Brave. The Central Praetor has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the Central Praetor hits with it (included in the attack).
Evasion. If the Central Praetor is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Central Praetor instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Magic Resistance. The Central Praetor has advantage on saving throws against spells and other magical effects.
Mystic Thread. The Central Praetor has a thread imbued with it's own magic, allowing it to control targets in a variety of ways. The thread acts as an extension of the Central Praetor, and can be used to do a special Grapple up to 20 ft. away that adds the Intelligence modifier onto it (d20+str+int). A target that is grappled becomes puppeteered by the Central Praetor, as well as failing any to hit spells and having disadvantage against spell saves. The target can make saves against this grapple at the start of their turn, and can be controlled to attack others or themselves. Targets being puppeteered can also be used as the source of the Central Praetor's spells, as the thread channels the spells at the will of the Praetor.
Pack Tactics. The Central Praetor has advantage on an attack roll against a creature if at least one of the Central Praetor's allies is within 5 feet of the creature and the ally isn't incapacitated. Puppets are counted as allies.
Spellcasting. The Central Praetor is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The Central Praetor can cast at will and has the following spells:
Cantrips (at will): Fire Bolt, Light, Mage Hand, Message, Prestidigitation, Shocking Grasp, Spare the Dying
1st level (6 slots): Cure Wounds, Detect Magic, Identify, Jump, Longstrider, Magic Missile, Sanctuary, Snare
2nd level (5 slots): Alter Self, Blur, Darkvision, Detect Thoughts, Heat Metal, Magic Mouth, Mirror Image, Misty Step
3rd level (4 slots): Counterspell, Dispel Magic, Fly, Glyph of Warding, Lightning Bolt, Revivify
4th level (3 slots): Arcane Eye, Banishment, Fabricate, Freedom of Movement, Leomund’s Secret Chest, Mordenkainen's Private Sanctum
5th level (3 slots): Animate Objects, Creation, Greater Restoration, Scrying, Transmute Rock, Wall of Stone
6th level (2 slot): Contingency
7th level (1 slot): Teleport
Multiattack. The Central Praetor makes two melee attacks attacks and uses Leadership if available.
Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 (2d6 + 8) bludgeoning damage.
Mystic Thread. Melee Weapon Attack: +13 to hit, reach 15 ft., up to two targets. Hit: (1d4 + 13) slashing damage. Attacks with this can be used to Grapple targets, and the grapple utilizes both Strength and Intelligence modifiers. Targets grappled in this way can only remained grappled up to 20 ft. away from the user.
Leadership (Recharges on a 5-6). For 1 minute, the Central Praetor can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Central Praetor. A creature can benefit from only one Leadership die at a time. This effect ends if the Central Praetor is incapacitated.
Parry. The Central Praetor adds 2 to its AC against one melee attack that would hit it. To do so, the Central Praetor must see the attacker and be wielding a melee weapon.
Description
The Central Praetor is the highest rank of guard in Brighthelm, chosen by those who have proven themselves in various challenges and trials. After the life of dedication and training, they are thoroughly retrained to become powerful Artificers, and become adept at utilizing a specialized technique therein. Once the Central Praetor in the making becomes adept at using the Mystic Thread of their new job class, they are granted with their rank and 1 - 3 Central Guardians to accompany them.
The Central Praetors, being trained in puppeteering things utilizing their mystic thread, are known to occasionally carry their own puppets with them. While some prefer to use their thread on others, some choose to utilize their own crafted puppets to increase their own numbers. Those that choose to create puppets either have multiple basic puppets, or a small number of advanced artisanal creations that come with a variety of tools for various situations. Depending on which the Praetor utilizes, puppets can be controlled as a bonus action and individual targets are controlled as an action.
Puppets crafted by the Puppeteer or others are at the discretion of the DM, utilizing construct statistics.
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Posted Feb 22, 2021Heads up, this is mostly utilized for a world I am trying to pull out of my head, and is also part of a duo (the other being the Central Guardian). I have plans to limit how many of these exist in my world, and where they will be. If anyone has plans to utilize them for their own campaign, keep in mind the "Central" part is the designated location they are in my world. Feel free to ad lib in your own scenario, or keep the same. Also, when using this, be sure to be creative with things. It's an artificer after all. If it grapples something and wants to use the thread essentially as a laser, the shocking grasp spell will make that happen. Or if something is injured, use the thread to stitch it up and the magick to heal the wound. These are basic ideas that came to my mind, I hope they come in handy for some minor clarifications. Any ideas, input, and ideas are welcome for this as well.
They are meant to be used as the highest ranking guard type of my world, but if anyone feels like they can be utilized in some other way, have at. Hope this is used in fun ways and that people enjoy it ^^