Wizard
Base Class: Wizard

A cold wind blows on a dark and cloudy night. You here a whisper in the back of your mind. You can't make out what it's saying, only that it is repeating a single phrase over and over and over. A loud crash. You snap your head in the direction of the noise. Alert. Your full attention trained upon the area. You begin to move slowly. A scream. You move faster. You wake up. 

What an odd dream...

You look around. You don't know where you are or how you got there. You can't remember the events of the night before.

A voice echoes through your head. It's not yours. It tells your legs to move. They move. What is happening? It tells your arm to draw your weapon. You obey. You have no control. You are a passive observer in your own body. You wonder what is going on. The voice answers.

"I am the Puppet Master. You are MINE!"

 

LORE BIT: The puppet master is an entity created and indebted to Venn, he exists solely to undermine the domain of Auron so Venn can seize it.

Lantern of Consciousness

2nd-level Marrionetter feature

You infuse a lantern with your consciousness granting you the ability to store known spells within it and cast them through it without the need for a spellbook.

Whenever you would add a spell to your spellbook, you instead meditate upon the spell for 1 hour per spell level and it binds with your consciousness within the lantern.

The lantern functions as a spellcasting focus and you cannot cast wizard spells, except through it.

You learn the Mage Hand cantrip and can have 2 hands active at once. They gain the ability to hold your lantern. While held by your lantern is held by your mage hand, you can cast spells through it as though you were in the position the lantern is.

Call of the Puppet Master

2nd-level Marrionetter feature

You can invoke the magic called the Planeswalkers, provided that you aren’t attuned to an item with a Good alignment. It emboldens your tongue, empowers your spells, and bolsters your resilience.

You can use a bonus action to start the Call of the Puppet Master, which lasts for 1 minute. It ends early if you are incapacitated or if you attune to an item with a Good alignment. You can also dismiss the Call of the Puppet Master at any time you choose (no action required).

While the Call of the Puppet Master is active, you:

  • You gain a bonus to your Spell Save DC equal to your Intelligence modifier (minimum of +1).
  • Your walking speed decreases by 10 feet.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration. The bonus equals your Charisma modifier (minimum of +1).
  • You can use your action to enthrall a creature you touch. If the creature is not willing, it makes a Wisdom saving throw. On a failed save, you transfer it's consciousness to your lantern. As a part of this same action, you can command any (max. 6) enthralled creatures to attack a creature or perform any action that is not obviously harmful to itself.
  • You can use a bonus action to Teleport up to 15 ft, to an unoccupied space.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Mercy of the Marionetter

Enthralled creatures cannot fail saving throws against your spells.

Puppeteer's Embrace

6th-level Marionetter feature

A number of times equal to your proficiency bonus per long rest, you can use an action to detonate your will to dominate from your lantern. Up to 6 creature's, of your choice, within a 30 ft radius of your lantern must make a WIS saving throw, or become enthralled.

Blessings of the Wraith

14th-level Marionetter feature

Enthralled creatures, within 30 ft of your lantern, deal additional damage with weapons and spells and gain Temporary Hit Points at the start of each of your turns. These bonuses are equal to your Intelligence Modifier. Additionally, as a bonus action, you can consume 1 enthralled creature, within 30 ft of you, Consuming an enthralled creature heals you for Hit Points equal to your proficiency bonus + Constitution modifier and grants you resistance to all damage until the start of your next turn.

Will to Dominate

10th-level Marionetter feature

When a creature succeeds on a saving throw against one of your spells or abilities, you can use your reaction to roll a D12, subtract the result from their roll. This has no effect if Legendary Resistance caused the success.

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