You attempt to commandeer the minds of creatures around you. Choose up to 4 creatures in a 30 foot radius that you can see and have a CR of 1 or lower. If the creatures have a CR of greater than 1, the spell instead does 9 (2d8) necrotic damage. Each of targeted creatures with <1 CR must succeed on a wisdom saving throw or become charmed by you. On a roll of 1, the creature instantly dies, unless it is immune to necrotic damage. While charmed in this way, you may use an action to speak with them and issue commands. Until the end of your next turn, the creatures takes only the actions you choose, and don’t do anything that you don’t allow them to do. You may give them all the same commands or each different ones, all for the price of one action.
Each time a target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher levels: If this spell has not ended, you may, instead of issuing commands, cast it again at a 5th level or higher. When you cast it in this way, it has the below affect:
A massive marionette controller appears above the creatures charmed by thrall of the puppet master. Each of the charmed creatures (still under your control) gain a fly speed of 10ft, advantage on dexterity based checks and saving throws, and deal an extra 5 (1d8) necrotic damage on a hit. Operating the massive marionette is an action, but you now take the actions of all the creatures controlled in this way (it only takes one action to control them all). Now, if a creature on the controller takes damage, it re-rolls the wisdom save. If the saving throw succeeds, the spell ends. Also if a creature on the controller takes damage, you take 5 (1d8) necrotic damage.
The spell ends if you loose concentration or die.
* - (marrionette controller (which the spell does not consume) and a small spool of string)
Comments