Base Class: Sorcerer
Once thought to be Illusionists, they are far more different than a simple illusionist. Their magic is a result of their mind manifesting magic through years of loneliness allowing this sorcerer to make friends only with the magically infused dolls they befriended long ago. Since learning to weave the minds of their objects, they learned to control the mind of someone's body. They tend to share feelings only to the toys they keep and rarely like to express complex feelings for real people.
Handmade Companion
At 1st level, you gain a new companion of which stays with you till the very end. Depending on what you choose, your abilities will differ when you use them. You are not allowed more than one and can't change your decision after choosing. This companion has Your AC , can't be broken due to magical their magic properties, and no Hit points and will instead become inactive when hit and can be reactivated by using a action to reactivate it. You get the following 3 choices with their own starting abilities:
Choice 1 (Marionette): A 1 to 2 ft tall faceless marionette that moves by strings. It doesn't have any true features like dents where eyes would be and will only have painted feature. It can hold one simple melee weapon except a great club and gets 1 free bonus action(not from your actions but as it's own) to move or attack but nothing else.
Choice 2(Dummy): A Ventriloquist puppet that is held by the user and possess moving parts like a moving jaw and/or blinking eyes. It possess the ability to copy a voice of someone you heard for 10 minutes just close enough that others may get it confuse of being the actual voice. If anyone fails a Charisma Saving throw when hearing the voice, they are convinced that the voice they heard was the actual person and not the puppet unless they see the puppet speaking which negates the effect.
Choice 3(Doll): A baby sized doll that moves freely with no strings or holding required. It can emit a sound that to others only sounds like a small ringing (not to loud to hurt others) but to a target chosen by the doll's user will hear the sound of one of the species young crying and will proceed to the area of where the noise was made if they fail a Wisdom saving throw. The target has to be humanoid or beast creature type and has to be unaware of the doll making the noise (doing it behind a corner of the streets would be an example of it working).
Playtime Evolution
Starting at 6th level,Your handmade companion evolves in their magical use and possess more power than their past form. Additionally, it requires a bonus action to reactivate when made inactive. Finally, your companion replaces somatic components in a spell unless you chose the dummy, which replaces verbal components. The companion you chose gets the following new abilities:
The Marionette: The Marionette grows facial features similar to a magic elemental or construct being glowing eyes and a jagged jaw making it capable of speaking with anyone but only speaks the languages you know. It also has the ability to detach itself from the strings to make a pose and will use the strings to grapple a creature and make them do the marionette's pose.. If the creature fails a Charisma saving throw, they are grappled and will take 1d10 necrotic damage for each turn they fail the Charisma saving throw to get out or until someone cuts the strings (the strings has the ac equal to your ac but can't be casted to increase like the Marionette). The Marionette when using this ability is unable to move while the enemy is grappled leaving it vulnerable to attacks. If the strings are cut or if someone attacks the marionette succeeding a hit, the marionette will become inactive and will reactivate on the next set of turns instead of 1 bonus action needed.
The Dummy: The Dummy gains the ability move its limbs freely and speak freely unless being used by the owner. In addition, it gains the ability to make one creature who can speak the owner's language utter a 12 word sentence if they fail a charisma saving throw by the dummy opening their jaw and locking eyes with the target. The sentence uttered can't directly harm a living creature, Give power or ownership to something, or can it have the creature willing give you a item.It can instead be used to tell secrets or say commands or even be a alibi. After the sentence is said, the target must roll a charisma saving throw again and if failed, will believe that the sentence they said was their idea.
The Doll: The Doll appears more child like with more textured skin and more human facial features. As a action, the baby doll can act like a innocent child causing a humanoid creature to be charmed by it thinking it is a child If they fail a Charisma saving throw. If the humanoid is to attempt to attack the Doll's owner (you), The doll will let out a scream, which if the creature fails a Charisma saving throw will be frightened by the doll's owner and the doll itself.
Duo Spellcasting
At 14th level, you and your handmade companion can now duo a spell together as one. Your companion can use your spell slots to cast spells as long as it doesn't need components with certain costs. when casting a spell, you and the companion can channel a spell into another adding damage and effects to the total spell as long as the spell doesn't exceed 3rd level for the spell that is fusing into the other(6th level spell + 3rd level spell= Works/ 6th level spell + 4th level spell= Doesn't work). This fusing spell does cost a spell slot for both of the spells, but doesn't cost a action for the companion to do it and only happens when you or the puppet casts a spell. The spell has to possess damage or a status effect to work and has to be a projectile. The fusing spell also can't be casted at higher levels unless the higher level was up to level 3 spell slot.
Everlasting Fun
18th level, You fight off death as your soul tries to leave your body. When you fail your death saving throws, your soul begins to fuse into the body of your companion. The companion starts to form into a human size form and takes out the magic of the companion allowing you to live within it's newly form body. You gain their abilities from Handmade companion and Playtime evolution but lose the Duo Spell casting ability and Magical Puppetry ability. You gain half your hit points back and gain all non-magical items back and still carry your racial feats and class feats. The companions memories are erased from it and as well as your memories are erased from you except memories of your abilities, spells, proficiencies , and languages. If you die after this point, your soul will instead fade out of existence within a day and can't be revived unless someone uses a reincarnate spell on you as the soul needs a body to inhabit to keep from fading away.
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Posted Oct 20, 2023I think you forgot to put in the options for the handmade companions when the subclass is selected o.o
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Posted Apr 16, 2021This should be an artificer subclass