Base Class: Wizard
The school of the puppeteer is a specialized section of the school of enchantment and transmutation. Puppeteers are masters at crafting intricate and Sting puppets and dolls. These puppets can range from anything that the crafter imagines. These puppets are not just inanimate objects the dark side of this school relies on people. This school has a dark past and a bright future if shown to the right people.
Puppeteer Savant
You have learned how to easily create puppets. Beginning when you select this school at 2nd level, the gold and time you must spend to create a puppet is halved. You also gain proficiency in tinker's tools, wood carver's tools, and masons tool's.
Strings of fate
Starting 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 1d4, adding or subtracting the value rolled from that creature's roll. You may use this feature after seeing the value rolled, 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.
Movement of Strings
At 6th level, you gain the ability to teleport up to your puppet or magically switch places with it. As an action you can do one of the following options. You can magically switch places with one of your controlled puppets that is within 60 feet of you, or you can teleport to one of your puppets within 60 feet of you.
Enchanted Strings
When you cast a spell using a spell slot of 3rd level or lower, you can condense the spell’s magic into a puppet within 10 feet of you. The spell is frozen in time at the moment of casting and held within a the puppet for 1 hour. When the duration ends, if the spell was not used the puppet vanishes in a flash of light, and the spell is lost. The puppet can use its action to release the spell within, whereupon the magic in the puppet disappears. The spell uses your spell attack bonus and save DC, and the spell treats the puppet who released it as the caster for all other purposes. Once you infuse a puppet with this feature, you can’t do so again until you finish a short or long rest.
Broken Strings
Your mastery over the minds and bodies of those around you grows more prevalent. Beginning at 14th 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.
Previous Versions
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