Class - Threadcaster

by Exnil

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The Threadcaster

The dwarf found herself surrounded in a back ally of the city. A shortcut that appeared to be taking a turn for the worst. After making several threats to the dwarf, the bandit leader spoke up once more, "You're outnumbered! How do expect to survive this all by yourself?" he heckled. With a small flick of the threadcaster's wrist, the silhouette of the her puppet moves in behind her. "Oh, I think I know a guy..." she replied with a grin.

Arcane Manipulators

Threadcasters gain their magic through manipulating threads of magic that flow through the world, plucking and pulling them in different ways to create magical effects. This looks very similar to a puppeteer using strings to manipulate a puppet.

Studious Performers

The way threadcasted use magic is usually compared to a form of dance or other performance, although these performances are merely the caster using their knowledge and wisdom to twist arcane energies to thier will. Some treadcasters fully embrace the performance aspect and lean in to the entertainment side, while others prefer the more subtle forms of manipulation, and prefer not to draw attention to themselves.

Creating a Thread Caster

To create a threadcaster, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then look at the Artificer table to see which features you get at each level. The descriptions of those features appear in the “Threadcaster Features” section.


Threadcaster Features

As a threadcaster, you gain the following class features.

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

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Woodcarver's tools, and weaver's tools
Skills: Choose two from Arcana, History, Investigation, Insight, Sleight of Hand, and Performance
Saving Throws: Wisdom, Dexterity

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• any simple weapon
• (a) a explorer’s pack or (b) an entertainer’s pack
• (a) two simple weapons or (b) a Light crossbow and 20 bolts
• Costume clothes and a cross brace If you forgo this starting equipment, as well as the items offered by your background, you start with 4d4 x 10 gp to buy your equipment.



Quickbuild

You can make a threadcaster quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.


Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, you must have an Wisdom score of at least 13 to take a level in this class. You gain proficiency with smith's tools, woodcarver's tools, and weaver's tools, and simple weapons.

ERILAR | CLASSES & SUBCLASSES | THREADCASTER
The Threadcaster Table
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Arcane Puppet, Combat Puppetry 2 4 2
2nd +2 Life Siphoning 3 1 3
3rd +2 Puppetry Dicipline 3 1 3 2
4th +2 Ability Score Improvement 3 1 3 3
5th +3 3 2 3 3 2
6th +3 Puppetry Dicipline Feature 3 3 3 3 3
7th +3 4 3 3 3 3 1
8th +3 Ability Score Improvement 5 4 3 3 3 2
9th +4 5 4 3 3 3 3
10th +4 Superior Connection 5 5 4 3 3 3 1
11th +4 5 6 4 3 3 3 2
12th +4 Ability Score Improvement 5 7 4 3 3 3 2 1
13th +5 6 8 4 3 3 3 2 1
14th +5 Puppetry Dicipline Feature 7 9 4 3 3 3 2 1 1
15th +5 8 9 4 3 3 3 2 1 1
16th +5 Ability Score Improvement 9 10 4 3 3 3 2 1 1 1
17th +6 No Strings on Me 9 11 4 3 3 3 2 1 1 1
18th +6 Puppetry Dicipline Feature 10 12 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 11 12 4 3 3 3 3 2 1 1 1
20th +6 Main Class Feature 11 13 4 3 3 3 3 2 2 1 1

Spellcasting

You have learned to tap in an manupulate magic through manipulating threads of arcane energry. These threads can create a variety of effects, or be used to manipulate objects or others. See Spells Rules for the general rules of spellcasting and the Spells Listing for the threadcaster spell list.

Cantrips
You know two cantrips of your choice from the threadcaster spell list. You learn additional threadcaster cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Threadcaster table.

Spell Slots
The Threadcaster table shows how many spell slots you have to cast your threadcaster spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the threadcaster spell list.

The Spells Known column of the Threadcaster table shows when you learn more threadcaster spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the threadcaster spells you know and replace it with another spell from the threadcaster spell list, which also must be of a level for which you have spell slots.

ERILAR | CLASSES & SUBCLASSES | THREADCASTER

Spellcasting Ability
Wisdom is your spellcasting ability for your threadcaster spells. Your magic comes from manipulating arcane threads of energy that flow through the world. You have learned hoe to tap in and manipulate these threads to your own advantage.

You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast any threadcaster spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a cross brace (see the Mundane Items section of the Erilar Compendium) as a spellcasting focus for your threadcaster spells.

Arcane Puppet

You are able to summon an arcane puppet. These puppets are normally vaguely humanoid, resembling the torso of a humanoid with arms and a head, although the appearance varies from user to user. Some threadcasters have their puppets look more humanoid, while others are even more abstract.

At first level, as a bonus action, you are able to summon a magical puppet in an unoccupied space you can see within 10 feet of you. This puppet has a physical form, occupies it's own space and is classed as a medium construct with the same alignment as you. The puppet lasts until it is destroyed, until you dismiss it as a bonus action, or until you’re incapacitated.

Your puppet has AC 12 + your proficiency bonus. The puppet's hit point total is equal to five times your threadcaster level. The puppet's hit points can not be recovered though spells or potions. The puppet has immunities to the Poison and Psychic damage types and can not be effected by the Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified or Poisoned conditions. If the puppet has to make a saving throw, it uses your saving throw bonus for the roll.

On your turn, you can mentally command the puppet to move up to 30 feet in any direction (no action required). If you are incapacitated or if the puppet is ever more than 30 feet from you at the end of your turn, the puppet falls prone and becomes inert. The puppet is unable to be used again until you you spend an action to touch it, reembuing the puppet with arcane energy.

Combat Puppetry

You can use your action to issue a mental command to your puppet to use an action from its position. This can be any standard action that you can perform in combat, apart from casting a spell. The disengage, dodge, help, hide, ready, search, use an object actions are treated as normal, using your stats where relevant. The Dash action doubles the puppet's movement to 60 feet.

If you command the puppet to use the attack action, the puppet uses any weapon that you are proficient with that it has been given to hold and the weapon's effects and damage is strated as normal. You can expend your rection to attack of opportunity if an enemy moves out of melee range of your puppet. All weapon attacks use your spell attack modifier for the attack.

Finally, when you Cast a Spell with a range of touch, your puppet can deliver the spell as if it had cast the spell. Your puppet must be within 30 feet of you. You use your stats as normal when casting the spell.

Life Siphoning

At second level, you are able to transfer some of your life force through to your puppet. You can select a number of your own hit points to take in necrotic damage. You can not choose a number that would reduce your hit points to 0 or below. This damage can not be reduced in any way. Your puppet is healed for the same ammount as the necrotic damage you took.

Puppetry Dicipline

At 3rd level, you choose a Puppetry Dicipline to help refine how you use your arcane puppet. Choose The Channeler, The Doll, The Effigy, The Marionette or The Puppeteer, all detailed at the end of the class description. The dicipline you choose grants you features at 3rd level and again at 6th,, 14th, and 18th level.

Superior Connection

At 10th level the distance that your puppet can be away from you end of your turn incrases form 30 feet to 60 feet. In addition you can cast spells as though you were in the puppet’s space, but you must use your own senses. Spells with a range of "self" can originate from either yourself or your puppet.

No strings on me

At 17th level your puppets are able to travel much further away from you. Your puppets can now be up to 500 feet away from you at the end of your turn without becoming inert.

Resistant Minions

At 20th level any puppets you summon now have resistance to all non magical damage. In addition, if your puppets take damage from an attack, the attacker must make a wisdom saving through against your spell save DC. The attacker takes 4d6 psychic damage on a failed save or half as much on a successful one.

ERILAR | CLASSES & SUBCLASSES | THREADCASTER

Discipline of the Doll

Protected Puppet

3rd-level Discipline of the Doll feature

Starting at 3rd level, you puppet is able to wield shields, while doing so, the puppet gains the shield's bonus to it's AC.

Dance of the Doll

6th-level Discipline of the Doll feature

You can make your puppet throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to move your puppet up to its movement to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your puppet.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Vengeful Resolve

14th-level Discipline of the Doll feature

Starting at 14th level when ever your puppet is destroyed in battle you gain temporary hitpoints equal to the last ammount of damage the puppet took before it was destroyed.

Doll Deflection

18-level Discipline of the Doll feature

Starting at 18th level when your puppet or creature within 5 feet of your puppet is attacked, you can use your reaction to reflect any damage back on to the attacker.

ERILAR | CLASSES & SUBCLASSES | THREADCASTER

Discipline of the Effigy

Remote Senses

3rd-level Discipline of the Effigy feature

Starting at 3rd level you learn how to temporarily transfer your consciousness to your puppet. As an action, you can see and hear through your puppet. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action).

Controling Threads

6th-level Discipline of the Effigy feature

Starting at 6th level You can use an action to select one target that you can see within 10 feet of you as you send arcane strings to the target in an attempt to control them.

The target must succeed a wisdom save against your spell save DC. On a successful save this ability does nothing. On a failed save, you are able to somewhat control manipulate the target as you would your own puppet. As part of the action used to use this ability you can issue command to your target. This command is performed to the best of the target's ability on it's turn.

Target rerolls the wisdom save immediately if your command is directly harmful to it or if command would be impossible. If the target fails the save again, the target spends it's turn doing nothing.

At the end of the target's turn, it can re-roll a wisdom save. If the save fails, you can spend a bonus action on your next turn to issue another command to the target. This effect lasts for one minute or until the target succeeds a wisdom throw.

You can use this ability a number of times equal to your wisdom modifier before needing a long rest.

Pleantiful threads

14th-level Discipline of the Effigy feature

Starting at 14th level, when using your Controling Threads ability you are able to select a second target as a bonus action. This carget can be with in 10 feet of either you or your puppet. If you already have a target effected by your Controling Threads ability from a previous turn, you must use an action to use this abilty on the second target. All commands are given in the same bonus action to your effected targets.

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Garrotting Threads

18th-level Discipline of the Effigy feature

Starting at 18th level your level of control over others has reached the point where you are able to convince others to do harm to themselves. When issuing a command to a target effected by the Controling Threads ability, you can command the target to target itself with one of its own attacks without triggering a wisdom throw. If the target takes damage due to this effect, the target can make a wisdom saving throw upon taking damage. On a successful save, the Controlling Threads effect ends. On a failed save, the target still makes a saving throw at the end of its turn as normal.

ERILAR | CLASSES & SUBCLASSES | THREADCASTER

Discipline of the Marionette

Warrior Puppet

3rd-level Discipline of the Marionette feature

Starting at 3rd level you are able give your puppet weapons you do not have proficiency with and it is able to wield them as if it was profieient.

In addition at third level you choose an aspect to embue your puppets weapons with. This aspect can be fire, lightning or cold.

When your puppet successfully hits a target with a mellee attack, you can add 1d6 of damage relating to your chosen aspect.

After you finish a long rest, you can change your aspect to another of the three aspects listed above.

Swift Puppetry

6th-level Discipline of the Marionette feature

Starting at 6th level you are able to use your either your action or bonus action to command your puppet to make an attack. It is also possible to use both your action and bonus action to make two separate attacks.

Empowered Threads

14th-level Discipline of the Marionette feature

Starting at 14th level your skill with manipulation arcane threads have allowed you to add extra power to your attacks. You are now able to add your Dexterity Modifier to all attack and damage rolls.

In addition, once per turn you can expend a spell slot to add a number of additional D6s of your chosen aspect's damage to an attack equal to the level of the spell slot expended. For example if an attack was sucessful and you chose to expend a 4th level spell slot; you would do the attack's damage, 1d6 of your aspect's damage as normal, then an additional 4d6 of your aspect's damage on top of that.

Help from your Friends

18th-level Discipline of the Marionette feature

Starting at 18th level any creature who is considered friendly to yuor puppet (yourself included) has advantage on any melee attacks if your puppet is within 5 feet of them. In addition, your puppet gets advantage on any melee attacks if it is within 5 feet of a friendly creature.

ERILAR | CLASSES & SUBCLASSES | THREADCASTER

Discipline of the Puppeteer

The more the Merrier

6th-level Discipline of the Doll feature

Starting at 3rd level you are able to create a second puppet. This puppet follows all the same rules as the original puppet. Spending an action to issue a command to a puppet is only issued to one puppet at a time.

Changing places

6th-level Discipline of the Doll feature

Starting at 6th level you can use a bonus action to swap positions with one of your puppets that you can see within 60 feet of you. This does not provoke attacks of opportunity.

Synchronised Fighting

14th-level Discipline of the Doll feature

Starting at 14th level when you use an Action to command your puppet, you can command your other puppet at the same time, using the same action.

Plentiful Puppets

18th-level Discipline of the Doll feature

Starting at 18th level you can create a thrird puppet. This third puppet can be commanded as a bonus action on your turn.

ERILAR | CLASSES & SUBCLASSES | THREADCASTER

Threadcaster Spell List

Cantrips

Blade Ward, Booming Blade, Dancing Lights, Friends, Green-Flame Blade, Guidance, Lightning Lure, Mage Hand, Magic Stone, Mending, Message, Mind Sliver, Poison Spray, Prestidigitation, Resistance, Sapping Sting, Sword Burst, Thorn Whip, True Strike, Vicious Mockery, Word of Radiance.

1st Level

Alarm, Animal Friendship, Arms of Hadar, Bane, Beast Bond, Burning Hands, Cause Fear, Charm Person, Color Spray, Command, Compelled Duel, Cure Wounds, Detect Magic, Ensnaring Strike, Entangle, Find Familiar, Frost Fingers, Gift of Alacrity, Guiding Bolt, Heroism, Hex, Inflict Wounds, Kerwin’s Spicy Fingers*, Sanctuary, Silvery Barbs, Unseen Servant, Witch Bolt.

2nd Level

Aid, Blindness/Deafness, Calm Emotions, Crown of Madness, Detect Thoughts, Earthen Grasp, Enhance Ability, Enthrall, Hold Person, Immovable Object, Levitate, Spider Climb, Silence, Tasha's Mind Whip, Suggestion,Warding Bond, Web.

3rd Level

Catnap, Conjure Barrage, Counterspell, Crusader’s Mantle, Dispel Magic, Elemental Weapon, Enemies Abound, Fast Friends, Fear, Feign Death, Incite Greed, Intellect Fortress, Motivational Speech, Slow, Spirit Guardians, Tiny Servant, Vampiric Touch.

4th Level

Aura of Life, Black Tentacles, Charm Monster, Compulsion, Confusion, Dominate Beast, Elemental Bane, Freedom of Movement, Grasping Vine, Raulothim's Psychic Lance.

5th Level

Animate Objects, Arcane Hand, Awaken, Danse Macabre, Dominate Person, Enervation, Geas, Hold Monster, Modify Memory, Planar Binding, Skill Empowerment, Telekinesis, Wall of Force.

6th Level

Blade Barrier, Create Homunculus, Eyebite, Mass Suggestion, Otto's Irresistible Dance, Wall of Thorns.

7th Level

Create Magen, Dream of the Blue Veil, Finger of Death, Power Word Pain, Prismatic Spray, Tether Essence.

8th Level

Antimagic Field, Antipathy/Sympathy, Dominate Monster, Feeblemind, Glibness, Mind Blank, Power Word Stun.

9th Level

Blade of Disaster, Imprisonment, Power Word Kill, Psychic Scream, Time Stop, Weird.

Notes: * - Erilar specific spells

ERILAR | CLASSES & SUBCLASSES | THREADCASTER

Part of the

world of

Erilar

The Threadcaster, along with other classes and subclasses are part of the world of Erilar.

Character Art: Shadowverse Card Game
Doll Subclass Art: Daniel Dociu
Effigy Subclass Art: Hua Lu
Marrionette Subclass Art: Hua Lu
Puppeteer Subclass Art: Applibot, inc

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