Base Class: Sorcerer
You stare at the pale human for a time, trying to ascertain the source of the strange silvery glow beneath her skin. As she enters the room, perhaps it is only your imagination, but you are convinced just for a moment that the blade you are holding, a fork on a nearby table and even the chandelier at the center of the tavern pulled slightly towards the woman, almost as if she had her own gravitational pull. Long silver robes flutter for a moment as she looses a coinpurse hung from her belt, and a handful of silver coins float towards the barkeeper of their own accord. "Two ales please, an' keep 'em comin'."
Steel-Veined sorcerers are of an order which imbues magical abilities in previously mundane creatures through strange arcane rites, some willing, others not. The ritual culminates with an injection of arcane-infused liquid steel, which coat the veins throughout their bodies. This ritual is grueling, and many do not survive the rite. One in three of those who do survive live in chronic pain, almost as if their blood was constantly on fire.
This magical practice does have its benefits, however. It gives them incredible mastery over metallic objects and weapons and eventually, magnetic fields in their entirety. The most powerful Steel-Veined sorcerers have been known to rip the weapons from the hands of an entire army and reshape them into massive steel structures with naught but a thought.
Note: the spells suggested by the "Manipulate Steel" feature are not mapped to the subclass as many of them come from licensed sources (Tashas Cauldron of Everything, Explorer's Guide to Wildemount, etc). If you wish to add these to your character sheet, and you have the spells purchased, you should create a homebrew item which adds them to your character. Alternatively, select spells of the transmutation or conjuration school (two per spell level) and add them to your sheet.
Manipulate Steel
1st-level Manipulate Steel feature
You learn additional spells when you reach certain levels in this class, as shown on the Manipulate Steel table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an conjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Manipulate Steel Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | magnify gravity, catapult |
| 3rd | cloud of daggers, spiritual weapon |
| 5th | conjure barrage, haste |
| 7th | gravity sinkhole, Summon Construct(Tashas) |
| 9th | conjure volley, steel wind strike |
Magnetic Martial Prowess
1st-level Steel-Veined feature
Your connection to magnetic poles gives you the ability to wield weapons made of metal with utmost precision. You gain proficiency in light and medium armor as well as martial weapons which are made of metal.
Magnetic Yo-Yo
6th-level Steel-Veined feature
As a bonus action, you can expend one sorcery point and charge a metallic object within 5 feet of you with magnetic energy. You can apply this effect to no more than one object at a time. This object you target must be made mostly or entirely of metal, be Small or smaller, be non-magical, and must not be currently being worn or carried by another creature. As part of the same bonus action, you can cause the object to fly up to sixty feet in a straight line towards a point you choose.
This magnetic charge ends after one minute or if you start your turn with the object more than 60 feet away from you. While this charge remains, you can use a bonus action to have the object fly up to 60 feet towards you, or if it is within five feet of you, in a straight line up to 60 feet away from you.
Creatures in the path of your Magnetic Yo-Yo can make a Dexterity saving throw against your spell save DC, taking 3d8 damage on a hit, or half as much on a success.
When you reach level 11, the amount of damage dealt increases to 6d8, the range within which you can maintain your grasp on the object increases to 90 feet, the range you can move the object in a turn increases to 90 feet and the size of the object you can move increases to Medium.
When you reach level 17, the amount of damage dealt increases to 9d8, the range within which you can maintain your grasp on the object increases to 120 feet, the range you can move the object in a turn increases to 120 feet and the size of the object you can move increases to Large.
Magnetic Grasp
14th-level Steel-Veined feature
You have an innate ability to move metallic objects with your mind. You gain the ability to cast the telekinesis spell at will, targeting only objects or creatures made of metal.
Reshape Steel
18th-level Steel-Veined feature
Once per long rest, as an action, you magnetically take control over all non-magical, metallic objects within 100 feet of you. Creatures which are holding or wielding an object can make a Strength Saving throw against your spell save DC to attempt to hold onto one object you are pulling towards you. On a success, the item remains in their grasp and is not reshaped.
These objects float towards you, then blend together into liquid steel, which you can reform into shapes of your choosing. Whatever shape you choose, the reshaped steel floats in an unoccupied space within ten feet of you.
As part of the same action you can form these objects into one of the following shapes:
- A steel wall, which appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface.
- You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts indefinitely, or until you choose to reshape it. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).
- Any number of non-magical weapons or objects of any type of your choice, provided there is enough metal to do so.
- A swarm of shapeless, tiny metallic objects. You can use a bonus action once, at any point after reshaping this steel, to cause the swarm to fly towards creatures within a 90 foot cone. All creatures in range make a Dexterity Saving throw against your spell save DC. On a failure, they take 20d8 magical slashing damage. On a success, they take half as much. After using this version of the ability, the steel falls to the ground, inert.
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