Steelheart Sorcery

Your innate magic comes from the strange power of the metal adamantine. An ancestor, or perhaps even yourself, once came into contact with especially potent deposits of the metal, and was forever changed by its otherworldly aura. The power granted by raw adamantine can survive unknown through generations, until finally manifesting in the form of steelheart sorcery. Highly respected for their resilience, strength, and determination, steelheart sorcerers make natural leaders, and their powers lend themselves particularly well to fighting enemies right on the front lines of battle.

Steelheart Quirks d6 Quirk 1 You feel more comfortable below ground than you do above it. 2 You are stubborn to the point of no return, defending your arguments even after proven wrong. 3 You have a strange affinity for collecting small trinkets made of metal, such as coins. 4 Your blades never seem quite effective enough, and you have a compulsive need to constantly sharpen them. 5 You prefer resting on hard surfaces rather than a bed.

Origin Spells Sorcerer Level Spells 1st catapult XGE 3rd magic weapon 5th conjure barrage 7th fabricate 9th animate objects

Adamantine Aura The magical energy of adamantine in your blood allows you to emit a metal-deflecting aura. Beginning at 1st level, you may use a bonus action to activate your aura, which lasts for one minute. While the aura is active, any creature making a ranged weapon attack against you using metal ammunition suffers disadvantage at normal range, and automatically fails their attack roll at long range. You may use this feature a number of times equal to your charisma modifier (a minimum of once) per long rest.

Steelpull You have learned how to channel the power of your adamantine to magically pull on an opponent’s weapon, potentially disarming them. You may use an action to choose a creature within 60 feet of you that is wielding a metal weapon. That creature must make a Strength saving throw against your spell save DC. On a failure, the creature’s weapon flies out of their hands in a line up to fifteen feet towards you. If the weapon moves through a creature’s space, that creature must make a DC 10 Dexterity saving throw or take 1d4 bludgeoning damage.

Iron Resilience Your the magical essence of adamantine within your body grants you enhanced strength and durability. Beginning at sixth level, while your adamantine aura is active, you have resistance against melee attacks that deal nonmagical bludgeoning, piercing, or slashing damage, and critical hits deal only normal damage against you.

Allokinesis The power of adamantine allows you to mentally affect metal objects around you. Beginning at 14th level, you learn the telekinesis spell if you don’t already know it, and you may cast telekinesis once a day for 5 sorcery points without expending a spell slot. Additionally, when Large or smaller creature targets you with melee attack while your Adamantine Aura is active, you may use your reaction to spend two sorcery points to flare your aura, sending out a wave of metal-deflecting energy. The creature must make a Dexterity saving throw against your spell save DC. On a failed save, the creature loses the attack, and is pushed 10 feet away from you and knocked prone.