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Puppet (5e Class) – D&D Wiki

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29/11/2022
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The creature [edit ]

hoping

Leaders and followers [edit ]

The puppet is person who is a conduit for a exponent more than themselves. The ‘thing ‘ that guides a creature would not actually be a idol, for a cleric would have a lot more command over their fortune whilst a creature is wholly guided by their patron, that would normally be a type of elemental, or a being of incredible charming force that is not a deity.

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Creating a creature [edit ]

The question that would define the life of a puppet would be why did the associate be forged between the guide and the creature, Were you person who happened to stumble into a different plane and to get out you had to make a hand, or were you a noble knight who was supposed to fight the knock-down creature but ended up making a bargain ? Or possibly you sought the being out, hoping to trade your servitude in substitution for something else ?

Reading: Puppet (5e Class) – D&D Wiki

What is your relationship with your patron ? Do you regret becoming a puppet ?

Quick Build

You can make a Puppet promptly by following these suggestions. First, Charisma should be your highest ability score, followed by constitution. Second, choose the urchin setting .

class Features

As a Puppet you gain the follow class features .

Hit Points

Hit Dice: 1d8 per Puppet level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 ( or 5 ) + Constitution modifier per Puppet level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: none
Saving Throws: Charisma, Wisdom
Skills: choose three from secret, misrepresentation, history, bullying, medicine, nature, perception, religion and survival .

Equipment

You start with the follow equipment, in addition to the equipment granted by your background :

  • (a) martial weapon or (b) two simple weapons
  • (a) padded armor and a simple weapon or (b) leather armor
  • spell focus, 5d4 X 10g

Table: The Puppet

Level Proficiency
Bonus
Cantrips known Spells known Invocations known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 2 – patron of the elements, pact magic. 2 — — — — — — — —
2nd +2 2 3 2 Master Invocations 3 — — — — — — — —
3rd +2 2 4 2 — 4 2 — — — — — — —
4th +2 3 5 2 Ability Score Improvement 4 3 — — — — — — —
5th +3 3 6 3 — 4 3 2 — — — — — —
6th +3 3 7 3 Thrall of the Elements feature 4 3 3 — — — — — —
7th +3 3 8 4 — 4 3 3 1 — — — — —
8th +3 3 9 4 Ability Score Improvement 4 3 3 2 — — — — —
9th +4 3 10 5 Representative of The Elements feature 4 3 3 3 1 — — — —
10th +4 4 10 5 Will of the Elements feature 4 3 3 3 2 — — — —
11th +4 4 11 5 — 4 3 3 3 2 1 — — —
12th +4 4 11 6 Ability Score Improvement 4 3 3 3 2 1 — — —
13th +5 4 12 6 Will of the Elements upgrade 4 3 3 3 2 1 1 — —
14th +5 4 12 6 Will of the Elements feature 4 3 3 3 2 1 1 — —
15th +5 4 13 7 Will of the Elements upgrade 4 3 3 3 2 1 1 1 —
16th +5 4 13 7 Ability Score Improvement 4 3 3 3 2 1 1 1 —
17th +6 4 14 7 Will of the Elements upgrade 4 3 3 3 2 1 1 1 1
18th +6 4 14 8 — 4 3 3 3 3 1 1 1 1
19th +6 4 15 8 Ability Score Improvement, Freedom Choice 4 3 3 3 3 2 1 1 1
20th +6 4 15 8 — 4 3 3 3 3 2 2 1 1

Puppet Transformation [edit ]

At 1st flush you have made a distribute with a entity of great strength. Some common beings are a Dao, a Djinni, a Efreeti, or a Marid, but if you want to, you could make it more exotic, but the being would have to be able to grant minor wishes, or accomplish something such as destroying a batch magically, and be able to control and manipulate it ‘s own soul or control it ‘s kernel in a major means. Your choice will give you extra spells and will grant excess features at 1st, 6th, 10th and 14th floor. You have been infused with the effect of your master, altering your alignment. You either become strictly impersonal, or you take on one of the alignment traits of your master. Dao ; neutral, malefic. Djinni ; chaotic, effective. Efreeti ; true, evil. Marid ; chaotic, neutral .

Puppet ‘s Blessing [edit ]

You ask for the being you have made a deal with, for a bless. This could be used to permanently protect a town from calamity, or escape a plane of being, or any count of things, however the entity will much use the literal or figurative meaning of what you wished your bless to be against you .

Puppet ‘s curse [edit ]

At 1st level, you are paying your end of the conduct you made with your entity. The kernel of the entity within you gives you tasks to do, that would be of benefit to your deity, and you have no choice but to do them. however, the curse allows you to add a third base of the entity ‘s Charisma, Constitution, Intelligence, or Wisdom score to your own when making a paradiddle, but this can merely be used three times per long rest .

Pact magic trick [edit ]

At 1st floor your patron has forced it ‘s own effect within you. You spell casting modifier is charisma. You learn from the warlock spell list. You get all your spell slots back after a long rest. Spell casting DC = 8 + proficiency bonus + charisma bonus Spell attack modifier = proficiency bonus + charisma bonus

master invocations [edit ]

At 2nd level you have learned to invoke the powers of your patron to a greater extent. You gain access to invocations that will alter your abilities. These are detailed at the end of the page .

Ability Score Increase [edit ]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you ca n’t increase an ability score above 20 using this feature .

overcome perfume [edit ]

At 11th level you can momentarily gain a fusillade of your master ‘s might. You now have access to the element or abilities of your patron. You besides can enter an express where you are in oneness with the effect being dominant allele, but it allows you to use all the features and spells of your patron for a time of half your level ( rounded down ) in minutes. once you use this ability you must take a farseeing perch before you can use it again. This upgrades at 13th, 15th and 17th level. At 13th grade, when in the elemental rage, if your master can not be charmed or frightened, you gain that ability. At 15th grade when you enter the ramp, you gain the uses of your patrons non-physical stats to replace your own, if the stat is higher, if not, use your own. At 17th degree you must take a short respite before you can use the ability again .

Freedom Choice [edit ]

At 19th level, you gain the ability to manipulate your inside perfume into reworking the foundations of your manage, giving you either giving you the following changes, if you choose them or any options the DM presents :

rupture [edit ]

You free yourself from your headmaster ‘s influence, changing yourself from a puppet into a sorcerer of the power that your erstwhile master had, and you get to keep some of your warlock spells. however, this halves your sum exp, and any problems that a sorcerer would have containing his power are abnormally increased .

second Mind [edit ]

You no farseeing have to obey your maestro, but you can be possessed by your fresh second beware, which is a contribution of your soul that you have fused with your master ‘s essence, and severed from yourself. You can commune with your moment take care, which is a part of you, so it can sense your thoughts, and you can sense it. It has the alignment of your master. however, having that second beware can temporarily allow you to merge with it, allowing you to gain your honest-to-god powers and alignment for a moment, while retaining your new abilities as well .

Cursed form [edit ]

You force the part of your maestro ‘s kernel that commands you and forces you to do things into your physical shape, cursing you, but freeing you. You transform into a being that is related to your passkey. You could become a Fire Elemental if you once served an Efreeti, the DM decides what phase you take .

Masters [edit ]

Your master is the one who gave you your powers in the first place, the creature that is with you at all times, the world power tingling through your arms when you cast your magic trick .

Dao ; genies of the land [edit ]

Your patron is a Dao ; a knock-down genie of the elementary plane of the earth. A creature of world power and strength that wields a large hammer. ( Neutral Evil )

Extended spell list [edit ]

These spells do not count against the list of spells you know. 1st : Tensers floating disk, Entangle. 2nd : spike growth, Heat metallic element. 3rd : Meld into gem, Plant increase. 4th : stone shape, Stone clamber. 5th : raise elemental ( earth alone ), Wall of stone .

Terra glide [edit ]

At 1st grade as a puppet of a Dao you can nowadays burrow through non-magical, non-worked, earth and stone at full accelerate. When you do this you do n’t disturb the corporeal as you move through it .

Earths crust [edit ]

At 6th horizontal surface, when you get hit you can use your reaction to lessen the damage by 1d6 per your proficiency bonus, angstrom long as the damage is dealt by a non-magical weapon .

Geodes defense [edit ]

At 10th flush your skin hardens and grows a dear indestructible immunity. You gain underground to club, slashing and pierce damage .

Boulder blast [edit ]

At 14th tied you can summon elemental power from the flat of ground. You can make a creature within 60ft make a dexterity saving throw, against your warlock spell save DC. On a failure the animal takes 10d8 bludgeon damage as you make a rip through reality into the elementary plane of earth, causing boulders to fall and crush the animal, on a successful save the creature takes half wrong .

Efreeti ; the genie of ardor [edit ]

Your patron is an Efreeti ; a brawny animal that originates from the elemental plane of displace, a wielder of swords and fire. ( Lawful Evil )

Extended spell list [edit ]

These spells do n’t count against your spells known. 1st : Burning hands, Hellish call on the carpet. 2nd : bally sphere, Flame blade. 3rd : powerhouse, Elemental weapon ( fire entirely ). 4th : flame shield, Wall of arouse. 5th : conspire elemental ( fire alone ), Flame strike .

Genies vengeance [edit ]

At 1st level your link with fire and heat allows you to reek vengeance on your foes. You can use your reaction to send fire through the tune towards your prey when you are hit, dealing half your flat rounded up in d4s .

Burning bliss [edit ]

At 6th horizontal surface you have learned to absorb heat, even that which is meant to be harmful. You have gained underground to fire and you can your bonus action to become competently immune to fire damage for the adjacent 3 turns .

Heat deflection [edit ]

At 10th level your command over fire has gone to levels beyond your world power. You gain the ability to spend your reaction when you take fire price and to return the same sum of damage back at the caster, and this damage can go through a creatures resistance and immunity .

Disks of hate [edit ]

At 14th floor you can manifest your hate and power into pure fire. You can make a 2 go attacks with 2 disks that manifest in your hands, and on a collision they take 5d10 fire damage. You can not use this again until after a long rest .

Djinni ; the genie of breeze [edit ]

Your patron is a Djinni ; a easy and agile adversary that primarily grants wishes. ( chaotic Good )

Expanded spell tilt [edit ]

These spells do n’t count against your spells known. 1st : Feather fall, Witch bolt. 2nd : gust of hoist, Levitate. 3rd : fly, Wind wall. 4th : proportion door, Polymorph. 5th : raise elementary ( air only ), Telekinesis .

Words on the wreathe [edit ]

At 1st level you have attuned to the wind, and has gained the ability to hear the wind its self. You have gained the ability to spend 1 moment to, basically meditate, and listen in on conversations that have happened there of your choose. This only works in places with a wreathe flow .

Wind mistreat [edit ]

At 6th level you have merged your body with the weave itself. When you take damage you can use your reaction to teleport up to 60ft, this can not be used again until you finish a abruptly or long rest .

Fog resilience [edit ]

At 10th degree you can momentarily become obscure when hit at. You can choose to use your reaction to impose disadvantage on a forcible attack used against you. You can use this an sum of times equal to your charisma modifier before you need to take a unretentive or long rest to be able to use this ability again .

Whirlwind [edit ]

At 14th degree you can cause a powerful gust to pick up, throwing everything, except you, everywhere. You gain the ability to make a whirlwind in a 5ft radius and a 30ft cylinder of 5 turns. Everything except the caster must make a economy throw against your creature spell save DC, and on a failure be lifted into the air, and if something other than the creature is in the whirlwind, it takes 5d10, and then they remain in the whirlwind for the rest of the clock time that whirlwind is active, on the start of the creatures next turn roll 1d4, on a 1-2 you get thrown out of the whirlwind, taking 2d10 per measure of turn spend in the whirlwind, on a 3-4 the animal remains within the whirlwind, if the animal is still in the whirlwind and it ends, the animal suffers from the effect of rolling a 1-2 on the d4 .

Marid ; the water genie [edit ]

Your patron is a Marid ; a herculean fish creature that will always try to bend the wishes it grants to its own benefit. ( chaotic Neutral )

Expanded spell list [edit ]

1st : grease, Tashas hideous laughter. 2nd : irradiate of debilitation, Calm emotions. 3rd : create food and water, Water walk. 4th : control water, Ice storm. 5th : cone of cold, raise elements ( water only ) .

Aquas superessendam [edit ]

At 1st charge your radio link with water has made it thus drowning is not a problem. You now have the amphibious feature, and have a swim amphetamine of 30ft .

H2O change [edit ]

At 6th level your ability to alter water has gone to the charge of altering your own blood. When you roll a 1 on any type of check you can re roll it, and you must take the new roll, even if it is besides a 1. You must take a short or long rest before you can use this ability again .

Weapon of the water [edit ]

At 10th level you have learned to extract water from the air out to form a weapon. You can create a weapon in a unblock hand that deals at slashing or piercing damage, this creation deals the damage of the weapon and an extra 1d6 of the type of damage .

Water whip [edit ]

At 14th level you have learned to use water as a weapon. You can use a bonus natural process to make a blister, you make a creature you can see withing 50ft to make a Dexterity saving project against your spell save DC, on a failed save the creature takes 4d10 wrong and you can make them prone or pull them 25ft towards you. You can not use this ability again until you take a long rest .

Invocations [edit ]

If an invocation has a prerequisite, you need to meet them before you can use it .

Boulder blast

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[edit ]

Prerequisites : having Eldritch fire as a cantrip, having a Dao as your patron. You deal bludgeoning wrong equal to your Charisma modifier when you cast eldritch blast .

Burning gust [edit ]

Prerequisites : having Eldritch blast as a cantrip, having a Efreeti as your patron. You deal fire wrong peer to your Charisma modifier when you cast eldritch bang .

Electrifying bang [edit ]

Prerequisites : having Eldritch bang as a cantrip, having a Djinni as your patron. You deal Lightning damage equal to your Charisma modifier when you cast eldritch blast .

aquatic savage [edit ]

Prerequisites : having Eldritch blast as a cantrip, having a Marid as your patron. You deal wedge damage equal to your Charisma modifier when you cast eldritch savage .

armor of the elements [edit ]

You can cast mage armor at will, without using a spell time slot and without using material component .

Blazing shield [edit ]

Prerequisites : Having mage armor as a spell, having a Efreeti as your patron, being 10th level When you cast mage armor your spell increases in power so that if you take physical wrong, the creature takes 1d10 fire damage .

Earths cognition [edit ]

Prerequisites : having a Dao as your patron. You can cast address with plants at will, without expending a enchantment slot .

Water walker [edit ]

Prerequisites : having a Marid as your patron, being 12th floor You can step into a body of water that is big enough to hold your entire body, and then you can teleport to any body of water that you are aware of and you have seen. You can not use this ability again until you take a long rest .

Wind wall [edit ]

Prerequisites : having a Djinni as your patron, being 15th charge. You can nowadays cast gust of wreathe at will, without using a spell slot or substantial components .

Hearts blade [edit ]

Prerequisites : the Wish of the weapon, having a Efreeti as your patron, 10th level. When you summon your treaty weapon from the extra dimension, you can summon it from someones chest, making an foe make a wisdom saving throw, on a fail the creature takes an excess 3d10 psychic damage in accession to the weapons master weapon damage, and on a success you barely summon your weapon without dealing damage to the creature. You can lone use this once before you need to take a hanker rest before you can use this ability again .

close fight caster [edit ]

Prerequisites : the wish of the weapon, 15th degree. You can spend a bonus carry through to imbue your wish weapon with a spell or cantrip for 30 seconds, so that when you hit a animal with the weapon whilst its imbued the weapons normal effect happens and the go consequence happens at the lapp meter .

Outsiders perspective [edit ]

Prerequisites : the wish of company You can now spend your bonus action to see through your companions eyes, whilst doing this you can cast spells through your companion and can speak with your own voice .

Holders will [edit ]

Prerequisites : the wish of company You can now cast hold freak on the like type of creature that is your company. You must take a retentive or short rest before you can use this again .

lineage of the sea [edit ]

Prerequisites : wish of charming might, having a Marid as your patron, 5th level You can use your own rake as a weapon, by taking 4d4 necrotic damage, you can make your own blood into razors to attack the foe, dealing 4d4 acute price, you can increase the measure of damage consider and damage deal to yourself by 1d4, up to a maximum of 10d4 .

Destroyers deflection [edit ]

Prerequisites : wish of charming might, 12th level When you are targeted by a spell attack that you will take damage from you can choose to be automatically hit but you can deflect it bet on at the caster, dealing the like amount of price cope to you. You can not use this ability again until you take a inadequate or long rest .

Earthen hand [edit ]

Prerequisites : 8th level you can cast grasping vine once, without using a spell time slot or material components. You must take a inadequate or long rest before you can use this again .

reality spy [edit ]

Prerequisites : 15th level You now have true sight out to 30ft .

Sniping gust [edit ]

Prerequisites : Eldritch smash as a cantrip When you cast eldritch blast, its roll is now 200ft

Concussive good time [edit ]

Prerequisites : Eldritch blast as a cantrip, 5th level. When you hit with Eldritch blast you can choose to make the target make a fundamental law saving hold, against your puppet DC, else be stunned until your next turn. You can use this once before you must take a abruptly or long rest to use this ability again .

protective shield [edit ]

Prerequisites : having a Dao as your patron. You can now use a one of the spells listed below as a reaction when you are hit with a =n area of impression attack to completely block the damage, this still uses the go slots and the material components. Wall of stone, Wall of force, Wall of ice .

Repelling blast [edit ]

Prerequisites : Having a Djinni as your patron, having Eldritch blast as a cantrip. When you cast Eldritch smash and it successfully hits you can repel the creature back 20ft in a straight line .

rightfully burning hands [edit ]

Prerequisites : Having a Efreeti as your patron. You can light your hands ablaze, shedding light out in a 60ft range, and you immediately deal 1d4 damage when you use an unarmed hit .

Puppets perseverance [edit ]

Prerequisites : 12th level You are now immune to being charmed and freighted

charming bowel movement [edit ]

Prerequisites : 5th level You can now fly at half your campaign speed, at 10th level you can fly at your movement, and at 15th level you fly twice your motion .

Eldritch shine [edit ]

Prerequisites : 5th level, having Eldritch blast as a cantrip When you cast eldritch blast and you use more than one glow, you can turn it into a remarkable beam, making it so that you only need to roll a single attack roll, but you combine all the damage of all the divide radio beam into one attack. e.g at 5th level you have 2 beams, which means that when you combine them, it equals 2d10 .

Multiclassing [edit ]

Prerequisites. To qualify for multiclassing into the Puppet class, you must meet these prerequisites : 13 Charisma

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Proficiencies. When you multiclass into the Puppet class, you gain the follow proficiencies : secret and survival
back to Main Page → 5e Homebrew → Classes

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