th level your continued use of the spiritual metals has united spirit body. When you store a Spiritual metal attribute you store half as long to gain a tap. In addition You can now add double your profficiency bonus to any roll using a tap from chromium or Nicrosil. You also no longer have a chance to forget an ally permanently when storing identity. \page
### Cognitive Discipline #### Spellcasting When you reach 3rd level, through your intense studies in the cognitive metals you have learned to cast spells. These spells come from the Wizard spell list. #### Cantrips You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th and at 14th level. #### Spell Slots The Cognitive Discipline Spellcasting table shows how many spell slots you have to cast your 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. #### Spells Known of 1st level or higher You know three 1st-level wizard spells of your choice. The Spells Known column of the Cognitive Discipline Spellcasting table shows when you learn more wizard spells of 1st level or higher. The 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 wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots. #### Spellcasting ability Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. - Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier - Spell Attack Modifier = your proficiency bonus + your Wisdom modifier #### Zinc Beginning when you choose this discipline at 3rd level you gain the ability to tap Zinc. When storing you have disadvantage on all intelligence checks, and intelligence saving throws as well as disadvantage on initiative rolls. When tapping you gain advantage on all intelligence checks and intelligence saving throws. You can expend one tap to gain advantage on an initiative roll. You can also spend a tap to impose disadvantage on a saving throw from one of your spells.
1 hour of storage= 1 tap
1 tap lasts 1 hour or is expended immediately when used for initiative, imposing disadvantage,
#### Cognitive Discipline Spellcasting | Feruchemist Level | Cantrips Known || Spells Known || 1st || 2nd || 3rd | | 4th | |:----:|:----:||:----:||:----:||:----:| | 3rd | 2 || 3 || 2 || — || — || — | | 4th | 2 || 4 || 3 || — || — || — | | 5th | 2 || 4 || 3 || — || — || — | | 6th | 2 || 4 || 3 || — || — || — | | 7th | 2 || 5 || 4 || 2 || — || — | | 8th | 2 || 6 || 4 || 2 || — || — | | 9th | 3 || 6 || 4 || 2 || — || — | | 10th | 3 || 7 || 4 || 3 || — || — | | 11th | 3 || 8 || 4 || 3 || — || — | | 12th| 3 || 8 || 4 || 3 || — || — | | 13th | 3 || 9 || 4 || 3 || 2 || — | | 14th | 4 || 10 || 4 || 3 || 2 || — | | 15th | 4 || 10 || 4 || 3 || 2 || — | | 16th | 4 || 11 || 4 || 3 || 3 || — | | 17th | 4 || 11 || 4 || 3 || 3|| — | | 18th | 4 || 11 || 4 || 3 || 3 || — | | 19th | 4 || 12 || 4 || 3 || 3 || 1 | | 20th | 4 || 13 || 4 || 3 || 3 || 1 |
#### Copper At 7th level you gain the ability to tap Copper. When storing you have disadvantage on history checks and a 10% chance at the end of your storing session to completely forget the last hour. When tapping you gain advantage on history checks. You can also spend a tap to supernaturally gain knowledge about a subject of your choice. When using this feature roll a history check against a DC set by the dm based on the secret nature of the information you are looking for. If you succeed the dm reveals one useful secret about the subject you have chosen. You can also spend 1 tap to recall a spell slot. This feature costs 1 tap per spell level.
1 hour of storage= 1 tap
1 tap lasts 1 hour, or is expended immediately when used to recall information or recall a spell.
#### Bronze At 11th level you can tap Bronze. You can only store wakefulness when sleeping. Your normal long rest does not count when storing. You must take an additional long rest lasting between 6 and 8 hours to store 1 tap. When tapping You can tap this metal during a short rest to gain all of the effects of a long rest. Also you can expend 1 tap to auto succeed a save on being magically put to sleep
6-8 hours= 1 tap
1 tap lasts 1 short rest, or is immediately expended when used against being magically put to sleep.
\page #### Cognitive Mastery At 17th level your continued use of the cognitive metals has drastically improved your cognitive metal tapping and your spell casting. When you store a cognitive metal attribute you store half as long to gain a tap. This includes Bronze (it now takes 3-4 hours to store a tap). In addition You can now spend 5 bronze taps to gain the effects of a long rest in 10 minutes. Also it now only costs 1 tap to recall a spell of any level. You can now also spend a tap of Zinc to give yourself advantage on any saving throw involving a spell.
##### version 1.1changes The saving throw proficiencies have been changed to Wisdom and Intelligence.
Update to Electrum: now no longer instantly saves on death saving throws when spending 2 taps, instead you now gain advantage on death saving throws for 1 hour.
The Metal Minds chart has been changed slightly, hopefully displaying information better. Also some spelling fixes.
##### Cover Page Picture http://artisticappeltaart.tumblr.com/post/136880994250/oh-shadows-of-self-why-must-you-hurt-me-so The Artist is named Rixt Heerschop ##### Atium symbol on page 4 http://www.17thshard.com/forum/gallery/image/1188-atium/ ##### The Feruchemist The Feruchemist comes from the wonderful book series Mistborn by Brandon Sanderson. https://brandonsanderson.com/ Check out his work! He is fantastic at creating magic systems. ##### Copyright Stuff The Feruchemst is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.