Circle of Metal

Created by Stan (Droogan)

*Those who practice wizard magic within the world of Nerakov's Metallurgist Icefields can wield this bastardization of true druidcraft. Crafted through the blending of wizard magic with sorcery, bardic talents, or even eldritch secrets, each practitioner of the school of metal arrives at their pale imitation in a different way.*

## ***2nd level:***

### ***Metalcursed Focus***

At 2nd level you acquire a focus meant to act as a conduit to bridge your wizard magic across the boundaries of possibility to the pale image of druidcraft you seek. This object could be anything, though it must be at least mostly made from some kind of metal; possible examples include: an arcane focus, a metal-cursed apple, a sword, the binding of a spellbook, or even a prosthetic limb.

You can use your Metalcursed focus to wrest control of metal. As an action you can choose a single metal object (or closely connected group of objects such as a suit of armor) you can see within 60ft. If the object is medium or smaller and unattended you may telekinetically move the object up to 30ft in any direction to another spot within range. If the object is being held in a hand, the creature holding it must make a Strength saving throw vs your spell save DC or have the item wrenched from their hands. If the object is on a creature's person but not being held the saving throw is made using Dexterity instead, and it will be automatically failed if the target does not have a free hand and does not choose to drop another held object to gain one. If the object is being worn, such as a suit of armor the creature must make a Strength saving throw or be moved themselves, though the distance moved is reduced to 10ft. This movement can of course, send a foe flying upward, causing 1d6 points of fall damage and causing the victim to fall prone upon suffering it. You can only use your Metalcursed Focus a number of times equal to your intelligence modifier before each long rest. After you have expended these uses you may expend a wizard spell slot to use it again.

In the event that you lose your focus you can create another one by spending 4 hours performing a ritual over a new object, consuming 20gp worth of gold or silver dust in the process.

### ***Arcane Metallurgy***

Also at 2nd level, you become proficient in smith's tools. If you were already proficient you gain expertise instead. Further, you can use your intelligence modifier for any check using smith's tools, as the metal will accommodate your needs so long as you can properly picture what shape it needs to be. Finally, you learn the mending cantrip, and can cast it as an action.

## ***6th level:***

### ***Imitation***

By 6th level you have learned to use your wizardcraft to replicate the magic you seek to master. You learn the Heat Metal and Meld Into Stone spells and you always have them prepared. When you Meld Into Stone it becomes more akin to 'Meld Into Metal', allowing the user to shift into metal environments as well as into stone, the spell otherwise functions the same. You can cast either of these spells or another spell which you know of 3rd level or lower which targets or creates something made from metal once without consuming a spell slot, once you do so you cannot do so again until you complete a long rest.

## ***10th level:***

### ***Metallic Infusion***

At 10th level you have taken on the nature of metal fully, your bones, your skin, even your brain, shift to become metallic. This is not the curse of the icefields having taken you however, you have taken on the metal, not the other way around. Choose one of the following to act as your composition:

#### **Iron**

Your body is heavy, but resilient. You have resistance to piercing and slashing damage but any swim or non-hover fly speed you possess is halved.

#### **Aluminum**

Your body has become far more lithe, but has not lost its resilience thanks to it's new metal composition. Your walking speed increases by 20ft, and you have advantage on acrobatics checks.

#### **Silver**

Your nature has fused with one of the natural metals most attuned to magic, allowing you to take to spells quite easily. When a spell is cast on you by anyone (including you), you can use your reaction to cause that spell to last twice as long (up to 24 hours) or to re-roll a number of the dice rolled on that spell up to your intelligence modifier. Further, you have advantage on concentration checks as wrestling magic from your mind has become quite a challenge.

No matter the composition your metal body grants you an armor class of 12 + your Dexterity modifier. This increases to 13 + Dexterity at 14th level.

## ***14th level:***

### ***Metallic Ascension***

By 14th level you have taken on the nature of metal so wholly that your body's composition has evolved to that of more magical metals. Your body becomes Adamantine if you chose Iron at 10th level, Mithral if you chose Aluminum, or Gold if you chose Silver.

#### **Adamantine**

Your body has become plated with adamantine; when you are critically hit by an attack not originating from adamantine, that crit becomes a normal hit. Further, you gain resistance to bludgeoning damage and no longer suffer from impeded swim or flying speeds.

#### **Mithral**

Your walking speed increases by a further 10ft, and you now have advantage on all dexterity checks.

#### **Gold**

You can now absorb hostile magic, when you are targeted by a spell you can use your reaction to grant yourself resistance to the damage of that spell until the start of your next turn or advantage on your first saving throw against it (your choice). A medium sized corpse of a wizard with this feature would easily fetch 5,000 gold for its raw value. However you have disadvantage on saving throws against magic not defended against using this reaction.

As your body is now entirely metal you have the construct creature type in addition to humanoid. You become immune to disease and poison, no longer need to eat, drink, or breathe, and you can no longer benefit from normal healing spells, however the mending cantrip can be upcasted to heal you as though it were a cure wounds spell, bypassing this restriction. If you are targeted by the heat metal spell you suffer maximized and doubled damage.