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==School of Ferromancy== Despite not being placed under the Elemental Traditions section for whatever reason, this is effectively the '''Metal''' [[Elementalist]], with magic focusing on manipulating metal and magnetic fields. At level 2, ferromancers gain '''Bonus Proficiencies''' (all metal weapons and metal armor, plus add Heat Metal to their spellbook for free - they can't cast it until they have level 2 spell slots, though) and '''Magnetic Ward'''. Once per day, as a reaction, the ferromancer can surround themselves with a magnetic forcefield for 1 minute, during which time they reduce all damage from weapon attacks by an amount equal to their Intelligence modifier (minimum 1, as usual) - if this somehow causes an attack to deal negative damage, you don't get healed, smartass, so don't even try to claim it. At 10th level, the ferromancer can use this ability once per short rest instead, which is a nice little upgrade. At level 6, the ferromancer's '''Static''' feature causes any creature that fails a saving throw caused by one of the ferromancer's spells to build up an ambient static charge that lasts for a number of rounds equal to the ferromancer's Intelligence modifier (yeah, minimum of 1; you really had to ask?) - during this time, if the static-imbued creature gets within 5 feet of one or more creatures also affected by static, then all of the triggering creatures take 1d6 Lightning damage. Level 10 brings the simplest of the ferromancer's features, '''Breach Armor''', which gives them Advantage on weapon and spell attacks directed against creatures wearing metal armor or made of metal, like [[golem]]s. Finally, level 14 gives the ferromancer the ability to erect a '''Magnetic Field''' once per day as an action. The Magnetic Field is a 20ft aura centered on the ferromancer which lasts for 1 minute. Any creature that either enters the field for the first time or starts their turn there whilst wearing metal armor, wielding metal weapons, or just carrying at least 30lbs of metal, takes 1d6 Lightning damage - 2d6 if they're under the effects of Static - and treats the aura's area of effect as difficult terrain.
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