Human Puppet (5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 19:02, 12 September 2019 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing multi-classing and creating a human puppet questions.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Scales.png This page is of questionable balance. Reason: There isn't even any point to the Weaponized Body feature, as the shortsword I start with deals more damage and you should not be able to attack with it as a bonus action. Touch of Needles and Weaponized Body also does way to much damage as you start to level up. The variable amount of damage and range the features do does not fit 5e very well, see Class Do's and Don'ts (5e Guideline). The class also has a few too many features.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Human Puppet (5e Class)[edit]

Human puppets are any race of humanoid that have modified their own body to become a puppet, like a primitive cyborg, they have replaced the majority of their body with carbon or metal, they control these parts with magic strands that originate from their organic heart which is imbued with their own magic. While you have your humanity, you modify your body to further increase your lifespan and combat abilities. As you increase in level you are able to select the part of the body you wish this attack would come from (ex:: Touch of Needles from your palms, elbows, mouth, etc.).


Creating a Human Puppet[edit]

Quick Build

You can make a Human Puppet quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Entertainer background.

Class Features

As a Human Puppet you gain the following class features.

Hit Points

Hit Dice: 1d6 per Human Puppet level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Human Puppet level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, Shortswords
Tools: Disguise kit or Poisoner's Kit
Saving Throws: Dexterity, Constitution
Skills: Choose three from Acrobatics, Athletics, Deception, Performance, Persuasion, Slight of Hand, Stealth

Equipment

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

  • (a) Shortsword or (b) any Simple melee weapon
  • (a) Disguise Kit or (b) Poisoner's Kit
  • (a) Explorer's Pack or (b) Entertainer's Pack
  • Tinker's kit

Table: The Human Puppet

Level Proficiency
Bonus
Features Weaponized Body
1st +2 Unarmored Bonus, Weaponized Body 1d4
2nd +2 Touch of Needles 1d4
3rd +2 Path of the Puppet, Pure Puppet, Strings 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Puppeteer, Puppet Manipulation 1d6
6th +3 Extra arms 1d6
7th +3 Path of the Puppet feature 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Evasion, Hand Cannon 1d8
10th +4 Garrote Wire, Puppet's Case 1d8
11th +4 Path of the Puppet feature 1d8
12th +4 Ability Score Improvement 1d8
13th +5 String Shot 1d8
14th +5 True Puppet, Heart's Individuality 1d10
15th +5 Path of the Puppet feature, Manipulator's prowess 1d10
16th +5 Ability Score Improvement 1d10
17th +6 Body Enhancement 1d10
18th +6 Aura of Strings 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Master of Puppets 1d12

Unarmored Defense[edit]

You have replaced a majority of your body with metal parts. You no longer require armor to have an increase one's armor Class. While not wearing any armor your Armor Class is 10 + your Dexterity modifier + your Constitution modifier. However, being fully metal comes with its downsides. You no longer heal like a conventional being and rather than retaining all your hit points at rest, you need to repair. Any damage sustained in battle save for the removal of limbs can be healed as it would be normally. You require tinker's tools and materials equal to (your level)gp per hit point.

Weaponized Body[edit]

Modifying your body you are proficient with unarmed combat as well as armed combat. Attacks made while unarmed increase (.75 x your level)d4 (round up) and you can add Dexterity and Strength modifier. As a bonus action, you can attack with your unarmed strike again. Additionally, your unarmed strike is now considered armed.

Touch of Needles[edit]

Starting at 2nd Level, You are able to shoot poisonous darts from multiple parts of your body you choose (up to 3) (palms, arms, mouth, etc). This ranged attack deals (.75 x your level)d6 (round up) + Dexterity modifier poison damage and has a range of 65 feet. These darts can be reloaded during combat at the cost of a bonus action. You can buy darts(5gp) to reload. Adding this to a puppet costs 15 gp per body part.

Pure Puppet[edit]

At 3rd level, you are used to the poisons you carry and diseases of the world. You are immune to disease and poison. You are also immune to all necrotic damage as you have little flesh to be affected by the necrotic damage.

Path of the Puppet[edit]

At 3rd level, choose a path on how you wish to modify yourself. Path of Steel, Path of Oil, or Path of Bone, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th.

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 your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Strings[edit]

At level 3, you to use a set of strings – threads of magical force used for controlling your puppets and other creatures. A set of strings comprises of five threads, attached from each of your fingers on one hand to the limbs and head of a target puppet or creature. You must have an empty hand to use one set of strings: thus if you have two empty hands you can control two sets of strings. Strings are intangible and invisible and cannot be severed.

The length of your strings is 30(0.5 x proficiency bonus {round up} + 1) feet. You lose control of the subject of the strings if you are separated from it by a distance longer than the length of the strings. You can dismiss one or both sets of strings on your turn: this does not require an action. The strings also disappear if you fall unconscious.

Puppeteer[edit]

Beginning at 5th level, you become lonely and decide to create other puppets for you to control. You begin with a common puppet without paying its price and may fashion other puppets of a different rarity after (obviously paying for the components). All of your puppets have been modified just as you have with your path of the puppet. You may have 1 puppet for every 5 levels (round up).

Puppet Manipulation[edit]

At level 5, you control a puppet using a set of strings. While you are controlling a puppet, you can sense what it senses.

If you are in control of a puppet, you can use your action to have the puppet take an Attack or Disengage action on your turn or your reaction to having the marionette take a reaction. You can use your bonus action to allow the marionette to move on your turn. Puppets that have less than their maximum hit points but greater than 0 hit points can be repaired. This can be done during a long or short rest and requires your tinker's tools. It also requires materials worth 1 cp per hit point recovered for a common marionette, 5 cp per hit point for an uncommon marionette, 5 sp per hit point for a rare marionette, 5 gp per hit point for a very rare marionette, and 50 gp per hit point for a legendary marionette.

Extra arms[edit]

After tinkering with your physique, beginning at level 6, you attach 2 extra arms and you can hold both strings or additional weapons. This allows you to change weapons seamlessly and control more puppets.

Evasion[edit]

At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Hand Cannon[edit]

At level 9, you modified one of your hands such that it can release energy in missile form. You can do this (0.25 x your level {round up}) per long rest. The missiles act like magical missiles at the 4th level and must have a free hand to use. Adding this to a puppet costs 50 gp.

Garrote Wire[edit]

At level 10, your string can now be hardened into a garrote wire that does damage that does (0.5 x your level)d(0.5 x your level) and requires the use of at least 2 hands. You can't have anything connected to the string either. Additionally, this can only by using your standard action to prepare for it. Adding this to a puppet costs 100 gp

Puppet's Case[edit]

From 10th level onward, you can spend 1 hour preparing a nonmagical chest as an arcane travel trunk. You can only have one such trunk at a time: when you prepare a new trunk, the old trunk reverts to a nonmagical chest. Marionettes treat the interior of the trunk as nondimensional: you can place folded-up marionettes into the trunk, up to its carry capacity of 300 lbs, regardless of the size of the marionettes. If the trunk only contains marionettes, it has a fixed weight of 25 lbs.

If the trunk is destroyed, its contents spill out unharmed.

String Shot[edit]

At 13th level, you cast out the strings that dwell within your body. Select a target up to half your string's total length from you, you can latch your strings onto the target and propel yourself to it, if it is hostile, they must make a Dexterity save or become prone and take 4d6 bludgeon damage. If they are a size larger than you, you simply move to their location. Adding this to a puppet costs 150 gp

True Puppet[edit]

At level 14, you truly understand your circumstance and have accepted your fate. You can now move your heart to any puppet you own. You must spend long rest to calibrate the puppet to fit your heart and cannot be done in combat unless you are hidden which case it takes 2 full rounds and you must be next to the puppet to transfer your heart.

Heart's Individuality[edit]

After you have been reduced to 0 hit points and failed 3 saving throws after you reach level 14, you don't die, rather, you gain the ability to disconnect your heart from the puppet you inhabit. In this state, you can do nothing, have 10 AC and have hit points equal to your level. You require an ally to transplant your heart into another puppet where you can rebuild yourself. (cost of rebuilding is healing from 0 to max hit points.)

Manipulator's Prowess[edit]

At level 15, you only need 1 hand to manipulate your puppets and they gain their own initiative and turns at the cost of your free action.

Body Enhancement[edit]

At 17th level, you can modify your body and your puppets with these modifications. You have to spend a long rest and 100gp to obtain these traits. Adding this to a puppet costs 1000 gp

1. Modify yourself with Wings- granting you the ability to fly and hover, you have a flying speed of 50ft. 2. Modify yourself with Fins- have a swimming speed of 30ft. 3. Modify yourself with a Claws & Tail- you gain proficiency with Acrobatics and Athletics. If you already have these you may select another. You gain a stackable (up to 3 times) bleeding DoT of 2d6 whenever you land an armed strike.

Aura of Strings[edit]

At 18th level, you constantly are aware of all surroundings via your inner strings. You are able to automatically detect any moving creature at half string length, buildings and stationary creatures at 0.3 string length, and anything at all at 20 ft away from you.

Master of Puppets[edit]

At 20th level, you have become the Master of Puppets. You're so powerful with puppets that the puppets you directly control can have control puppets as well. All your puppets, including yourself, gain a multiplicative of 1.2 to all their stats, speed, and AC.

Puppet Paths[edit]

Path of Arcane[edit]

Path of Arcane allows your body to become much more durable in combat. Upgrading the metal aspect of yourself with mystical items you have found along your way provides you with the modifications necessary to make you a true glass cannon. all your abilities deal 1 addition damage per level.

Magic Hands

At 3rd level, you modify your strings to be able to connect it to weapons up to 20 ft away. It allows you to freely manipulate your weapons through in the air and make attacks even when it is not held by anything or anyone. You must have your hands free to do this. You can also use your strings to attach to the opponents weapon making it disadvantaged. To use this, you need to have one free hand. Adding this to a puppet costs 25 gp.

Enchanted Blade

At 7th level, you have a retractable enchanted blade in your arm. You are able to extend and retract this blade even while holding a weapon. This blade deals (.75 x your level+1)d6 (round up) and (.25 x your level)d4 (round up) radiant damage and is counted as an unarmed strike. At 15th level, this feature adds an unarmed strike that doesn't count towards any action. Adding this to a puppet costs 150 gp.

Supernatural Killer

At 11th level, you sharpen and enchant all your blades and other weapons. Now everything you use can be considered magical for instances of overcoming resistance. All of your damage gain an x1.5 modifier when dealing damage towards Celestials, being from hell and gods. Adding this to a puppet costs 300 gp.

Mystical Heart and Armament

At 15th level, your heart, surrounded by magic constantly, is able to utilize magic of its own to a certain degree. You can use 3 4th level spell or lower from any class. These spell slots can be regained after a long rest. You also add enchantment to your armor making you resistant to all non-magical damage. Adding enchantment to the armor of your puppets costs 600 gp.

Path of Oil[edit]

Path of Oil allows your metal body to reform the ties of your human heart. Inside your body is created tubes which oil flow through. The oil inside you contains pieces of carbon that you to manipulate at your whim and provides the ability to harden your oil to diamond-like states. Your steel body has absorbed enough oil to seem to ooze oil itself. You gain 5 additional health per level.

Acidic Oil

At 3rd level, your poison of your weapons has soaked into your body and turned you acidic. Any melee attack made against you sprays your oil back at your attacker, dealing (.75 x your level)d4 (round up) acid damage. Adding this to a puppet costs 25 gp.

Oil Coat

At level 7, you create pores on your skin creating hardening oil that flows outwards, increasing your AC by (0.3 x your level {round up}). Furthermore, any attack will corrode the weapon of the enemy causing it to do (.5 x your level)d3 (round up) next time and cannot be grappled. In addition to that, the area around you will be soaked in your acidic oil. However, this hardening of oil slows down your flow of oil decreasing your movement speed by 5. You are also vulnerable to flame damage. Adding this to a puppet costs 150 gp.

Carbon Harnessing

At level 11, the carbon in your oil can be used to mend your shields, armor, and even hit points. You can heal (your level)d4 health every use. You can do this a total of (your level) times before you deplete your carbon. You regain all the uses of this ability after a long rest with 10 pounds of carbon (found in wood, animals, CO2). You are unable to use Oil Coat after you used up half of Carbon Harnessing because there is not enough carbon to fuel the coat. Adding this to a puppet costs 300 gp.

Swap Circumstance

Beginning level 15th, at any time, you can take damage for any object you currently have attached to with his strings. If the damage is transferred this way, the damage must be attack rolled again. If it failed, the object doesn't take any damage and neither does the puppet.

Path of Bone[edit]

Feeling alone you had decorated yourself with the dead. Modifying yourself with decay, death, and fear- you have become one with the first darkness. You can store souls equal to 1.5 x level of Human Puppet. Adding this to a puppet costs 25 gp.

Soul Shot

At 3rd level, you are able to take the soul of a creature recently fallen and turn it against the living. When a creature dies, you can absorb its soul and can store it in you. You are able to send a soul to phase through the living in a straight line of 40 feet. Any hostile creature takes (.75 x your level)d6 (round up) necrotic damage and has their movement speed reduced by half until their next turn.

Skeletal Soldiers

At 7th level, you are able to wrap a creatures skeleton with the strings of the damned. You can control the skeleton as a bonus action and can control it independently of your own turn (It has its own initiative). The skeleton is able to move up to 2x your movement speed away from you and has the stats it had in life. If you choose a fresh corpse you just make a Strength check 15 to try and force the skeleton out of its flesh. It can pick up a weapon if there are weapons lying around and if there isn't, the skeleton's damage is equal to yours with all modifiers as necrotic damage.

Soul Harvest

At 11th level, you harvest the souls of the dead. You can consume souls (up to 3) without the cost without any action to augment your damage. All your hits this turn deal an additional 1d4 cold damage per soul. You can also fuse yourself with up to 2 skeletons as you control. When fused, you gain +2 AC per skeleton. These skeletons can break after physical trauma. Each skeleton can take up to .75 x your level hits.

Grim

Beginning at 15th level, an aura surrounds you and saps the life of anything around him. At the start of your turn, everyone, friend of foe, around you must perform a wisdom save. A failed Wisdom save drains creatures within 5 feet an amount of hit points equal to the number of souls you have stored. You gain 1 AC for everything that is hit for this round.

Puppets[edit]

  • 25 HP, AC 16, Str 6, Dex 14, Con 10, Int 3, Wis 3, Cha 1, speed 30 ft.
  • Gains as much HP as you do when you level up.
  • Unlike other animated objects, it does not have blindsight. Instead, it shares your senses.
  • It has the all the damage that is at your disposal (poisons, cannons {if retrofited}, blades).
  • The Puppet uses your proficiency bonus and does share your proficiencies.
  • If the puppet falls to 0 hit points, it is destroyed.
  • It weighs 40 lbs. You can use an action to fold it up into Tiny size to be transported in a backpack, sack or basket; it takes another action to unfold it for use.
  • The Puppet is able to use items and weapons instead of your attacks with the same modifiers.

When a feature says that a marionette can use an action, bonus action or reaction, it can only do so via your marionette manipulation feature. You only benefit from the following features.

The following puppets start up with 40 HP and gain 6HP each time you level you have. So if you're level 3 and you get one of the puppets below, it'll start with an HP of 58.

Knight Puppet[edit]

Common (100 gp)

This puppet resembles a noble knight with a shield.

  • Shield. It has +1 to AC.
  • Protector. When a creature you can see attacks a target other than the marionette within 5 feet of it, it can use a reaction to impose disadvantage on the attack roll.

Warrior Puppet[edit]

Common (100 gp)

This puppet resembles a typical humanoid soldier, armed with a banded club.

  • Brute. You gain a +2 bonus on the damage rolls of its slam attack.

Artisan Puppet[edit]

Common (100 gp)

A puppet resembling a craftsperson, with slender hands and delicate tools.

  • Journeyman. The rate at which you craft puppets is increased by 10 gp per day.

Boreas Puppet[edit]

Uncommon (500 gp)

Boreas resembles an old man with snakes for feet and arms.

  • Snake-limbed. When a Boreas puppet makes a grapple, you add double proficiency bonus to the check. If this puppet is grappling a Medium or smaller humanoid, you can use your action to attempt to control the target on your turn. The target makes a Strength saving throw using your puppet DC. On a failure, you can move the target (and marionette) up to 10 feet and have it make a melee attack.
  • Poison Bite. When a Boreas puppet makes an attack its arms and legs make a bite attack,4d6 piercing plus 4d4 poison

Caeneus Puppet[edit]

Uncommon (500 gp)

Caeneus has an exaggerated masculine body, to the point of caricature.

  • Impervious Skin. It has resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. At 20th level, this becomes immunity to bludgeoning, piercing and slashing damage from nonmagical weapons.
  • Guardian. When it shoves a creature, you add double your proficiency bonus to the check.

Telchine Marionette[edit]

Uncommon (500 gp)

A telchine has flippers instead of hands, and the head of a dog. You can use it to work metals and alloys quickly, and into detailed or precise shapes. The oil from its bite is a mixture of abyssal water and sulfur.

  • Adept. The rate at which you craft arcane puppets is increased by 25 gp per day.
  • Stygian Spit. It can use its action spit at a creature within 10 feet. The target must make a Dexterity saving throw, using your puppet DC. On a failed save, the target takes 2d10 poison damage.

Shield Guardian Puppet[edit]

Rare (5,000 gp)

Shield guardians could be made with various sizes and strengths, but the simplest and cheapest to make stood about nine feet (nearly three meters) tall and weighed over 1,200 pounds (540 kilograms). They looked something like a large stick figure made of wood with rocky appendages and metal parts.

  • Spell storing A spellcaster who controls the marionette can cause the marionette to store one spell of 4th level or lower. To do so, the user must cast the spell on the puppet.The spell has no effect but is stored within the marionette.When commanded to do so by the user or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no Components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
  • Punch attacks Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, The marionette can use its gauntlet to stun a creature nearby, puppet DC.
  • Shield When a creature makes an Attack against the puppeteer or any other player, the puppet shield guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer or the puppet moves into the place of the player or puppeteer, puppet DC.

Manticore Puppet[edit]

Rare (5,000 gp)

A manticore puppet, whilst humanoid, resembles its namesake with an upright lion's body and the head of a wild man. It can open its mouth to fire a volley of needles.

  • Needle-mouth. It can use an Attack action to make two ranged melee attacks, range 20/60, 2d4 piercing damage.
  • Tough. It has +2 Constitution and an additional 15 hit points.
  • Wings. It has a fly speed of 40 feet.

Phrike Puppet[edit]

Rare (5,000 gp)

Phrike resembles a typical child's doll, with porcelain skin and unnerving eyes.

  • Nimble. It has +2 Dexterity and +1 AC.
  • Uncanny Visage. It can use its Action to make a horrifying gaze. Each creature in a 30-foot cone originating from this marionette must succeed a DC 13 Wisdom saving throw or become frightened by this puppet for 1 minute. You must finish a short or long rest before you can use this feature again.
  • Shattering End. When it has less than 10 hit points left, but more than 0, you can use your Bonus action to have it explode. This destroys the puppet. Each creature within 20 feet must make a Dexterity saving throw using your puppet DC, taking 2d10 piercing damage and 2d6 psychic damage on a failed save, or half as much on a successful save.

Medusa Puppet[edit]

Very Rare (10,000 gp)

Medusa's usually represents a humanoid with snake hair and glossy stone eyes that will turn those foolish enough to look into her eyes.

  • Petrifying gaze. The Puppet uses its gaze to turn any creatures in a 30ft range cone to stone.
  • Beauty beyond compare. The Puppet uses its womanly charms in order to charm opponents in a 30ft cone, puppet saves dc, Charmed, Works on both genders.
  • Venomous hairdo. The Puppet Stretches her hair out to bite the opponents,6d5 piercing plus 4d5 poison.
  • Slippery. The Marionette is able to use her reaction to slip out of a grapple or attack made to her, puppet DC.

Wyvern/Dragon Puppet[edit]

Very Rare (10,000 gp)

Dragon resembles a typical dragon you would usually see in the monsters manual with scaly skin and different kinds of colors and breaths.

  • Wings. It has a fly speed of 40 feet and is able to use its wings to move creatures nearby 15 feet and move up to half of its flying speed.
  • Breath attack. It can use its action to use its breath attack,3d8(refer damage to type), depending on the type of dragon marionette you have. Wyvern=Arcane Breath, Other Dragons=different breaths.
  • Sharp Fangs. It can use its action and/or its bonus action to bite its opponent,3d6 piercing.
  • Roar of the Furious. It can use a action or bonus action to roar loudly frightening others around you in a 10 ft diameter for 3 minute, puppet DC.

Lich Puppet[edit]

Legendary (30,000 gp)

Prerequisite

Path of Bone or Path of Arcane This Puppet is a hollowed out human wizard with withered flesh, eyes succumbed to decay, almost skeletal looking.

  • Undead presence. It has resistance to necromancy based attacks made to it or to yourself when using this marionette and when using it's slam attack it has advantage to attacking undead.
  • Spell casting ability. The spell casting ability of the marionette makes your own spells or the marionette,more powerful and able to hit,+2
  • Arcane Horror. It is able to use its action or bonus attack to induce fear into your opponents in a 30ft cone must succeed on a DC 13 Wisdom Throw or become frightened by this marionette.You must take a short rest or long rest in order to use this ability again.
  • Necromancy Spell book. It has a certain spell book that you are able to write spells from the necromancy wizard spell list.
  • Commander of the undead. It has the Create, Destroy, and the Command undead spells at will and is able to use them as cantrips.

King Puppet[edit]

Legendary (30,000 gp)

Prerequisite

Path of Oil The king resembles a typical king with its rod/scepter and crown with a big red flowing cape.

  • Command others. It has the ability to make others do its bidding during its action instead of making an action. The commanded creature does not use its action when commanded or used in this way.
  • Royal presence. Its very presence makes others inspired to do things perfectly,+2 to all ability checks.
  • Knighting. When the king knights a character, that character gains temporary hit points equal to 1d10 plus your Charisma modifier. You can do this only 1 + your charisma modifier (with a minimum of 1) times per day.
  • Checkmate. When the Marionette is about to be attacked, it can use its reaction to either move away from the attacker or can bring another creature and move it into its place.
  • Payday. The Marionette tosses money around itself distracting all within 15ft of it. These creatures must make a Charisma saving through equal to your spell save Dc, and on a failed save the creature is knocked prone grabbing as many coins as the creature can.



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors