Sorcerer Origin: Metal Bloodline (With 6 new Cantrips & NPC)

by Finalplayer14

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Sorcerous Origin: Metal Bloodline

Your sorcerous abilities originate from a magical connection with inorganic metal and your soul. You may have been infested by a metal parasite or ooze, been awarded a boon by an ancient Dao from the Plane of Earth, or was created for war in a laboratory. Whatever your past, the magic of elemental metal is yours to mold and command. Your link to metal magic grants you a bond with metallic objects, and metal sorcerers have a natural affinity for warfare and battle.

Metal Bloodline Features
Sorcerer Level Feature
1st Iron Fortitude, Metal Bond, Metal Magic
6th Extra Attack
14th Hard Metal Works
18th Metallic Paragon

Iron Fortitude

At 1st level, due to your magical connection with metal, iron, and steel you gain increased fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a metallic appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.

Metal Bond

At 1st level, you learn a bonding ritual that lets you assimilate metal weapons and metal shields. You perform the ritual over the course of 1 hour, which can be done during a short rest. The equipment must be within your reach throughout the ritual, at the conclusion of which you touch the item and forge the bond. You can then dismiss the item, causing it to harmlessly meld and fuse into your skin, blood, or bones, as a bonus action on your turn.

Once you have bonded the item to yourself, you are proficient in it, can use it as a spellcasting focus for your Sorcerer spells, and have advantage on all saving throws and checks to be disarmed of it as it fuses with your hands. As a bonus action on your turn, if the item is melded or fused into your skin, blood, or bones you can summon the item causing it to form instantly to your hand. Shields summoned this way are automatically donned. You can have up to two bonded items but can summon only one at a time with your bonus action. If you attempt to bond with a third item, you must break the bond with one of the other three.

Finally, while touching your bonded weapon or bonded shield, you can change its color and style in minor ways after spending 10 minutes performing a magical ritual that manipulates its metallic structure. This cannot change how these items are worn, carried, or function. The changes made to the item fade away if you break the bond with the item.


Metal Magic

When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Spell Level Spell
1st Searing Smite
1st Thunderous Smite
1st Wrathful Smite
2nd Branding Smite
2nd Heat Metal
2nd Magic Weapon
3rd Blinding Smite
3rd Elemental Weapon
4th Staggering Smite
5th Steel Wind StrikeXGTE

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Hard Metal Works

At 14th level, you gain the ability to maipulate the hardness of your bonded items, granting you the following benefits.

Metal Masher. When you hit a target with a bonded weapon you can choose to deal extra damage equal to half your Sorcerer level and push the target up to 10 feet away from you in a straight line. You can use this feature only once on each of your turns.

Metallic Ward. While wielding your bonded shield if you are hit by an attack, you can use your reaction to reduce the damage by half your Sorcerer level.

Metallic Paragon

Starting at 18th level, you learn the Tenser's Transformation spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 7 sorcery points or by expending a spell slot. If you cast it with sorcery points, you gain resistance to bludgeoning, piercing, and slashing damage while active and you can change the extra damage granted from the spell to acid, cold, fire, lightning, thunder, poison, necrotic, or radiant instead of force (no action required by you).

All that glitters is not metal

While as per the Metal Bond feature, you are required to bond with only metal weapons and shields, this restriction can be lifted for weapons and shields made of minerals such as a magic sword made of diamond or a greataxe made of magic glass.

NPC


Slasher

Medium humanoid (any race), any chaotic alignment


  • Armor Class 16 (Natural Armor)
  • Hit Points 75(10d8 + 30)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 16 (+3) 10 (0) 8 (-1) 16 (+3)

  • Saving Throws Con +6, Cha +6
  • Skills Acrobatics +6, Intimidation +6
  • Senses passive Perception 9
  • Languages Any one
  • Challenge 7 (2,900 XP)

Spellcasting. The Slasher is a 8th-level spellcaster. Its spellcasting ability is Charisma (Spell save DC 14, +6 to hit with spell attacks). The Slasher can cast the following spells and uses its Cat Claw and Tonfa as a spellcasting focus:

Cantrip (at will): Air Strike, Boomimg Blade, Greenflame Blade, Sword Burst, True Strike

1st level (4 slots): Absorb Elements, Shield, Wrathful Smite

2nd level (3 slots): Mirror Image, Spider Climb

3rd level (3 slots): Elemental Weapon, Fear, Haste

4th level (2 slot): Dimension Door

Quicken Spell (2/Day). When the Slasher cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.

Twinned Spell (4/Day). When the Slasher cast a spell that targets only one creature and doesn't have a range of self, you can target a second creature in range with the same spell.

Actions

Multiattack: The Slasher can make three attacks: one with its Tonfa and two with its Cat Claw.

Bladed Tonfa. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d6 + 3) slashing damage.

Cat Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d4 + 3) slashing damage.


Hard Metal Works Variants

For the Metal Sorcerers who wants a little more metal manipulation or flight in their life, these variant features can help in this regard. Each feature replaces the Hard Metal Works feature. You can only select one.

Magnetic Manipulator

At 14th level, your control over the magnetic properties in your body and other metallic objects increases, granting you a hover speed equal to half your movement speed.

Also, as an action, on your turn you can target a single metal object or metal creature that weighs up to a number of pounds equal to your Sorcerer level x 100 and move them up to 30 feet in any direction. If you target an unwilling creature, that creature must succeed a Strength saving throw to be unaffected. If you are targeting an object that is being worn or carried the creature can make a Strength saving throw to not have the object move, this can be failed voluntarily.

You exert fine control on objects with these magnetic abilities, such as being able to manipulate a simple tool, open a door, or move a Goliath in metal plate.

Wings of Steel

At 14th level, as an action you can manipulate the metallic magic in your body to grow a set of metal wings on your back. While active, you have a flying speed of 30 feet and when you take damage you can use your reaction to have the wings harden and protect you, reducing the damage by 1d10 + your Sorcerer level.

The wings last until you're incapacitated, you die, you dismiss them as a bonus action, or if you use them to protect yourself. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Metal Bloodline Quirks

d6 Quirk
1 You reek of rust or iron.
2 After gaining your powers, you found a new favorite snack: raw metal.
3 Some see weapons as tools of battle or frightening. You see them as friends and companions.
4 When you become angry, your skin glistens and heats up slightly.
5 When fighting you find you become more brutal, sinister, or energetic than you normally would be.
6 You find you are at home when on the battlefield, crushing, and tearing through creatures and armies alike.











































Credit

Art


Cantrips for Sorcerers, Warlocks, and Wizards

These cantrips are on the sorcerer, warlock, and wizard spell lists.

Air Strike

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S, M (a weapon)
  • Duration: Instantaneous

You swing the weapon used in the casting at a creature or object sending a burst of air at the target, creating a flurry of aerial strikes. Choose one target you can see within range. The target must succeed on a Dexterity saving throw or take 2d4 damage and if the target is medium or smaller be pushed 5 feet away from you in a straight line. The damage type is the same as that of the weapon used as a component.

This spell's damage increases by 2d4 when you reach 5th level, (4d4), 11th level (6d4), and 17th level (8d4).

Arcane Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and your weapon's damage type is changed to force instead of its normal damage type for this attack.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 2d4 force damage. This damage dice increases by two again at levels 11 and 17.

Caustic Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and a 5-foot puddle of acid fills the target's space until the start of your next turn. Any creature that moves into the acid's space or ends it turn there takes acid damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 acid damage, and the acid puddle's damage becomes 1d6 + your spellcasting ability modifier. Both damage dice increase by one again at levels 11 and 17.

Frigid Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes coated in brittle magical frost until the start of your next turn. If the target does not willingly move before then it takes 1d8 cold damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage, and the moving damage becomes 2d8. Both damage dice increase by one again at levels 11 and 17.

Lightning Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and the target is coated in a volatile magical spark until the start of your next turn. If the target uses its reaction it takes 1d8 lightning damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage, and the reaction damage becomes 2d8. Both damage dice increase by one again at levels 11 and 17.

Vile Blade

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and if the target is poisoned, blinded, frightened or incapacitated they take 1d8 poison damage at the start of their next turn as a dormant poison surges through their body, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 poison damage, and the dormant poison's damage becomes 2d8. Both damage dice increase by one again at levels 11 and 17.

 

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