Magnomancer
"Wielding powerful magnetic magic, Magnomancers specialize in manipulating metallic objects with devastating precision. With a mere gesture, they can disarm enemy soldiers, rip weapons from hands, or bend suits of armor into cages. Magnomancers are siege-breakers by nature. Fortified gates, barricades, and armored columns offer little resistance to their craft. They can tear through walls of steel and crumble defensive lines before a blade is ever swung. Entire armies have scattered at the sight of their work. Feared and respected, a Magnomancer doesn’t overwhelm with brute force—they control the battlefield, shifting the flow of battle like iron filings to a lodestone. Where metal exists, so too does their dominance."
The Magnomancer controls magnetic objects within the battlefield and on creatures. They can push or pull armored creatures, disarm creatures with swords and guns, or break through environmental objects as well as use them to their advantage. When attacking with an environmental object, the Magnomancer will assess the heaviness and sharpness of the object. The heavier an object is, the more Blunt damage it will deal, the sharper it is, the more Piercing and Slashing damage it will deal. Severely sharp objects, like swords or saws taken from the environment can also deal bleeding. As a Magnomancer, you may fly due to your magnetic ability to repel the poles beneath you.
Abilities:
Magnetic Grip – You choose an environmental object to manipulate. You can either throw it at a specific enemy, or push or pull it towards you, harming any enemy in it's path and pushing them depending on it's heaviness.
Magnetic Levitation – You choose an environmental object to make float above a chosen area. The next turn, this object will cease to float and crash down, harming and pushing enemies in a large radius.
Armor Lock – You target a creature wearing armor and roll to damage it by crushing it's armor, and roll to restrain it for one turn.
Weapon Disarm – You choose an enemy with a metallic weapon to disarm, and they must roll in Strength to save. If failed, you may throw the weapon anywhere in 30 feet, including at other creatures to damage them.
Magnetic Terrain Manipulation – You target specific walls, floors, etc, that have metal within them, to pull these metals out and manipulate their form into spikes that you can throw in cones at enemies.
Polarize – You select a creature to Polarize either negatively or positively, causing them to be pushed or pulled from you at the start of their turn for 3 turns.
Magnetic Recall (Reaction) - If an ally is attacked by a ranged metallic weapon, like arrows, throwing knives, bullets, you may use this reaction to recall the bullet or weapon to your side and use it for free next turn.
Ultimate Ability – Magnetic Cataclysm – You unleash a sever polarity around yourself In a large radius that attracts any metallic object to swirl around above you for 3 turns. During your turns, you can use up to 3 bonus actions to select any of these items to throw, on top of your regular action points. All ranges for manipulating metals and throwing them are increased.

Type: Magic DPS
Weapon/Tool: Magno Helmet
Origin: Asael