Order of Steel

by Kategeeper

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Order of Steel

Every Wizard develops a keen understanding of their spellbook, for it is the standard medium through which all of their arcane knowledge can be contained and accessed. The Wizards that began the Order of Steel sought to expand this, channeling their magic not just through specially-inked diagrams, but through robust infusion techniques that can grant any number of battle implements with the formulae the mages need. At their peak, a Wizard of the Order of Steel can serve as a terrifying warrior, but they themselves know best that their magic is only as strong as it is particular.

Infused Equipment

When you finish a long rest, you can choose up to three pieces of equipment, which can be a suit of armor or a weapon, and infuse them with your magical prowess. Until you take a long rest, they gain the following properties:

  • Weapon: you can utilize the weapon to perform the somatic components of spells and you're considered proficient in it.
  • Armor: the armor's strength requirement, if it has any, is reduced by 2, and you're considered proficient in it.

Extra attack

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

the number of attacks increases to 3 at 14th level, so long as you don't cast damaging spells during your turn or make other spell attacks.

Arcane Fusion

Starting at 6th level, as long as you're holding your infused weapon, you can spend an action and consume a spell slot to cast two spells with a casting time of an action or bonus action, whose combined level is equal to the level of the spell slot you consumed. You may not cast cantrips in this way. Creatures that aren't you cannot be affected by both of the spells cast in this way. This ignores the normal restrictions for casting multiple leveled spells in a round, however it counts as casting a leveled spell and therefore does not allow you to utilize your bonus action to cast another spell in the same turn.

Battle Spellcasting

Starting at 10th level, you gain the ability to alter your spells to better fuel your martial abilities. Whenever you cast a spell, you can choose to utilize one of the following ways to modify its formula on the fly.

  • Stored Spell. When you cast a spell with an instantaneous duration that doesn't target only you, you can choose to store it into an infused weapon you are holding. It doesn't generate any effect when casted in this way, and it's instead stored into the weapon for one minute. The first time you hit a creature with a melee attack made with the weapon that is storing this spell, the spell is discharged, targeting the target if it was a single target spell, or centered on the target if it had an area of effect. When discharged in this way, you are immune to the effects of the spell.
  • Extracted Spell. When you cast a spell, you can choose to extract its raw power and imbue it into your infused weapon. The spell itself has no effect, however for an hour, the weapon deals an extra amount of force damage equal to the level of the slot expended. The maximum level of a spell you can cast this way is equal to your proficiency bonus.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Arcane Combination

At 14th level, you learn to harness the weave from the spells you cast to power your attacks. You learn the Booming Blade and Greenflame Blade cantrips, and they don't count against your maximum number of cantrips known. After you cast a spell as an action or use your Arcane Fusion feature, you can use a bonus action to cast either of those cantrips. You can use this feature an amount of times equal to your intelligence modifier, and regain lost uses on a long rest.

 

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