The magic of the Metal tradition has a lasting effect on those who access its power. Many students of Metal magic find their bodies changing, assuming a metallic sheen that eventually hardens to protect them. Others, such as the forgeborn, take greater advantage of this change and learn to shape their appendages into useful forms so that they never need fear of being disarmed.
Level 7 Forgeborn
Attributes. Increase three by 1
Characteristics. Health +4, Power +1, Defense +1
Languages and Profession. You can speak another language and add a profession.
Magic You discover the Metal tradition or you learn one Metal spell.
Forge Weapon You can use an action to transform one of your limbs into a metal weapon such as a sword, a battleaxe, or a mace. Regardless of the form the weapon takes, your attacks with the weapon deal 2d6 damage, and you make attack rolls with it with 1 boon. The weapon remains until you use an action to return your limb to its normal form or until you become incapacitated.
Level 10 Forgeborn
Characteristics. Health +4
Magic You learn one spell.
Wrecking Ball Your strikes with weapons made from your Forge Weapon talent hit with astonishing force. Your attacks with these weapons deal 1d6 extra damage. In addition, when the total of your attack roll is 15 or higher and beats the target number by at least 5, you force the target to make a Strength challenge roll with a number of banes equal to your Power score. On a failure, the target moves a number of yards away from you equal to your Power score and then falls prone.