Identity
Metal-Rifters channel the Rift's most stubborn octave — the part that remembers shape. Their formula bend ferrous metal, sharpen alloys, and animate constructs that walk where their maker walks. Aurelion armoryards employ them as plate-shapers; Halcyion shipyards as hull-singers; Echelon corporate security as quiet, terrifying bodyguards whose tools never leave their hands. A Metal-Rifter is rarely disarmed; her tools come back.
Features
- L3 Metal-Marked
You gain proficiency in the Investigation skill if you do not already have it. When you copy a Metal-Rifting channel into your Channelbook, the credit cost is halved. You may cast the Iron Skin channel as a reaction when you or an ally within 30 ft is hit by an attack, using its normal slot cost; the target gains the channel's benefits before the attack's damage is rolled. The Polish, Magnetic Pull, Iron Skin, and Metal Spike channels are always considered prepared for you and do not count against your prepared channel limit.
- L7 Magnetic Anchor
You learn to set yourself against the local field. While you wear or carry at least one ferrous item (most armor, most weapons), creatures and effects attempting to move you against your will, disarm you, or strip your worn gear do so with disadvantage on the relevant check or saving throw, and you have advantage on saves against being shoved, restrained, or grappled by metal constructs, manacles, or magnetic effects. Additionally, you can recall any ferrous item you have wielded within the last hour to your hand as a bonus action, provided it is within 60 ft of you.
- L11 Construct Friend
Constructs you summon, animate, or assemble through Metal-Rifting channels (including Forge Construct and Animate Small Object) gain the following while within 60 ft of you: advantage on attack rolls, +1 AC, and resistance to non-magical bludgeoning, piercing, and slashing damage that is not specifically anti-construct or anti-armor. If a construct of yours is reduced to 0 HP within 30 ft of you, you may use your reaction to spend a 2nd-level (or higher) channel slot to restore it to half its HP maximum; this can be done once between long rests.
- L15 Living Steel
You can cast Metal-Rifting channels through any ferrous item you wield or wear as if it were a casting focus, and you can deliver any Metal-Rifting channel that targets a creature as part of a melee weapon attack made with a ferrous weapon (the attack and channel use the same action). On a hit, the target takes the weapon's damage and is subjected to the channel; on a miss, the channel slot is not expended. Additionally, your worn ferrous armor counts as one tier higher than its base for the purposes of overcoming damage resistance from attacks made against you (resistance applies as if you were wearing armor one tier higher).
- L18 Iron Sovereign
As a bonus action, once per long rest, you assume an aspect of living steel for 1 minute. While in this aspect: you gain temporary HP equal to your Wizard level + your INT modifier at the start of the aspect (these temp HP do not stack with other sources); your AC increases by +2 (any source); you are immune to the Disarmed condition and to being shoved, grappled, or restrained by non-magical means; and you may summon (as part of the same bonus action that begins the aspect) a Forge Construct ally for the aspect's duration without expending a channel slot. The aspect ends early if you are reduced to 0 HP.