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.
Tool Proficiency
You gain proficiency in carpenter's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Puppet Craftsman
As a puppeteer, you can spend 5 hours creating a bipedal puppet of either small, medium, or large size. To create a puppet, you will need to 10 GP worth of material to build it. For each size puppet, see the game statistics in the Elusion Puppet stat block, which uses your proficiency bonus (PB) and Dexterity modifier in several places. You determine the puppet's appearance but it will not effect its capabilities.
Puppets you create can wield weapons if they can hold them, however they cannot attune to magic items and gain no benefit from them. You can repair a puppet over the course of a short or long rest using your carpenter's tools. If the mending spell is cast on it, it regains 2d6 hit points. 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 a puppet.
Thalir
As an Elusion Puppeteer you have mastered the usage of Thalir, strings created from unraveling the Weave. Thalir are used as a conduit of magic, allowing the user to link themselves to their puppets. Two sets of ethereal strings protrude from some portion of your body, allowing you to control your puppets. Most Elusion Puppeteers prefer to produce the Thalir from their fingertips for precision and control, but choosing to do otherwise will not impact your abilities. (if alternative means of producing the Thalir are used for your character, consult with your DM for advisement)
You produce two sets of 30 ft retractable strings called Thalir, that allow you to perform various skills and control your puppets. A set of Thalir has an AC of 13 and a number of hit points equal to two times your puppeteer level. Thalir are immune to all non-magical damage but can be dispelled or counter spelled. As a bonus action, you can attach or detach one or both sets of Thalir to/from a puppet.
As a free action you can move any Puppets you control up to it's movement speed in any direction. If your Puppet is ever more than 30 feet from you at the end of your turn, the strings detach from the puppet. The puppet becomes prone and incapacitated dropping anything it may be holding.
For any attack you make, you can choose to make the attack yourself or with your puppet.
String Arts
With the ability to manifest Thalir, you have developed various skills to utilize them outside of manipulating puppets. To use these skills you must have at least one hand free. These strings are immune to non-magical damage but can be severed through magical weapons or spells. While the Thalir are not attached to anything you can choose to make them invisible. The Thalir have an AC of 13 and HP equal to twice your Rogue level. You can use Thalir to control your Puppets or to take the following actions;
Garotte: As an action, You can use a set of Thalir to grapple a creature from 15 feet away, make a grapple check using your dexterity modifier and adding your proficiency bonus to the roll. If the creature fails to resist the grapple twice, the Thalir constricts the creature and it becomes restrained.
At the start of each of your turns while you have a creature grappled this way, you can use your action squeeze the creature to deal 1d6 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 a set of strings to pull a creature within 30 feet of you in a direction of your choice. When you do so, the creature must make a strength saving throw (DC = 8 + your dexterity modifier + your proficiency bonus). On a failed save, the creature is moved 10 feet in a direction of your choice other than up.
Thalir Slash: As an action, you can use a set of strings to make a special melee weapon attack with a normal range of 15 ft. and a long range of 30. On a hit the strings deal 1d6 slashing damage plus your dexterity modifier. The strings are considered finesse weapons for the purposes of qualifying for your Sneak Attack feature. The strings can also be considered Monk weapons.
Shadow Play
9th-level Elusian Puppeteer Feature
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.
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 can qualify for your Sneak Attack feature, only as long as they meet the requirements to trigger a sneak attack.
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 of one. In addition, once you hit level 20 you can use your Stroke of Luck feature on your Puppets and Improvised Puppets.
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