Base Class: Sorcerer
Arcane manipulators are typically the product of a long line of a magically adept bloodline consisting of powerful wizards, sorcerers, and warlocks. It is common for an arcane manipulator to have been born into a noble family. These families have used their magic to generate wealth in many ways over the course of centuries if not millennia. As such the offspring who are born with innate magical powers are often pompous and look down upon those casters with more "watered-down" blood. Arrogant or not these spellcasters are at the pinnacle of wielding magic.
In other cases, individuals sometimes acquired magical abilities through chance. Certain circumstances may awaken their latent abilities such as walking through a magical ley line, being struck by a spell for the first time, or abruptly exploding with magical energy after being put in a life or death situation. In any case, after discovering their magical talents they had a keen knack for manipulating and controlling them as if it comes naturally to them. They quickly learn to master new spells and even alter them to suit their needs.
Spell Slice
Starting at 1st level when you cast a spell which targets a single target, you can instead split that spell to target multiple targets. You must make an attack roll against each target and you must split the damage dice from the original spell into damage dice that are equivalent to the original.
i.e. If firebolt is cast from a 2nd level spell caster which originally does 1d10 damage, it can instead be cast at two targets, one which will do 1d6 damage and the other doing 1d4 damage, and an attack roll must be made for each. If the caster is 5th level, the 2d10 damage could instead be split into four targets dealing 1d6, 1d6, 1d4, and 1d4; or two targets dealing 1d12 and 1d8; or five targets dealing 1d4 to each.
When casting an AoE spell, that spell can be split into separate spells as long is the division produces equivalent damage/area/effect as the original spell.
i.e. If Fireball is cast at 3rd level, it hits an area of 20' radius and deals 8d6 damage. With this feature, that fireball can be split into two fireballs which hit a 10' radius and deal 4d6 damage each; or four fireballs which hit a 5' radius and deal 2d6 damage each; or 2 fireballs one that hits a 15' radius dealing 6d6 damage and the other which hits a 5' radius and deals 2d6 damage. etc.
When targeting multiple targets with a sliced spell that forces the target to make a save against your spell save DC, your spell save DC is reduced by 2 for each target beyond the first.
i.e. If Ray of Sickness is cast at 1st level. It originally targets 1 one creature, deals 2d8 damage, and forces a constitution saving throw against the poison effect. This spell could instead be sliced and cast at four targets, a spell attack roll would be made for each target, each target would suffer 1d4 damage on a hit and the target would make a constitution saving throw against the caster's spell save DC - 6. (three targets beyond the first causing -2 to the DC for each.)
Consult your DM when slicing a spell. They have final say on whether a spell can or cannot be sliced, and the final effects of the spell slice if so.
- This feature can be used in tandem with any meta-magic except Twinned Spell. The effects of the meta-magic occur before the effects of this feature, meaning all splices are effected.
- You can use this feature a number of times equal to half your sorcerer level rounded down (minimum 1) per day and regain all uses after a long rest.
Spell Streak
Starting at 1st level, consecutive successful spell hits and kills cause a spell streak to occur. A spell streak counter must be kept. Each time one of your spell attacks hits, a creature fails a saving throw against your spell, or a creature is killed by your spell, add one point to your spell streak counter. For every three points, you can either add one damage to a spell you cast or increase your spell save DC by 1 for that spell. The points are not consumed when empowering a spell in this way and the streak stays alive. The spell streak ends if your spell attack misses, a creature successfully saves against your spell, or you don't cast a spell on your turn. If the spell streak ends then all points are removed and a new streak can be started.
- Automatic spell hits from the magic missile spell do not add to the streak but do not break the streak.
- Spells cast from magic items do not add to the streak but do not break the streak.
- The additional damage feature increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level. i.e. a 17th level arcane manipulator who has a 6 point active spell streak can add 8 damage to a spell or increase their spell save DC by 2.
Elemental Fusion
When you gain this feature at 6th level you are granted a metamagic called Elemental Flux. You are also granted the Chaos Bolt spell if you don't already know it.
Metamagic: Elemental Flux - When casting a spell that does elemental damage(excluding necrotic and radiant), you can spend a number of sorcery points equal to the spells level, to switch the elemental damage of that spell to another element of your choice. (excluding necrotic and radiant) If the spell is a cantrip it cost 1 sorcery point.
Chaos Bolt Mastery: When casting the chaos bolt spell, you can manipulate the two d8 rolls by one each. i.e. if chaos bolt is cast at a target and the rolls are 5(d8), 7(d8), and 3(d6), the first d8 can be changed to a 6 and the second to a 6 which will trigger the chaos bolt to jump to an additional target, or the caster could simply increase the rolls to 6 and 8 for the extra damage or choice of a specific element. This manipulation can only be used on the first target of the chaos bolt if it does jump to a second.
Arcane Bonding
Starting at 14th level you can choose a friendly and willing spell caster to create a bond with which lasts for 10 minutes. A visible arcane, fluctuating conduit is formed between the two. The bond is concentrated on by both spell caster and if one loses concentration then the other must then make a concentration check against the same DC + 5 to try and maintain the bond. If that is failed then the bond severs and causes arcane backlash dealing 4d6 psychic damage to both members of the bond. The two casters must remain within 30 feet of each other to maintain the bond as well and if the bond is broken in this manner then the psychic backlash triggers all the same. This feature can be used once per day and is regained after a long rest. It can be used 2 times per day at 15th level and 3 times per day at 20th level.
While the bond is active:
- The two casters can speak with each other telepathically.
- The two casters can cast spells drawing from spell slots available to both casters. Furthermore spell slots can be combined to create higher level spell slots. i.e. one of the casters can use a 3rd level spell slot from their own slots and a 2nd level from their bonded caster to cast a 5th level spell, assuming that caster is able to cast a 5th level spell.
- The two casters can cast a focused spell at a single target by combining two spells which can create extraordinary effects. This is done by one caster choosing a spell and holding their action to cast it until the other caster casts their spell. This particular concentration on holding a spell in this situation bypasses the "concentrating on two spells" rule since the arcane bond is being concentrated on as well, but only for purposes of casting this spell in unison with the bonded caster. As a basic function the two focused spells will be enhanced and deal an additional 1d12 damage. If that roll is a 12 then it explodes into a second 1d12 damage and that roll can explode as well and so on. If the casters so choose they can instead create all new spells by combining two spells at the DMs discretion. Here are a some combinations that will work to get started with:
- Acid Splash + Control Water = Acid Rain Creates a 10' cube cloud which continually pours acid rain down in that area. Any create in the area suffers 3d8 acid damage at the start of their turn. The cloud remains for 3 turns before dissipating.
- Booming Blade + Thunderclap = Sonic Boom Target a creature within 60', the creature must make a constitution saving throw DC(highest of two casters +1), on a failed save the creatures blood boils as a thunderous wave of booming sound vibrates the creature violently. The creature takes 3d8 thunder damage and is pushed back 10'. if the creature struck a solid object like a wall, they take an additional 1d8 bludgeoning damage. If the creature willingly moves at least 5' on their next turn, they suffer an additional 1d8 thunder damage.
- Charm Person + Goodberry = Charming Gift The creature who is touched receives a gift in their hand which magically appears and is real. Its value never exceeds 1gp but is something that would mean a great deal to the person receiving the gift. The creature is charmed for the next hour and their disposition towards both casters and their allies improves significantly. When the charm ends, the creature does not know they have been under the effects of magic.
- Magic Missile + Sleep = Dream Missile The caster that casts magic missiles rolls 1d6 +2 damage against each chosen target which is hit automatically. Then the caster who cast sleep rolls 3d8 per missile to see if that creature falls asleep from the missile exploding into potent spores. All missiles can be split in anyway or cast at a single target just like magic missiles. Up casting magic missile gets +1 missile per level. Up cast sleep gets + 1d8 per missile, per level. Undead and creatures immune to charm are unaffected by the sleep effect.
- Dimension Door + Dimension Door = Dimensional Spell Rift The casters open a dimensional rift within 5' of one of them and then chooses a location within 500' where another dimensional rift opens. The rifts remain for 1 minute or until dispelled. The two casters can cast spells into the rift at either end and the spell will emerge from the other rift as if cast originating from that rift. The rift revamps the spell as if cast originally from that location. i.e. if a rift is opened next to one caster and another rift 80' high and 50' away from the caster is opened, then in the following turn one of the casters could cast a fireball into the rift next to them and the fireball will emerge from the high up rift and can still travel 150' to its chosen target before exploding. Line of sight is drawn from the rift in which the spell emerges. So in theory if two rifts were opened 100' apart from each other and a lightning bolt was cast into one and targeted the other, it would create a never-ending lightning bolt between the two rifts until the rifts end. Only one such spell can be chained between the rifts in this way. If a second spell is chained into the never ending loop, a catastrophic arcane collapse occurs. The rifts explode with arcane energy, each creature in a 40' radius of each rift must make a dexterity saving throw DC 18. On a failure a creature takes 10d10 force damage and is pushed beyond the radius of the explosion. On a success the creature takes half damage and is not pushed.
Spell Wisp
Starting at 6th level you can use an action to summon an arcane wisp a number of times equal to 1/4 your sorcerer level rounded down per day. The wisp is a tiny spherical creature of pure arcane energy. It is mostly ethereal but emanates a color that best matches the mood of its summoner at any given time. The arcane manipulator has a telepathic bond with their spell wisp and can use a bonus action to command it on their turn. If no commands are given, the spell wisp follows the arcane manipulator and hovers over its shoulder or continues with its previous command if possible. It sheds dim light in a 5' radius. See Spell Wisp stat block. Only one spell wisp can be summoned. If a second is summoned the original spell wisp dissipates into nothing.
Funnel Energy
Starting at 14th level, as an action, you can funnel some of your stored magical energy into a friendly creature within 30 ft. Use a single spell slot of any level and restore a spell slot of that level -1 to the target creature.
You can use this feature 3 times per day and regain all uses after a long rest.
Arcane Conduits
Starting at 18th level you can choose up to six friendly creatures to create an arcane conduit with. For the next hour, as long as any of those creatures are within 200 ft. of the caster, the arcane manipulator can see through their eyes and can cast a spell through one of the six creatures chosen, as if that creature is the arcane manipulator. All seven creatures can speak telepathically with each other and all weapon attacks made from any of those creatures are considered magical. If any creature who is part of the arcane conduit is outside of 200 ft. they don't benefit from the effects of it until they are back within 200 ft. at which point the conduit is active again on that creature.
This feature can be used once per day and is regained after a long rest.







Comments