2: Elemental Spells, Metallic Force
6: Primal Alloy
10: Eldritch Metals
14: Embodied Alloy
20: Transcendence
The following spells are always considered prepared for you, provided you have spell slots of a high enough level to cast them.
1st level:
2nd level:
3rd level:
4th level:
5th level:
At 2nd level, you can use your primordial surge to link your soul with a Cube of Chalibès, entering a enhanced state, influenced by the cube's metal. As a bonus action, you create an aura in a 30-foot radius around yourself. The aura lasts for one minute and its effects depend on the type of metal chosen from the options below :
Titanium: While under the influence of Titanium, neither you nor your allies shall bend. While the aura is active, creatures of your choice gain twice your proficiency bonus in temporary hit points at the beginning of their turn. In addition, you and your allies gain advantage on Strength checks and Courage saving throws while in the aura.
Mercury: Mercury, or quicksilver, is known to offer blessed sight. When a creature makes an attack roll against a target in your aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Awareness) checks while in the aura.
Iron: Iron is the metal that lives in all Mortals. If you cast a spell using a spell slot that restores hit points to any creature inside the aura, each creature of your choice in the aura also regains hit points equal to your druid level. In addition, you and your allies gain advantage on Composure saving throws while in the aura.
At 6th level you discover further uses for Cubes. Choose one of the following:
Enhanced Link
You've discovered secrets to empower yourself when linking with a Cube. While you have a Metallic Aura active, you gain the following benefits:
You gain a +2 bonus to Armor Class.
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don’t need to sleep, and magic can’t put you to sleep.
Ironclad Forces
The allies you can bring about from the planes and the world are enhanced by metallic might. Any creature summoned by a spell you cast gains 2 extra hit points per hit die it has (or aditionnal hit points equal to your druid level if it does not have hit dice) and any damage from its natural weapons is considered magical.
Destructive Reaction
You learn to harness the energy unleashed by cubic collisions. When you activate your Metallic Aura, choose one of the following damage types: acid, cold, fire, or lightning. While your aura is active, the first time you hit a creature with a melee attack on your turn, you can expend one spell slot to deal extra damage of that type to the target, in addition to the normal damage of the attack. The extra damage is 1d6 per level of the spell slot expended, to a maximum of 5d6.
When you use this ability on a creature, your attack has an additional effect, determined by which damage type you selected when you activated your aura. If a creature is affected by this ability again in subsequent rounds, the effects do not stack, and the new duration replaces the old.
Acid. The target must make a Fortitude saving throw against your druid spell save DC. On a failed save, its AC is reduced for one minute by an amount equal to half your Wisdom modifier (minimum of 1). At the start of each of its turns for the next minute, the target can make another Fortitude saving throw. On a successful save, the effect ends.
Cold. At the start of each of its turns for 1 minute, the target must make a Fortitude saving throw against your druid spell save DC. On a failed save, their movement speed is reduced to 0 and they have disadvantage on Strength and Dexterity checks. On a successful save, the effect ends.
Fire. The target must make a Reflex saving throw against your druid spell save DC or suffer ongoing fire damage equal to equal to your Wisdom modifier.
Lightning. At the start of each of its turns for 1 minute, the target must make a Reflex saving throw against your druid spell save DC. On a failed save, it loses its reaction until the start of its next turn and the first attack that it makes on its turn is made at disadvantage. On a successful save, the effect ends.
At 10th level you've discovered ways of strengthening the link you create with Cubes. Choose one of the following or gain an additional Primal Alloy feature you haven’t previously selected.
Plated Form
When linking yourself, you draw upon parts of the metal to cover your body. While your Metallic Aura is active, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, you gain the ability to activate your Metallic aura as a reaction when you take damage from an attack.
Replenish the Deposit
The metals you call upon safeguard your allies and the beings that you call forth with your magic. When creature other than you ends its turn in your aura, you may have it regain hit points equal to your proficiency bonus. This healing is doubled for creature summoned or created by one of your spells or abilities.
At 14th level you begin to understand the world of limitless possibilities cubic combinations can bring about. You gain one of the following:
Alloy of Kings
You've managed to create a combination of metals thought impossible. When activating your Metallic Aura, you can chose all three modes simultaneously.
Perfected Form
Your link with the Cubes alter your very being. While your Metallic Aura is active, you can't be blinded, charmed, deafened, frightened, paralyzed, petrified, or poisoned, and any critical hit against you counts as a normal hit instead.
At 20th level, your control of Chalibès' powers are unmatched. Your Metallic Aura never expires and you can change its effect as a bonus action. You are also able to summon Cubes directly into reality. As a bonus action, make a ranged spell attack against a creature within 30 feet of you. On a hit, the creature takes 4d6 bludgeoning damage and 4d6 piercing damage. In addition, the area in a 20-foot radius around the creature becomes difficult terrain for 1 minute.