Puppeteer (5e Subclass)

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Puppeteer Wizard[edit]

The Weave. A source of power to some, a divine gift to others. To wizards of this tradition, however, the Weave is everything. The Weave permeates all things, linking everything in existence together. To those who can see this Weave, keeping them bound to the world around them, this is a source of control over the weak willed and powerless.

Student of Influence. Upon selecting this tradition at 2nd level, choose one of the following schools of magic: Enchantment or Illusion. The time and gold costs required to copy spells of the chosen school into your spellbook are reduced to half.

Pluck the Strings. Studying the permeating nature of the Weave gifts you with the knowledge to assume a minor level of control over others.

At 2nd level, you also gain the ability to influence the actions of others around you, aiding them towards success or pushing them towards failure. When a creature within 30 feet of you (other than yourself) makes an attack roll, ability check, or saving throw, you may choose to use your reaction to roll 1d8 [Plus your intelligence modifier], adding or subtracting the value rolled from that creature's d20 roll. You may use this feature after seeing the value rolled on the d20, but before knowing the result of the roll. You may use this feature a number of times equal to 1+ your Intelligence modifier (Minimum 1) before requiring a long rest to do so again.

String Arcanum. At 6th level, you learn to more potently flex your control over those around you. As an action, you may force a creature within 30 feet of you to make an Intelligence saving throw against your wizard spell save DC. On a failure, the target of this magical assault falls under your control. As a part of this action on this turn, and as a bonus action on subsequent turns for the next minute, you may force this creature to move up to its movement speed and make a single weapon or unarmed attack (using its own rolls). If you force a creature to move into dangerous terrain such as lava or a poisonous cloud or it gets attacked, the creature may make an Intelligence saving throw to end the effect early. On the creature's turn, they are stunned, and may repeat the Intelligence saving throw at the end of their turn to end this effect. You may use this feature once, requiring a long or short rest to do so again.

Break the Marionette. Your mastery over the minds and bodies of those around you grows more prevalent. Beginning at 10th level, when a creature is under the effects of an Enchantment or Illusion spell that you have cast, if the effect ends early, you may choose to deal psychic damage to that creature equal to your wizard level. This effect triggers regardless of if you willingly end the effect, lose concentration, are knocked unconscious, or die.

Web of Influence. You have learned that the mind, body, and soul are fragile constructs, meant to be twisted to appease the powerful. Beginning at 14th level, when you use your "Pluck the Strings" feature, you may now roll 1d12 [plus your intelligence modifier] rather than 1d8 [plus your intelligence modifier]. Additionally, when you use your "String Arcanum" feature, you may now take control of up to 3 creatures within 60 feet of you. "String Arcanum" follows all other rules that are detailed in the feature's description.

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