Base Class: Rogue
Many have sought companionship, whether it is from other people or animals or even from something as simple as a doll. These Rogues are masters not only of the craft of doll making, but also the art of using strings to manipulate others. From the shadows to the forefront these Rogues are surprisingly one of the most seen in public as they can fill the roles of both performers and guild artisans.
Puppetmaking
When you choose this class at 3rd level, you have mastered the art of creating and controlling a Puppet to use in combat. You gain proficiency in carpenter's tools and can spend a number of hours creating a Puppet shown in the Puppet Creation table based on choices made as a part of the Puppets creation. When you create a Puppet you need to spend the appropriate amount of gold listed for the materials spent creating your Puppet. At 3rd level your Puppets each require 10 strings to control, at 9th level a Puppet only requires 5 strings, at 13th level a Puppet only requires 2 strings, and only 1 string at 17th level. A Puppet that has no strings currently attached (or fewer than the required number to control) immediately becomes incapacitated and prone.
All Puppets you create count as constructs, and have hit points shown on the Puppet Creation Table. Puppets can wield weapons if they can hold them, however they gain no benefits from magic items. You can repair a Puppet over the course of a short or long rest using your carpenter's tools. During a short rest you can heal the Puppet for a number of hit points equal to the roll of one Rogue hit die times your Rogue level per Puppet. During a long rest you can fully repair each Puppet.
Shadow Play
On your turn, you can command any Puppets you control to move up to it's speed (no action required) however, if your Puppet is ever more than 30 feet from you at the end of your turn, the Strings detach and the Puppet becomes prone and incapacitated. When you take the Attack action on your turn, any attack you make with that action can originate from your space or a Puppet’s space. You make this choice for each attack. When a creature that you can see within 5 feet of your Puppet moves at least 5 feet away from it, you can use your reaction to have the Puppet make an opportunity attack against that creature from the Puppet’s space following normal Attack of Opportunity rules. Whenever you take the Attack action, you can make one additional melee attack from a Puppet’s position. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you finish a long rest. All attacks made from your Puppet's space can qualify for your Sneak Attack feature, only as long as they don't have disadvantage on the roll.
String Arts
Also, starting at 3rd level, you have a number of strong strings that protrude from each of your fingertips equal to the number of fingers you have. The strings do not in any way hinder your ability to carry objects, but cannot be used unless that hand is free. These strings cannot be destroyed in any way, but can be forcibly severed from your Puppets, Improvised Puppets, and grappled creatures. While the strings are not attached to anything you can choose to make them invisible. The strings have an AC of 13, and twice your Rogue level in Hit Points. You can use these strings to control your Puppets or to take the following actions;
Garotte: As an action, You can use 5 strings to grapple a creature from 15 feet away, make a grapple check using your dexterity modifier and adding your proficiency bonus to the roll. At the start of each of your turns while you have a creature grappled this way, you can use your action to deal 1d4 slashing damage, plus the damage of your Sneak Attack feature if you would normally qualify (The strings are considered finesse weapons for the purposes of qualifying for your Sneak Attack feature). The strings can also be considered Monk weapons.
Redirect: As an action, you can use 5 of your strings to pull a creature within 30 feet of you in a direction of your choice. The creature must make a strength saving throw, (DC = 8 + your dexterity modifier + your proficiency bonus) on a fail the creature is moved 10 feet in a direction of your choice other than up or farther than 30 feet from yourself.
Microfilament Wires: As an action, you can use 5 strings to make a special melee weapon attack with normal range of 15ft. and a long range of 30. On a hit the strings deal 1d4 slashing damage. The strings are considered finesse weapons for the purposes of qualifying for your Sneak Attack feature. The strings can also be considered Monk weapons.
Improvised Puppets
Starting at 9th level, in a pinch you can turn corpses or human shaped objects into Improvised Puppets. You can, as an action, attach any number of available strings to suitable targets to create Improvised Puppets. Improvised Puppets have 1hp, an AC of 13 and require a number of strings to operate appropriate to their size. You can use your action to command 1 or up to all of your Improvised Puppets to make the same action. If no actions are issued the Improvised Puppets take the dodge action. A creature corpse made into an Improvised Puppet can only ever be used as such once. Also, the damage of your Puppets becomes magical for the purposes of overcoming resistances.
Strings by Size for Improvised Puppets-
Large - 8
Medium - 4
Small - 2
Tiny - 1
Your 'Puppets' and 'Improvised Puppets' are separate entities and only benefit from features that call them by name. You can maintain a connection to Improvised Puppets for up to 1 minute each. You can use this feature once per long rest.
String Maestro
Starting at 13th level, when you have a creature grappled by your strings you can use your action to force that creature to move half its normal speed and make one attack. The grappled creature must make a strength saving throw to resist this effect. (DC = 8 + your dexterity modifier + your proficiency bonus). Additionally, you can, as a reaction when you are attacked, shift one of your Puppets that are within 10 feet of you to intercept the attack. Your Puppet moves to an unoccupied space next to you and between you and the attacker (if the triggering attack was ranged. If the attack was melee then move the Puppet to an unoccupied space next to both yourself and the attacker), the Puppet then becomes the new target of that attack.
Master of Puppets
Starting at 17th level, your ability to control Puppets has reached the limits of mortal dexterity. When you take the Attack action on your turn, if you chose to have one of your attacks originate form a Puppet's space, that Puppet may make two attacks instead (each time). In addition, at 20th level, you can use your Stroke of Luck feature on your Puppets and Improvised Puppets.
Previous Versions
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