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# Doll Master ## Class Features As a Doll Master, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Doll Master level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per level after 1st. #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons - **Tools:** Choose one type of artisan's tools or one musical instrument ___ - **Saving Throws:** Constitution, Charisma - **Skills:** Choose two from Arcana, History, Insight, Persuasion. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* two daggers *(b)* any simple weapon - *(a)* a set of leather armour *(b)* a set of scale mail (if proficient) - *(a)* a set of tools or instrument you are proficient with ### Soul Bound At 1st level you have bound yourself to a sentient doll of great magical power.
##### Doll Master | Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Soul Bound, Companion Doll, Magic Item Absorption, Bond of the Abyssal Doll | — | — | — | — | — | — | — | | 2nd | +2 | Spellcasting, Cantrips, Edict | 2 | 2 | — | — | — | — | — | | 3rd | +2 | Pocket Dimension, Sharing is Caring | 2 | 3 | ─ | — | — | — | — | | 4th | +2 | ASI | 3 | 3 | ─ | — | — | — | — | | 5th | +3 | Expert Commanding, Lingering Flame | 3 | 4 | 2 | — | — | — | — | | 6th | +3 | Children of the Flame | 3 | 4 | 2 | — | — | — | — | | 7th | +3 | Telepathic Resonance | 3 | 4 | 3 | — | — | — | — | | 8th | +3 | ASI | 3 | 4 | 3 | — | — | — | — | | 9th | +4 | Resting Voice | 3 | 4 | 3 | 2 | — | — | — | | 10th | +4 | Countermeasure | 4 | 4 | 3 | 2 | — | — | — | | 11th | +4 | HellfireAgony | 4 | 4 | 3 | 3 | — | — | — | | 12th | +4 | ASI | 4 | 4 | 3 | 3 | — | — | — | | 13th | +5 | ─ | 4 | 4 | 3 | 3 | 1 | — | — | | 14th | +5 | Flame Purification | 4 | 4 | 3 | 3 | 1 | — | — | | 15th | +5 | Trigonometry | 4 | 4 | 3 | 3 | 2 | — | — | | 16th | +5 | ASI | 4 | 4 | 3 | 3 | 2 | — | — | | 17th | +6 | ─ | 4 | 4 | 3| 3 | 3 | 1 | | | 18th | +6 | Hellfire Unleashed | 4 | 4 | 3 | 3 | 3 | 1 | — | | 19th | +6 | ASI | 4 | 4 | 3 | 3 | 3 | 2 | — | | 20th | +6 | Phoenix Magnificate | 4 | 4 | 3 | 3 | 3 | 2 | ─ |
\pagebreak ### Companion Doll At 1st level, you gain a companion that will serve and aid you in every way it possibly can. This companion gets some bonuses from being linked to your essence. In combat, the companion acts on your turn in initiative. You can tell it what to do verbally (no action needed) and if you are incapacitated, it will do its best to protect you and itself from harm. You and your companion become empowered from the bond you share, but only one of you can take full advantage of the power at first. If you take the Attack action or cast a spell with a casting time of one action, your companion can't take the Attack action this turn, and if your companion takes the Attack action, you can't take the Attack action or cast a spell with a casting time of one action this turn. It gains proficiency in two skills of your choice. in areas where it would use its proficiency bonus, it used your proficiency bonus instead. It also adds your proficiency to its AC. If a feature of you or your companion required another creature to make a saving throw, the DC is equal your Doll Master Spell Save DC. If your companion is reduced 0 hit points, it falls unconscious and makes death saving throws. When it is reduced to 0 hit points, you take any of the excess damage from the attack. If it is killed, you can return it to life as part of a long rest. The process of reviving can be very hard for your soul, and you gain one level of exhaustion at the end of the rest when you revive your companion. The companion has its own hit die, and can spend them during a short rest. Whenever you gain the Ability Score Improvement class feature in this class, your companion’s abilities also improve. You can increase one of its ability scores of your choice by 2, or you can increase two of its ability scores of your choice by 1. Your companion also levels up, and it can increase its hit point maximum using its hit die normally. At first level, its hit points will be equal to the maximum value of its hit die + its Constitution modifier. ### Magic Item Absorption At level 1, the Doll Master can perform a ritual to merge a magic item into the doll during a short rest. Merging with an item required being in physical contact with the Doll Master, item, and doll. Certain items have prerequisites. The doll cannot merge with items requiring class prerequisites. If the short rest is interrupted, the merging fails. Otherwise, at the end of the short rest, the item merges into the companion. While merged, the companion gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words. Your companion can use the magical properties of the item and apply the effects to its natural weapons and natural armor, but it doesn't get the benefits of the armor or weapon itself. It can only have one weapon merged at a time, and one piece of armor. Each merged item within the creature counts as an attunement for the Doll Master, regardless if whether the item required attunement. Attempting to merge with more than 3 items fails automatically. The Doll Master can voluntarily end the merge by spending another short rest focused on the item, unless the item is cursed. If the doll dies, all the merged items are expelled on the ground around it. ``` ``` ### Bond of the Abyssal Doll Somehow you obtained a doll that seemed to have a glimmer of fire in its eyes. You've carried it with you and have grown fond of it. #### Porcelain Spirit At 1st level you make a bond with an abyssal doll. The doll can look however you want to as long as it is Tiny. Additionally, you learn to read, write, and speak Abyssal. ___ > ## Abyssal Doll >*Tiny, Chaotic Neutral* > ___ > - **Armor Class** 10 + your proficiency bonus > - **Hit Points** 4 x your Soul Binder level. > - **Hit Diece** 1d6 per Soul Binder Level > - **Speed** 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|10 (+0)|12 (+1)|12 (+1)|10 (+0)|14 (+2)| >___ > - **Damage Resistances** Fire > - **Condition Immunities** Charmed > - **Senses** Blindsight 60 ft. > - **Languages** Abyssal, Understands its summoner's languages, but can't speak any > ___ > > ### Actions > > ***Duplicate:*** The doll forges duplicates of itself from magical flames within 10 ft. of you. > > ***Flame Swipe:*** *Ranged Magic Attack: (your proficiency modifier + its Charisma modifier)* to hit, reach 10ft., one target. *Hit* (1d12 + Its Charisma modifier) fire damage. ### Spellcasting By 2nd level you are now more used to being bonded to the doll, and have started to be able to use some magic to help your allies. See Chapter 10 in the Player's Handbook for the general rules of spellcasting and below for the soul binder spell list. ### Cantrips At 2nd level, you know two cantrips of your choice from the Doll Master spell list. You learn an additional Doll Master cantrip of your choice at 4th level and another at 10th level. \pagebreak #### Preparing and Casting Spells The Doll Master table shows how many spell slots you have to cast your soul binder spells. To cast one of your soul binder spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Doll Master spells that are available for you to cast, choosing from the soul binder spell list. When you do so, choose a number of soul binder spells equal to your Charisma modifier + half your soul binder level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Doll Master spells requires time spent in meditation with your companion: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Charisma is your spellcasting ability for your Doll Master spells, since the power of your magic relies on you being able to communicate with your companion and the bond that you share. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Doll Master spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Charisma modifier
#### Spellcasting Focus You can use the doll as your spellcasting focus for casting your Doll Master spells. #### Expanded Spell List As you bind with this doll at the 1st level, you are able to have more spells available, these spells are always prepared and don't count towards your maximum number of prepared spells. ##### Bond of the Abyssal Doll | Spell Level | Spells | |:---:|:-----------:| | 1st | Hellish Rebuke | | 2nd | Aganazzar's Scorcher | | 3rd | Fireball | | 4th | Summon Greater Demon | | 5th | Rary's Telepathic Bond | ### Edict You have gotten better control over your companion and can give it more complicated commands. As an action you can speak an edict to your companion. It must be able to hear you for the edict to take effect. At 2nd level, you learn and can use the four following edicts: - **Strike.** You command your companion to attack with extra ferocity. The next time your companion hits another creature with an attack this turn, that attack deals extra damage equal to 1d8 plus your Doll Master level. - **Duplicate.** You command your companion to use its magic to create explosive duplicates of itself. As an action you can command these duplicates to either grapple or explode. You summon an amount of these equal to your proficiency modifier. - **Block.** You command your doll to protect you from incoming attacks. Your AC is increased by an amount equal to half your Charisma modifier (rounded up), until the end of your next turn. You can use this as a reaction upon being attacked, but only before the attack roll is known. - **Trailblaze.** You tell your companion that you need to move fast, or move safely. When given this command your companion enchants you, allowing you to take the Disengage or Dash action as a bonus action on this turn. You can use this feature a number of times equal to your Charisma Modifier (minimum of 1), regaining all uses on a long rest. ___ > ## Explosive Doll >*Tiny, Chaotic Neutral* > ___ > - **Armor Class** 10 > - **Hit Points** 5 > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|12 (+1)|9 (-1)|4 (-4)|4 (-4)|13 (+2)| >___ > - **Condition Immunities** Charmed > - **Senses** Blindsight 60ft. > - **Languages** Abyssal, Understands its summoner's languages, but can't speak any > ___ > > ### Actions > ***Grapple.*** The doll attempts to grapple a target. The DC to this grapple is equal to your spell save DC. > > ***Kaboom.*** The dolls explode, dealing 1d6 fire damage to all enemies within 5 ft. If the target is not grappled, they can attempt a DC 10 Dexterity saving throw to not take any damage. This damage increases as you level. \pagebreak #### Pocket Dimension At the 3rd level you have learned how to hide and protect your companion in another plane. When you reach 3rd level you learn this ability. As an action, you can temporarily dismiss your companion as long as it is within 5 feet of you. It disappears into a pocket dimension where it awaits your summons. As an action, while it is dismissed, you can cause it to reappear in any unoccupied space within 5 feet of you. If you go unconscious while your companion is in its pocket dimension, it will reappear within 5 feet on you. ### Sharing is Caring Starting at the 3rd level, you can cast cantrips and spells with a range of touch through any of your dolls. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you can’t increase an ability score past 20 using this feature. ### Expert Commanding At the 5th level, there is no longer any restrictions for whenever you or your companion can take the attack action or cast a spell with a casting time of 1 action as long as it is a Doll Master spell. ### Lingering Flame Starting at the 5th level, your flame lingers past the dolls demise. Te lingering flame deals damage equal to your **Kaboom** to anyone who starts their turn inside the flame for 1 round after their death. ### Children of the Flame Starting at the 6th level, you've become bonded to your minions. You gain the ability to see through the eyes of any of your minions within 120ft of your body. ### Telepathic Resonance Starting at the 7th level, your ability to speak through your thoughts has grown. You can communicate to any creature within 60ft. you can see as long as they can speak a language. You do not have to share a language with them to be able to communicate. ### Resting Voice Beginning at 9th level you now regain all uses of your edicts on a short or long rest. ### Countermeasure At 10th level, your companion is very protective of you and will harm anyone who seeks to hurt you. When you become the target of an attack, your companion can take one of the following reactions: - **Revenge.** The doll can use its reaction to make a spell attack (using your spell slots) or edict command against one enemy if it is within range. - **Burning Gaze.** If your doll is being carried by you, it can use its reaction to let out a burning gaze to impose disadvantage on the attack roll as long as the attacker is not blinded. - **Sacrifice.** If your doll is within 5 feet of you when the attack is made, it can use its reaction to redirect the attack to hit it instead. ### Hellfire Arsony At the 11th level, you are capable of using your explosive dolls to their fullest extent. You can use Grand Arsony to make your next **Kaboom** Deal maximum fire damage as well as increasing the range to 10 ft. You regain usage of this after a long rest. ### Flame Purification When you reach 14th level you can use your hellfire energy to flush out any bad effects currently impeding you. If you are under any magical effects that allow you to make a saving throw at the start or end of your turn, or as an action, you can use your action to allow your companion to immediately attempt to make this saving throw, even if you have already done so this turn. ### Trigonometry Starting at the 15th level, you can cast all your cantrips and spells through any of your dolls. ### Hellfire Unleashed At 18th level you can channel your energy through the link that binds you to the doll to empower both of your attacks. As an action you can infuse yourself and your doll with energy for 1 minute, when you are infused you and your doll can add your Charisma modifier to your damage rolls. Once you have used this feature you must complete a long rest before you can do so again. ### Phoenix Magnificate When you reach 20th level, you are so closely connected with your doll that you can feel their very life force as easy as the blowing wind. You have also learned to empower yourself and the doll to extreme extents. As an action you are filled with renewed life, regaining all hit points, hit dice, spell slots, and edicts. Once you use this feature, you can't use it again until you finish a long rest. \pagebreak
##### Cantrips (0 Level) - Acid Splash - Blade Ward - Booming Blade - Chill Touch - Control Flames - Dancing Lights - Friends - Green-Flame Blade - Infestation - Gust - Light - Lightning Lure - Mage Hand - Message - Mending - Minor Illusion - Prestidigitation - Poison Spray - Shocking Grasp - Thunderclap - True Strike ##### 1st Level - Alarm - Beast Bond - Bane - Bless - Burning Hands - Comprehend Languages - Charm Person - Cure Wounds - Catapult - Detect Magic - Disguise Self - False Life - Grease - Heroism - Ice Knife - Jump - Magic Missile - Longstrider - Sanctuary - Sleep - Shield of Faith - Silent Image - Thunderwave ##### 2nd Level - Aid - Arcane Lock - Animal Messenger - Blur - Barkskin - Beast Sense - Blind/Deafness - Continual Flame - Calm Emotions - Darkvision - Detect Thought - Dragons Breath - Earthbind - Enlarge/Reduce - Gust of Wind - Invisibility - Knock - Misty Step - Maximilian’s Earthen Grasp - Pass Without Trace - Scorching Ray - See invisibility - Spider Climb - Snilloc’s Snowball Swarm - Shatter - Rope Trick - Warding Bond \columnbreak ##### 3rd Level - Blink - Clairvoyance - Catnap - Dispel Magic - Fly - Fear - Gaseous Form - Hypnotic Pattern - Magic Circle - Slow - Stinking Cloud - Sending - Tidal Wave - Tongues - Wall of Sand - Wall of Water - Water Walk - Water Breathing - Windwall ##### 4th Level - Aura of Life - Arcane Eye - Banishment - Blight - Confusion - Compulsion - Death Ward - Evard’s Black Tentacles - Fire Shield - Greater Invisibility - Hallucinatory Terrain - Locate Creature - Leomund’s Secret Chest - Stone Shape - Stoneskin - Wall of Fire - Watery Sphere ##### 5th Level - Awaken - Control Winds - Creation - Dispel Evil and Good - Dream - Immolation - Insect Plague - Maelstrom - Far Step - Flame Strike - Teleportation Circle - Telekinesis - Tree stride - Telekinesis - Skill Empowerment - Scrying - Planar Binding - Wall of Stone - Wall of Light