Wizard
Base Class: Wizard

The Order of the Mantle is the name given to the arcane tradition that focuses on the creation of mantles, cloaks, capes, coats, and other similar garments imbued with magic to serve as aids in daily life and combat. The mantle is like an extension of the wizard's body and magic, capable of being manipulated with a simple thought. As they advance in their studies, these wizards add more and more layers of enchantments to their cloaks, which transform from a mindless tool into a conscious being that is a loyal servant or even a friend.

Level 3: Arcane Mantle

At 3rd level, you create a mantle, cloak, cape, coat, or similar garment imbued with magic and called an Arcane Mantle. While wearing your Arcane Mantle, you gain the following benefits:

  • You can use the Arcane Mantle as a spellcasting focus for your Wizard spells.
  • You can mentally control the Arcane Mantle to function as an extra arm with which you can manipulate an object, open or close a door or container, pick up or place a Tiny object, or wield and use a weapon with which you have proficiency that does not have the Two-Handed or Heavy properties.
  • Weapon attacks made with the Arcane Mantle use your Proficiency Bonus and your Intelligence modifier for attack and damage rolls.
  • All fall damage you take is halved.
  • While you aren't wearing armor, your base AC equals 10 plus your Dexterity and Intelligence modifiers.

If necessary, you can replace your Arcane Mantle during a Long Rest by using Weaver's Tools to create a new one or alter a pre-existing magical cloak or similar magical item with which you are attuned. At the end of the rest, the properties of the Arcane Mantle are transferred to the new item. If your previous Arcane Mantle still exists somewhere, it immediately loses all properties acquired through this subclass. An Arcane Mantle also loses its properties if you die.

Level 3: Magic Weaver

Also at 3rd level, you acquired the skills necessary to craft magical garments. You gain proficiency with Weaver's Tools.

In addition, when you craft a Wondrous Item using Weaver's Tools (usually a piece of clothing), the amount of time required to craft it is halved.

Level 6: Walking Mantle

At 6th level, your Arcane Mantle has become capable of quickly detaching itself from you, levitating, and following mental commands at a distance. As a Bonus Action, you can command the Arcane Mantle to levitate up to 30 feet to an unoccupied space you can see or back to you to be immediately donned.

While you and the Arcane Cloak are within 60 feet of each other:

  • You continue to enjoy all the benefits associated with wearing the Arcane Mantle, including attacking with a weapon and manipulating objects from its position.
  • Whenever you cast a Wizard spell on your turn, you can cast it as if you were in the Arcane Mantle's space, instead of your own.
  • When a creature you can see within 5 feet of your Arcane Mantle moves at least 5 feet away from it, you can use your Reaction to make an Attack of Opportunity against that creature as if you were in the Arcane Mantle's space.

Level 10: Awakened Mantle

At 10th level, your mantle has awakened consciousness and can now act in a less dependent manner. Your Arcane Mantle becomes a sentient magic item with Intelligence 12, Wisdom 12, and Charisma 10. It has hearing and darkvision with a range of 120 feet. Its alignment is the same as yours. It understands all the languages ​​you know, but cannot speak. You and the Arcane Mantle can communicate telepathically up to 60 feet apart. You can decide the details of the Arcane Mantle's personality, but in general it is a loyal ally to you.

If you create a new Arcane Mantle or transfer its properties to a magic item, the consciousness and memories of the previous mantle are transferred to the new one.

If you turn a magic item that is already sentient into your Arcane Mantle, that item retains the statistics, personality, alignment, and memory it already possessed instead of acquiring those determined by this feature.

Finally, in addition to being able to use it as before, the Arcane Mantle can act independently. In combat, it has its own turn, sharing your Initiative and acting after your turn. On its turn, it can move with a flying speed of 30 feet and take an Action. During your turn, you can give verbal or telepathic commands (no action required) for the Arcane Mantle, during its turn, to move to where you wish and take one of the following actions: Attack, Utilize, Help, Dash, or Search. If you give no commands, the Arcane Mantle remains where it is and takes no actions.

If you drop to 0 Hit Points, the Arcane Mantle will move to the space you are occupying as quickly as possible. Once in your space, it remains there, using its actions to attack hostile creatures within its range until you regain Hit Points and can give another command.

Level 14: Superior Mantle

At 14th level, your Arcane Mantle carries high-level enchantments. You gain one of the benefits below of your choice. You can change your choice at the end of a Short or Long Rest.

  • While you are actually wearing the Arcane Mantle (this doesn't work if you are separated, even within the 60 feet mentioned by the Walking Mantle feature), you have a flying speed equal to your speed and can hover. When you fly in this way, you can take with you a willing Medium or smaller creature, holding it with the Arcane Mantle if it is not holding anything else.
  • When you cast a spell with range of Self while an ally is within 5 feet of the Arcane Mantle, you can have that ally gain the spell's benefits instead of you. If the spell requires Concentration, you must concentrate.
  • You gain a bonus to Strength and Dexterity saving throws equal to your Intelligence modifier (minimum of +1).

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