Wizard
Base Class: Wizard

Wizards study magic of all types, but very few recognize sympathetic magic as a true arcane tradition. This folk magic barely interacts with the ley lines, which makes it a strange magic to study or even master. You, on the other hand, know that this magic relies on the law of correspondence and magic through spirits. You command the very power in Souls to work alongside you.

Soul Puppet

At 2nd level, you gain a Soul Puppet, a Tiny doll doll made out of yarn and stitching and two pins with round pinheads stuck in its body. Each pin is tied with yarn from the doll. Besides that, you determine the doll's appearance.

As an action, while touching your Soul Puppet, you can summon a spirit to possess your Soul Puppet once for free and cannot do so again until you finish a long rest. You can also summon it by spending a spell slot of 1st level or higher. This spirit turns the soul puppet Small and moves it to an unoccupied space within 5 feet of you. If you already have a spirit possessing your puppet, the first one immediately leaves. The spirit/puppet is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Soul Puppet stat block.

In combat, the puppet shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn, if you are within 30 feet of it and you can see it, to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. If the Mending spell is cast on it, it regains 2d6 hit points. The spirit leaves the puppet if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. If the puppet is in disrepair, lost, or destroyed when you summon a spirit, it automatically restitches itself anew and regains any lost parts or hit points.

Spirit Magic

Also at 2nd level, you learn the dancing lights cantrip, as you call forth spirits to aid you. Additionally, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a spell from the Spirit Magic table. The spell must be of a level for which you have spell slots.

Any spell you gain from this feature is considered a wizard spell for you, but other wizards can't copy these spells from your spellbook into their own spellbooks.

Spirit Magic Table
Spell level Spell
1st faerie fire
2nd spiritual weapon
3rd spirit guardians
4th find greater steed
5th antilife shell

Two-for-One

At 6th level, your soul puppet's pin rapier attack is considered magical and can attack twice on its action. It gains the Multiattack action where it can attack once with each pin rapier. When you roll a 20 on a pin rapier attack roll, you automatically roll a 20 on the imitation table.

Additionally, by spending a spell slot of 1st level or higher as a bonus action, your soul puppet gains one of the following benefits: 

  • Will of the Wizard
    • Your soul puppet loses its damage vulnerabilities.
    • You can cast spells that affect only one target as if you were in the puppet's space, as long as you and the puppet can see the target. The puppet uses its reaction to deliver the spell.
    • When the puppet drops to 0 hit points, or as an action in your turn, you can detonate the puppet. Any creature within 10 feet of the puppet must make a Dexterity saving throw or take 4d4 force damage. On a success, a creature takes half damage. The puppet is destroyed until you summon a spirit to possess it again. At 10th level, this damage increases to 6d4, and at 14th level, it increases to 8d4.
    • These benefits last for 1 minute or until you use this feature again.
  • Hand of the Wizard
    • You can use an action to see through your puppet's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the puppet currently has. During this time, you are deaf and blind with regard to your own senses.
    • As an action, you can temporarily dismiss your puppet. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
    • When you cast a spell with a range of touch, your puppet can deliver the spell as if it had cast the spell. Your puppet must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    • These benefits last for the duration of your puppet's possession or until you use this feature again.

Sympathetic Pain

Starting at 10th level, you can tie your puppet's body to that of an imitated creature. When your puppet is imitating a creature and is attacked or must make a saving throw due to being targeted by an effect, you can use your reaction to spend a spell slot of 3rd level or higher and allow the attack to hit or the saving throw to fail. When you do so, the imitated creature must then make a Constitution saving throw or receive the effects of the attack or failed saving throw on your puppet. Regardless of the imitated creature's save, your soul puppet suffers the full effect of the attack or failed save.

Additionally, your puppet can bond with a creature much faster. Whenever your puppet rolls a 19 or higher on an attack roll, you automatically roll a 20 on the imitation table. Whenever you naturally roll a 20 on the imitation table, you can now choose to learn 3 things about the bonded creature and count all 3 rolls.

Master of Imitation

By 14th level, the power of your Soul Puppet becomes an overwhelming force for any creature that crosses its path. When the puppet rolls a 20 on an attack roll against the creature it is imitating, the creature must make a Constitution save (before rolling for damage) or become unconscious. The creature may repeat this saving throw if it takes any damage or at the end of its next turn.

If the creature does fail, you can use your reaction to spend a spell slot of 3rd level or higher and the puppet can immediately imitate a different creature within 30 feet of it, whether or not it was bonded to your puppet before.

Additionally, when your puppet is imitating a creature, you can use your action to spend a spell slot of 5th level or higher and empower your puppet. Any of the imitated creature's resistances are negated and immunities become resistances by attacks, spells, or abilities that the puppet uses against the creature.