Soul of Iron_1.1

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Soul of Iron

Soul of Iron are warforged created with a special crystal heart that grants them innate magical power. This heart cycles arcane energy throughout their body to sustain their magic. It may literally be in place of their heart, hidden somewhere else in their body, or even a prominent feature on their exterior.

Soul of iron warforged were designed to be front line mages on the battlefield and intelligent magical workers off the field. Their magic is deeply connected to their partially inorganic form.

Restriction

The soul of iron sorcerous origin can only be chosen by warforged due to the inherent connection it has with the race. A DM may choose to lift this restriction if it fits your character and setting.

Crystal Core

Starting at 1st level, you can use your crystal heart as a spellcasting focus for your sorcerer spells. You are always considered touching your crystal heart unless it is physically removed from you. Removing it is similar to removing an organ or limb from a human.

Heat and Voltage

Starting at 1st level, fire and electrical energy swirl inside you, allowing you greater control over these elements. You learn either the burning hands or witch bolt spell. This spell does not count against your number of spells know.

When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can choose the new spell from any spell list as long as it deals fire or lightning damage. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Additionally, after you cast a sorcerer spell of 1st level or higher that deals fire or lightning damage to a creature, you can cause a chain reaction to cascade to a creature you can see within 10 feet of a creature damaged by the spell. The target takes damage of the same type equal to the level of the spell cast + your Charisma modifier (minimum of 1).













Esoteric Data

Starting at 6th level, your crystal heart amplifies your knowledge of magic and arcane arts. You learn the identify spell and can cast it as a ritual. This spell counts as a sorcerer spell for you and does not count against your number of spells known.

Additionally, when you make a saving throw against a spell or magical effect, you can spend 2 sorcery points to add your Charisma modifier (minimum of 1) to the roll. You can choose to do this before or after you roll, but before you know the outcome of the roll.

Steam Powered Aura

Starting at 14th level, so much magical energy builds up inside you that it can manifest as steam and other energy forms.

As a bonus action on your turn, you can expend a spell slot to release steam and excess arcane energy from your body. If you do, it creates an aura 5 feet around you. You gain a +2 bonus to your spell save DC and spell attack modifier against creatures within the aura. If you expend a spell slot of 2nd-level or higher, the radius of the aura increases by 5 feet for each spell level above 1st, up to a maximum of 20 feet. The aura lasts until you take magical damage, you are incapacitated, you die, you use this ability again, or you end it as a bonus action on your turn.

Unwavering Aptitude

Starting at 18th level, you are powerful enough to truly be a frontline warrior.

You cannot be moved unwillingly unless you are grappled, and you ignore difficult terrain.

In Addition, when you cast a spell that deals damage to more than one creature within 30 feet of you, you can use the highest number possible for one of the damage dice.


Credits

Created by: lnxsinon
Created using GM Binder
Warforged Portrait by: geministranger
Steam Iron Man by: PathOfDawn

 

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