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Iron Core
Your bloodline originates from a subset of elemental earth that has been refined by millenia of industry. Perhaps an ancestor of yours survived immersion in molten adamantine, or you were raised underground surrounded by veins of ore. Regardless of its source, you possess a kernel of magical metal deep within you, causing you spells to manifest as heavy plates, chains, and weapons formed from your essence.
Armor Affinity
At 1st level, you gain proficiency in heavy armor, and your speed is not reduced by wearing it.
Iron Guard
Also at 1st level, you can use your action to form a ward of magical metal around yourself or one creature you can see within 30 feet. While you are conscious, any bludgeoning, piercing, or slashing damage dealt to a guarded creature is reduced by an amount equal to your your Charisma modifier + your Sorcerer level divided by 3 (rounded down). You can use an action to move this benefit to another creature and can remove it freely, with no action. You can guard one creature with this feature. At 5th level in this class you can have two guards on separate creatures, and three creatures at 14th level.
Expanded Spell list
You learn the following spells at the indicated sorcerer level, which are considered sorcerer spells for you. You also learn sword burst, which does not count against your number of cantrips known.
Level | Spells |
---|---|
1st | entangle, shield |
3rd | heat metal, spike growth |
5th | Melf's minute meteors, protection from energy |
7th | death ward, fabricate |
9th | hold monster, steel wind strike |
11th | blade barrier, globe of invulnerability |
Shape the Steel
Starting at 6th level, even the firmest metal bends for you. You can use an action and expend 3 sorcery points to slowly reshape a Large or smaller nonmagical object that is not being worn or carried into a new form over the course of 1 minute. If you stop touching the object before the minute is up, it reverts to its original form.
You cannot create or destroy mass, only reshape it, and cannot change its temperature. You can't use this feature to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, or armor, unless you have proficiency with the tools used to craft such objects. This feature cannot deal damage to creatures.
Core Infusion
At 14th level you gain the ability to absorb metal to bolster your allies. During a short rest, you can absorb 1 cubic foot of metal, which destroys the material and infuses up to 6 willing creatures within 60 feet of you. An infused creature's current and maximum hit points increase by 15, and it gains a +1 bonus to its armor class until it completes a long rest. You can conduct this ritual once per long rest.
Arcane Conduction
Beginning at 18th level, choose one of the following damage types when you apply a guard to a creature: lightning, fire, cold, thunder, radiant, necrotic or force. The guarded creature has resistance to that damage type, and when it takes damage of the chosen type you can use your reaction to channel the energy around the metallic ward into a protective barrier. That guarded creature gains temporary hit points equal to the damage taken.
If it has those temporary hit points and deals damage, the guarded creature can choose to remove all remaining temporary HP and discharge the energy, adding damage to the attack equal to your sorcerer level, of the type that triggered this feature.
Evron Splash, Concept-Art-House