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## Marionette ### A rogue who wields razor-thin strings as extensions of their dexterity — traps, bindings, and deadly precision. The “puppet” idea remains as a metaphor: everyone is a puppet to your strings. #### Stringwright’s Art At 3rd level, you’ve mastered the craft of forging and wielding preternaturally strong filament — steel wire, enchanted silk, or spirit thread. You gain proficiency with tinker’s tools or weaver’s tools (your choice).
You can create and maintain your special strings, which count as finesse and reach weapons with the following properties: * Damage: 1d4 slashing * Reach: 15 ft * Properties: Finesse, special (can’t be used for two-weapon fighting) * When you make a melee weapon attack with your strings, you can use Dexterity for the attack and damage rolls.
In addition, you gain access to String Arts — special maneuvers that let you manipulate your environment and enemies. #### String Arts Also, at 3rd level, you have a series of strong strings that protrude from your fingertips. You use these strings to control your puppet or to take the following actions;
**Garotte**. When you hit a creature with your string attack, you can immediately attempt to grapple them using your Dexterity (Acrobatics) instead of Strength (Athletics). While grappled in this way, you can use your action on later turns to tighten the wire, triggering your Sneak Attack.
**Redirect**. As an action, you can pull or shove a creature within 30 feet using your strings. The target contests your Dexterity (Acrobatics) check with its Strength (Athletics). On a failure, it moves 10 feet in a horizontal direction of your choice.
**Tripwire** As a bonus action, you can set a nearly invisible string trap between two points (objects, walls, trees, etc.) no more than 10 feet apart. The tripwire lasts for 1 minute or until you create another. A creature that crosses it falls prone and take 1d6 slashing damage. You can’t have more than one tripwire active at a time.
**Corpse Puppet** When a Small or Medium creature dies within 30 feet of you, you can use your reaction to lash your strings into its body. Until the end of your next turn, you can use your bonus action to make the corpse lurch or strike once, dealing 1d8 + your Dexterity modifier slashing or bludgeoning damage triggering your sneak attack. \columnbreak #### Tensile Mastery At 9th level, You’ve refined your control of the strings — they can bear your full weight, act as extensions of your body, and move objects with uncanny precision. You gain a climb speed equal to your movement speed and you can use your strings to manipulate objects (open doors, pull levers, retrieve small items) within 30 feet, as though using the *mage hand* spell, but this is not magical. #### Threadfield At 13th level, you can weave your strings into a deadly network that turns the battlefield itself into your weapon. As an action, you can anchor your strings into the environment, creating a Threadfield — an area of faint, nearly invisible wires centered on a point within 30 feet of you. The Threadfield forms a 10-foot-radius sphere and lasts for 1 minute, until you dismiss it (no action required). you gain the following benefits; * The area counts as difficult terrain for creatures other than you. * The first time a creature enters the area on a turn or starts its turn there, it takes 2d6 slashing damage. * You have advantage on attack rolls against any creature inside the field.
While within the Threadfield, you can sense even the slightest vibration through your strings. You cannot be surprised by creatures in the area, and you have advantage on Dexterity (Stealth) checks made to hide while inside it. You can use this feature once per long rest. #### Puppet Master At 17th level, you are now the unseen master — you can seize control of others through your strings. When you hit a creature with your string attack, you can forego your sneak attack feature to attempt to take control of its movements. The creature must make a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, you can force it to take one of the following actions immediately (your choice): * Move up to 15 feet in a direction you choose (without provoking opportunity attacks). * Make one weapon attack against another creature of your choice within its reach. * Drop one object it is holding.
A creature make remake this save as an action on their turn. On a failure aplly this features effects again. You can only control 1 creature this way at a time.