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The

Metallurgist

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The Metallurgist
Bent over his work for hours, the gnome tinkers with the
assortment of cogs and gears on his table. A spark of light
shoots through its inner workings, and the the gears begin to
turn. A faint clicking can be heard, then, the machine raises
up, turning to its master and waits for his command.
Sweat drips from the dwarf’s brow as her hammers
smashes down into the white hot iron. She is prepairing for
the battle to come, and she knows the only way to save her
family is the fight to the very end. This armor must protect not
just her, but her whole villaige.
Floating above her companions, the wood elf hovers,
prepairing for the attack, her armor making her translucent to
the kobolds. She feels magic pulsing into the armor’s palms,
charging her energy, waiting.
The art of metallurgy is an ancient art, built on an
understanding of metal and its devine energy. Metal was
created from rock millions of years ago, and is now found in
nearly everything, it is the lifeblood of the planet. From metal
sensing, to magnatic pushing and pulling, the metallurgist is a
more than capable ally.

CLASS FEATURES Equipment


You start with the following equipment, in addition
As a metallurgist you have the following class features
to the equipment granted by your background:

Hit Points ● (a) a longsword (b) a glaive, or (c) any


Hit Dice: 1d8 per Metallurgist Level simple weapon
Hit Points at 1st Level: 8 + your Constitution modifier ● (a) a light crossbow and 20 bolts, or (b) a
Hit Points at Higher Levels: 1d8 (or 5) + your spear
Constitution Modifier per Brawler level after 1st ● (a) a chain shirt, or (b) a set of ring mail
● A set of tinkerer’s tools
Proficiencies ● (a) an explorer’s pack, or (b) a scholar’s
Armor: All metal armor, metal shields pack
Weapons: All simple weapons with metal parts, all
martial weapons with metal parts.
Tools: Alchemists Supplies, Blacksmith’s Tools,
Tinkerer's Tools

Saving Throws: Intelligence, Dexterity


Skills: Choose two from Arcana, History, Insight,
Persuasion, Sleight of Hand, Stealth

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Upgrade Armor . Magnetism .
At 1st level, you are able to imbue your armor with When you reach 5th level your metallic connection
magical energy that makes it more protective. If you allows you to use an action to push and pull metallic
spend 6 hours and 10gp worth of materials on any set of objects towards you or away from you as if using the
metal armor you can increase its AC by 1 when you spell mage hand.
wear it. You cannot use this ability on a shield, or more When you reach 12th level the strength of your
than once on any one piece of armor. pushing and pulling is increased. You are no longer
At 6th level you can use use your Upgrade Armor limited to a 10 pound weight restriction, instead the
ability to increase the AC of another creature’s armor. maximum push or pull weight is equal to 5 times your
The time it takes for this bonus is reduced to 2 hours. intelligence score.
When you reach 18th level your push and pull is
Tinkerer’s Whit . increased again, as if you were a creature one size larger
Beginning at 1st level, any ranged weapon or spell (see player’s handbook p. 176). Use your Intelligence
attack you make can use your Intelligence modifier, score instead of your Strength score.
instead of your Dexterity, or Strength modifier.
Mobile Metal .
Alloy Mending . At 7th level your armor working has been enhanced to
Starting at 2nd level, you can spend 2 hour to repair any accommodate the rigors of battle. When you upgrade a
metal that has been crushed, dented, rusted, seared, or piece of armor, you no longer suffer from a
otherwise damaged, as long as there is enough of the disadvantage on stealth while wearing any metal armor
original material to repair it. If you do, Any creature that would normally impose this disadvantage. You can
wearing the metal gets a +1 to AC and may add their also wear any metal armor regardless of its strength
proficiency bonus to any Charisma checks they make requirements.
until they are hit by an attack.
Armor Savant .
School of Metallurgy . At 8th level when you are using an armor you have
When you reach 3rd level you commit yourself to a upgraded you can add your proficiency to any ability
school of metallurgy to study. Choose the school of the check or saving throw involving Dexterity.
Arcanist, the Smith, or the Mechanist detailed at the end You also gain the arcane ability to lift your armor off
of the c1ass description. Your choice grants you features the ground, as if using the spell levitate. You must be
at 3rd level and again at 7th, 11th, and 16th levels. wearing the armor to use this ability.

Ability Score Improvement . Armor Summon .


When you reach 4th level, and again at 8th, 10th, 14th, When you reach 13th level, you have created a magical
and 19th level, you can increase one ability score of bond between your armor and yourself. Any armor you
your choice by 2, or you can increase two ability scores have upgraded can be conjured to you using an action,
of your choice by 1. As normal, you can't increase an and automatically equips itself to your body.
ability score above 20 using this feature.
Armor Master .
Metal Sense . Starting at 15th level you gain a flying speed equal to
At 5th level you gain an arcane connection with metal twice your normal walking speed while wearing any
objects around you. You can use a bonus action to sense upgraded armor. It now takes you only 1 hour to
to exact location of any metal in a 20 foot radius sphere upgrade an armor, and you can now increase your
around you. This range increases to 40 feet at 12th level, armor’s AC by a maximum of +3, spending 1 hour for
and again at 17th level to a range 80 feet. each increasing bonus.

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Mobile Fortress . You gain a number of arcane charges equal to your
When you reach 20th level you have become one with proficiency bonus multiplied by two. You can use one or
your armor. You no longer account for the weight of more arcane charges as an action to use an armor ability.
any armor you are wearing, and you can add your A spell's level increases by 1 for each additional arcane
Dexterity modifier to your AC regardless of the type of charge you spend. For example, if you are a 5th level
armor. Once per day you can send a magnetic pulse metallurgist and use flamethrower to cast burning hands,
outward from you up to 30 feet in radius. Any metal you can spend 2 arcane charges to cast it as a 2nd-level
within that range is pushed back up to 35 feet, and any spell (the abilities base cost of 1 arcane charge plus 1
creature wearing metal must make a Strength save (DC additional charge)
8 + your intelligence modifier + your proficiency) or The maximum number of charges you can use on any
take 6d6 bludgeoning damage, be pushed back 30 feet, one spell is equal by your level divided by two, rounded
and knocked prone. down.
Choose four armor abilities. You can add one
additional ability of your choice at 7th, 11th, and 16th
School of Metallurgy level. Whenever you add a new armor ability, you can
Metallurgy is a complex art with many different also replace one armor ability that you already know wilh
varieties and uses. Originally created by blacksmiths a different ability.
and craftsmen, the work of metallurgy has split into The spells you can cast are listed below. If an ability
three distinct arcane arts, the Arcanist, the Smith and requires a level, you must be that level in this class to
the Mechanist. learn the spell.
Armor Lock. You can use 1 charge to cast shield on
The Arcanist . yourself.
Barrage. You can spend 1 charge to cast magic missile.
The arcanists are the newest metallurgists. Combining
Beam Saber. You can spend 2 charges to cast flame
the sacred art of metalworking with alchemical
blade.
investiture they give their armor magical properties of
Boost. Spend 1 charge to cast jump on yourself.
protection and offer a variety of arcane attacks.
Chameleon (11th Level Required). You can spend 5
charges to cast greater invisibility on yourself.
Arcane Investiture Energy Burst (16th Level Required). You can use 4
When you choose this discipline at 3rd level you can charges to cast sunbeam.
augment your armor with the ability to cast spells Electro Beam (16th Level Required). You can use 4
using your armor itself as a focus. charges to cast chain lightning.
Intelligence is your spellcasting ability for these Explosive Burst (7th Level Required). You can spend 2
armor abilities spells, You use your Intelligence charges to cast fireball.
whenever a spell refers to your spellcasting ability. In Flamethrower. You can spend 1 charge to cast burning
addition, you use your Intelligence modifier when hands.
setting the saving throw DC for a metallurgist spell Flashlight. You can spend 1 charge to cast light.
you cast and when making an attack roll with one. Full Boost (7th Level Required) You can use 2 charges
to cast haste on yourself.
Spell save DC = 8 + your proficiency bonus + your Night Vision. You can use 2 charges to cast darkvision
Intelligence modifier on yourself.
Spell attack modifier = your proficiency bonus + your Recharge. You can spend 2 charges to cast cure wounds
Intelligence modifier on yourself.
Sonic Boom (7th Level Required). You can spend 2
charges and cast shatter.
Tremor Charge (11th Level Required) You can spend 4
charges to cast destructive wave.
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The Smith . The Mechanist .
The ancient art of blacksmithing is a sacred calling. The mechanists are true tinkerers, the makers of
Many a man can take to the forge and hammer hot complex and intricate mechanical creations. These
iron, but to be a true metallurgist has an craftsmen can turn bits of metal into moving
understanding of metal. A metallurgy smith can take a machines, and upgrade simple weapons into deadly
normal piece of iron and turn it into something far tools of destruction. You must have a set of tinkerer’
greater. You must have a set of blacksmith’s tools to s tools to use these abilities
use these abilities.
Tinker’s Toys
Improved Upgrade When you choose this feature at 3rd level you can
Starting at 3rd level, when you choose this school you spend 1 hour and 5gp worth of material to construct
focus on your abilities to work the metal itself to be a tiny clockwork device (AC 5, 1 hp). When you
more durable. When upgrading an armor you can create a device, choose one of the
upgrade the AC by an additional +1 and any following options:
upgrading only takes you half the time. Clockwork Toy. This toy is a clockwork animal,
monster, or person, such as a frog, mouse, bird,
dragon, or soldier. When placed on the ground, the
Forge Expert
Starting at 7th level, if you spend 2 hours and half the toy moves 5 feet across the ground on each of your
gp amount worth of materials, you can smith any type turns, controlled by you. lt makes noises as
of metal armor. Any armor you smith will be resistant appropriate to the creature it represents.
to one of the following damage types: bludgeoning, Fire Starter. The device produces a miniature
piercing, or slashing, and will automatically be flame, which you can use to light a candle, torch, or
considered upgraded. campfire. Using the device requires your action.
Music Box. When opened, this music box plays a
single song at a moderate volume. The box stops
Blade Forge
At 11th level you can upgrade your weapons as well playing when it reaches the song's end or when it is
as your armor. You can spend 1 hour and 10gp on any closed.
metal weapon and increase the damage it does by one
Arms Enhancement
extra damage die. You can only upgrade a weapon Also at 3rd level you gain the ability to modify your
like this once. You can also forge your own weapons weaponry. If you spend 1 hour and 10pg worth of
using this feature. materials on any weapon that requires loading you
can give it one of the following properties (DC 8 +
Master of the Forge Intelligence Modifier + Proficiency):
Starting at 16th level you can spend 2 hours and twice ● Net Shot. Any projectile fired out of the
the cost of the base armor type on materials to smith weapon mimics the effects of the spell
medium or heavy armor into Adamantine Armor ensnaring strike (1st level) on a hit. This
(Dungeon Master’s Guide p. 150), Armor of effect ends if the creature breaks free, or if
Resistance (DMG p. 152), or Mithral Armor (DMG p. another projectile is shot from the same
182). You can also upgrade shield’s with your weapon.
upgrade armor ability.

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● Scatter Shot. Any projectile fired out of the
weapon mimics the effects of the spell hail
of thorns (1st level).
● Heavy Weaponry. The weapon no longer
requires loading. After being fired 8 times,
you must use a bonus action to reload the
weapon. Whenever this weapon hits, roll one
extra damage dice.
● Volt Ammo (7th Level Required). Your
weapon is permanently enchanted with the
spell lightning arrow.
● Projectile Hail (11th Level Required) Your
weapon is permanently enchanted with the
spell conjure volley.
You can enhance up to two different weapons with
this feature.

Clockwork Sentry
At 7th level you can spend 4 hours and 2000 gp worth
of materials (1 set of plate armor must be included in
this expense) to create a set of Animated Armor
(monster manual p.19). This creature takes your
initiative. You can use a bonus action to take full
control of the armor. At 11th level you can instead
build a Helmed Horror (monster manual p.183). At
16th level you can spend 4000gp and instead build an
Iron Guardian (monster manual p.271). You can only
have one of these constructs active at any one time.

Expert Enhancements
Starting at 7th level any weapon you enhance with a
spell ability increases the spell effects to 3rd level. At
11th level this is increased again to 5th level. Any
Heavy Weapon upgrade increases to two extra
damage dice at 5th level. At 11th level this is
increased to three extra damage dice.

Master Enhancement
When you reach 16th level in this class you enhance
any loading weapon with two different enhancements.

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Blue Puma Productions

Copyright 2016
Morgan Szymanski
Atlanta, GA

All material and rights are in cooperation with Dungeons &


Dragon©, and Wizards of the Coast© 2016

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