Metal Crafting Powers
For stalking prey, call a Wood Crafter; for slaying beasts, Earth Crafters are unparalleled, but for fighting people, Metal Crafters are unmatched. There are none deadlier or harder to kill than a powerful metal crafter. Their abilities to ignore fatigue, shrug off lethal hits or lose limbs, and keep fighting are the things of legend.
Metal Crafters are the most inwardly focus of all the crafters. Most of their crafting is not about manipulating the world around them but instead internalizing aspects of the metals their furies inhabit. Steel, Iron, Adamantine, Mithral, and many others all lend their own traits to crafters. With a weapon in their hand, a Metal crafter is nigh unkillable.
Play a Metalcrafter if you want to play a character who is deadly in melee combat and be extremely hearty and hard to kill.
Metal Crafting Powers
| Level | Crafting Power | Description |
|---|---|---|
| 1st | Body of Iron | Your connection to metal furies makes your extra hearty. |
| 1st | Born to Battle | Expand your armor and weapon proficiencies. |
| 1st | Honed Blade | Enhance damage with a weapon you are holding |
| 1st | Hurl Weapon | Fling a metal bladed weapon incredible distances. |
| 2nd | Metal Swarm | Animate a handful of daggers into a terrifying cyclone. |
| 2nd | Steel Endurance | Become resistant to Exhaustion |
| 2nd | Stern Stuff | Become Resistant to Poison |
| 2nd | Warp Metal | Fuse pieces of metal together, hindering an armored opponent. |
| 3rd | Adamant | Become resistant to physical damage |
| 3rd | Fury Hardened Metal | Enhance the durability of metal over time. |
| 3rd | Piercing Throw | Hurl a Metal weapon throw multiple opponents. |
| 3rd | Practiced Swing | Make 2 attacks with the Attack Action. |
| 4th | Defensive Focus | Use your battle senses to deflect oncoming blows. |
| 4th | Quicksilver Duelist | Become a moving blur of steel and death |
| 4th | Shape Metal | Make items from unworked metal. |
| 4th | Steely Resovle | Convert damage you take into punishing attacks. |
| 4th | Will of Steel | Become resilient to mental manipulation. |
| 5th | Animate Steel | Use your furies to animate and control metal objects |
| 5th | Greater Honed Blade | Expand the Crit range of a weapon temporarily. |
| 6th | Body of Living Steel | Becoming a steel clad juggernaut. |
| 6th | Call up Iron | Draw up a long wall of Iron |
| 6th | Death Blow | A single devastating strike with the power to kill instantly. |
| 6th | Flurry of Steel | Make 3 attacks with the Attack Action. |
| 6th | Steel Storm | Animate blades all around you into a slicing cyclone. |
| 7th | Greater Steely Resolve | Expand your delayed damage pool. |
| 9th | Sovereign of Battle | Use your metal furies to become a storm of steel and death. |
Adamant
3rd Level, Crafting Type: Passive, Range: Self, Prerequisites: 2 Metal Crafting Powers
The rugged endurance of metal has suffused you, making you very hard to kill. You gain Damage Resistance 5.
You may take this power more than once, to a maximum of 3 times.
Animate Steel
5th level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 30 ft., Duration: Concentration up to 10 minutes, Prerequisites: 3 Metal Fury Powers Uses Per Day: 2
Choose a number of nonmagical metal objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. You make your flurry flow into them and animate them. The maximum number of objects equals your fury crafting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.
This creature is under your control until the power ends or until it is reduced to 0 Hit Points. Each creature you make with this power is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours. Until the power ends, you can take a Bonus Action to mentally command any creature you made with this power if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.
Steel Creature CR: -
STR
16 +3
DEX
10 +0
CON
10 +0
INT
3 -4
WIS
3 -4
CHA
1 -5
Blindsight 30 ft.
Passive Perception 6
Actions
Slam: Melee Attack Roll: Bonus Equalk to your Fury Crafting Attack Modifier, Damage: Force Damage equal to 1d4+3(Medium or Smaller), 2d6+3+ your Charisma Modifier(Large), 2d12+3+ your Charisma Modifier(Huge).
Your Fury animates a number of objects moving them in accordance with your will and direction.
Body of Living Metal
6th Level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self, Duration: Concentration, up to 10 minutes, Prerequisites: 3 Metal Crafting Powers Uses Per Day: 1
You use your connection to your metal furies to turn your body into living metal, becoming a force of nature on the battlefield.
Until the power ends, you gain the following benefits:
- You gain resistance to slashing, piercing, and bludgeoning damage from nonmagic attacks.
- 1/turn when an attack within your reach against you misses, you can make an immediate attack against the attacker.
- On your turn, as a bonus action, you can make an attack with a weapon you are holding.
Body of Iron
1st Level, Crafting Type: Passive, Range: Self, Prerequisites: None
Your connection to the metal furies around you has given you greater resilience than many others. Your Hit Dice becomes 1d10.
Born to Battle
1st Level, Crafting Type: Passive, Prerequisites: None
Your connection to your metal furies lets you wield armor and weapons like they are second nature. You gain proficiency in Martial Weapons, Medium Armor, and Heavy Armor.
You also pick three weapons you are proficient with and gain the Weapon Mastery Property with those three weapons.
You also learn two of the following Fighting Style Feats: Blind Fighting, Defense, Dueling, Interception, Protection, or Two-Weapon Fighting.
Call up Iron
6th Level, Crafting Type: Active, Manifesting Time: 1 Minute, Range: 30 ft., Duration: Permanent, Prerequisites: 3 Metal Crafting Powers Uses Per Day: 1
You use your furies to cause a flat, vertical iron wall to rise up from the ground. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be called so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.
The wall of iron is 6 inches thick. You can double the wall's area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and an Armor Class of 20. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.
If you desire, the wall can be created vertically, resting on a flat surface but not attached to the surface so that it can be tipped over to fall on and crush creatures beneath it. If left unpushed, the wall is 50% likely to tip in either direction. Creatures can push the wall in one direction rather than letting it fall randomly. To push the wall over, a creature must make a DC 20 Strength check. Creatures with room to flee the falling wall may do so by making a successful Dexterity Saving Throw. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures.
Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.
Death Blow
6th Level, Crafting Type: Immediate, Manifesting Time: Immediate, Range: Touch, Duration: Instantaneous, Prerequisites: 4 Metal Crafting Powers Uses Per Day: 1
You focus, pouring all your will and focus through your fury and into your weapon. As part of this power, make a melee attack roll. If you hit, you deal an additional 10d6 + 40 Force Damage. If you deal over 100 damage to the target with this strike, it must make a Constitution Saving Throw or die.
Defensive Focus
4th Level, Crafting Type: Active, Manifesting Time: 1 Bonus Action, Range: Self, Duration: Concentration, up to 1 minute, Prerequisites: 2 Metal Crafting Powers Uses Per Day: 2
You use your metal furies to stay aware of all the threats around you.
Attacks against you within 30 feet have disadvantage.
As a reaction, when a creature that you can see attacks you, you can make an attack roll. If your attack roll is higher than the incoming attack, you deflect it, making it miss. If the attacking creature is within reach, you can immediately make an attack of opportunity.
Flurry of Steel
6th Level, Crafting Type: Passive, Range: Self, Prerequisites: 3 Metal Crafting Powers
When you wield a metal-bladed weapon and use the Attack action, you can make 3 attacks.
Fury Hardened Metal
3rd level, Crafting Type: Active, Manifesting Time: 1 hour, Range: Touch, Duration: Permanent, Prerequisites: 2 Metal Fury Powers
With the help of your fury, you harden and strengthen metal over time. This power has been used to build incredible and lasting structures throughout the land. You must be in contact with a piece of metal for the duration of the crafting. You can affect a 10 ft. x 10 ft. area of metal per use of this power. Alternatively, you can use this power to strengthen one suit of Medium or Heavy armor. The fury-strengthened metal now has double hit points and hardness.
You can use this power more than once on a piece of metal. Some ancient pieces of fury-strengthened metal are so hard that they are nearly unbreakable.
Greater Honed Blade
5th Level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Touch, Duration: 1 Hour, Prerequisites: Honed Blade
You use your furies to bring out the very best in a metal-bladed weapon you are holding. Choose one metal-bladed weapon you are proficient with and are holding. For the duration, the weapon does double damage, and you score a critical hit with the weapon on an 18-20.
Greater Steely Resolve
7th level, Crafting Type: Passive, Prerequisites: 4 Metal Fury Powers
Your delayed damage pool maximum increases to 25 points of damage.
Honed Blade
1st level, Crafting Type: Active, Manifesting Time: Bonus Action, Range: Self(a metal blade you are holding), Duration: 1 minute, Prerequisites: None
Until the power ends, your attacks with the weapon you enhanced with this power deal an additional 1d4 damage on a hit.
Hurl Weapon
1st level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: 120 feet, Duration: Instantaneous, Prerequisites: None Uses Per Day: 3
You use your fury to fling a metal-bladed weapon through the air at a target in range. While you are holding a one-handed metal-bladed weapon, make a Fury Crafting attack against a target in range. If you hit your deal, the normal weapon damage plus an additional 2d6 Force damage.
Metal Swarm
2nd Level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 60 ft, Duration: Concentration, up to 1 minute, Prerequisites: None
You throw out a handful of daggers or other small metallic weapons in a 5-foot Cube centered on a point within range and use your metal furies to turn them into a razor swarm. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn. On your later turns, you can take an Action to move the Cube up to 30 feet.
Piercing Throw
3rd level, Crafting Type: Immediate, Manifesting Time: 1 Action, Range: 120 ft., Duration: Instantaneous, Prerequisites: 2 Metal Crafting Powers
You use your furies to harden a metal-bladed weapon and then hurl it through targets in a line from you.
You hurl a fury enhanced metal-bladed weapon in a 120 ft. line that originates from you. All creatures in that line must make a Dexterity Saving Throw or take 8d6 piercing damage. Targets take half damage on a successful save.
Practiced Swings
3rd Level, Crafting Type: Passive, Range: Self, Prerequisites: 2 Metal Crafting Powers
When you wield a metal-bladed weapon and use the Attack action, you can make 2 attacks.
Quicksilver Duelist
4th level, Crafting Type: Active, Manifesting Time: 1 Bonus Action, Range: Self, Duration: Concentration, up to 1 minute, Prerequisites: 2 Metal Crafting Powers,
You dance and move with the ebb and flow of battle, gliding through the battle like liquid metal.
Until this power ends, you gain the following abilities:
- When attacking a creature with less than its maximum hit points, you add an additional 1d8 of weapon damage.
- After a creature hits you for the first time in a round, it has disadvantage on all subsequent attacks against you until the start of your next turn.
- As a Bonus Action, you can move half your movement and make a single attack.
Shape Metal
4th Level, Crafting Type: Active, Manifesting Time: 10 minutes, Range: Touch, Duration: Permanent, Prerequisites: 2 Metal Crafting Powers Uses Per Day: 2
You convert raw materials into products of the same material. When using this metal crafting power, the fabricated object can be no larger than Medium (contained within a 5-foot Cube)
The quality of any fabricated objects is based on the quality of the raw materials. You also can't use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan's Tools used to craft such objects.
Sovereign of Battle
9th level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self, Duration: 8 hours, Prerequisites: 5 Metal Fury Powers, Uses Per Day: 1
Steel has allowed humanoids to conquer the world. Magic helped; the gods meddled, but Steel won the world for humanoids. You have come to embody steel's strength, power, and deadliness.
Until this power ends, you have the following benefits:
- You gain resistance to all damage
- You have advantage on weapon attack rolls.
- Attacks against you have disadvantage.
- When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
- You can make an additional attack per round.
Steel Endurance
2nd Level, Crafting Type: Passive, Range: Self, Prerequisites: None
Metal crafters' endurance and ability to push through discomfort, fatigue, and pain is legendary, and for good reason.
You have advantage on Constitution saves to resist Exhaustion until you fail one.
You regain your Advantage after you take a short rest.
Steel Storm
6th level, Crafting Type: Active, Manifesting Time: 1 Action, Range: Self, Duration: Concentration up to 10 minutes, Prerequisites: 3 Metal Fury Powers Uses Per Day 1
You make the area around you a maelstrom of metal and fury. Swirling weapons, shards of sharpened metal, and other debris rise at your insistence, tearing any near you to shreds. You create an aura of swirling metal that stretches out 15 ft. from you in each direction. Any Creature that enters the radius for the first time on a turn, or starts its turn there must make a Dexterity save or take 3d10 Force and 3d10 Slashing/Piercing damage. On a successful save, the target only takes 1/2 damage. The aura also counts as difficult terrain and gives you a +2 Deflection bonus to AC.
Stern Stuff
2nd Level, Crafting Type: Passive, Range: Self, Prerequisites: None
You internalize some of the resilience and toughness of steel and make it a part of yourself. You become resistant to Poison Damage and have Advantage on saves against Poison and the Poisoned Condition.
Steely Resolve
4th level, Crafting Type: Passive, Prerequisites: 3 Metal Fury Powers
You have taken on aspects of your metal fury. Much like a good piece of steel or iron, you are able to take quite a beating but continue fighting. Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you.
You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish).
You can channel the pain of your injuries into a deadly focus that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater efforts. You gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool divided by 5 and rounding down (minimum +1).
Your delayed damage pool can hold a maximum of 15 points of damage.
Warp Metal
2nd Level, Crafting Type: Active, Manifesting Time: 1 Action, Range: 30 ft., Duration: Concentration, up to 1 minute, Prerequisites: None Uses Per Day: 2
You target a piece of metal equipment or a metal construct, using your fury to warp it around the target. If the target is a creature wearing metal armor or is a construct, it makes a Charisma saving throw to negate the effect. On a failed save, the power causes metal to cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or wearing metal armor with moving pieces; for example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not affected.
Metal constructs are paralyzed. An affected creature or construct can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Will of Steel
4th level, Crafting Type: Passive, Range: Self, Prerequisites: 2 Metal Crafting Powers
You draw some of the willingness to bend but not break of well-tempered steel into yourself. You become very difficult to manipulate.
You have advantage on Saving Throws against Charm, Suggestion, and Dominate effects. Additionally, others get Disadvantage to sway you using Persuasion or Intimidation skill checks.

























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