Wizard
Base Class: Wizard

The magic that animates every gruppit is unique, yet the supernatural energies that bring them to life share similar magical signatures. To the persistent (and the lucky), study of their power offers a path to the felty truth of performance and the ability to call upon these items for aid.

As a former wizard, Heston Jin's interest in creating sentient magic items led them to form Jin's Company, a guild that revolutionized the role of puppetry in performance and art. Many of their secrets remain unknown to outsiders. However, those who prove their determination to work with gruppits (rather than treating them like mere objects) will find success.

Bonus Proficiency

Beginning when you select this school at 2nd level, you gain proficiency in Performance.

 

W Stands for Wizard

You keep a wide variety of random innocuous objects on your person, waiting for just the right moment to utilize a relevant resource to overcome an obstacle. You can use an action to seize upon such opportunities, announcing your brilliance and producing a useful item from your comically deep pocket, seemingly endless pack, odd shoe, essential hat, or whatever item you designate to use with this feat. You cannot put any objects or creatures into your Stands For item.
The objects for this feat do not count against your carrying capacity, cannot have a value greater than 1 gp per point of proficiency bonus you possess, and something about them (hot pink color, made of plastic, much larger than necessary) makes them unfit for resale or more than one use.
When you use this feat, make an Intelligence saving throw against a DC equal to 8 + half your level. On a success, the item grants you advantage on one relevant ability check made within the next 10 minutes. On a failure, the item grants you a +2 bonus instead.
Once you have used this feat a number of times equal to your proficiency bonus plus your Intelligence modifier, you cannot do so again until you finish a long rest.

Gruppit Magic

At 6th level, you learn how to cast spells the gruppit way. Whenever you cast a spell other than a cantrip, you can choose to cast it as a gruppit spell. A gruppit spell creates a loud bang and a 10-foot-radius sphere of smoke centered on both you and the spell's target (or the point on which it is cast). The sphere spreads around corners, and its area is lightly obscured. Smoke from a gruppit spell lasts for a number of rounds equal to the spell level or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When you cast a gruppit spell with a spell attack and get a critical hit, the creatures in the smoke's area when the spell is cast must make a Constitution saving throw against your spell save DC. On a failure, they are deafened for 1d4 rounds.

Say Hi To My Furry Friends

At 10th level, any creatures you summon (using Conjure spells or Find Familiar) gain resistance to bludgeoning, force, and thunder damage. In addition, both you and these creatures can clearly see through the smoke from a gruppit spell and the area of your gruppit spell’s smoke is heavily obscured.

Don't Hit the Puppeteer!

Starting at 14th level, you have advantage on saving throws against spells and other magical effects.

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