A type of [[Wizard]] focused on [[Water]] magic. *(Tidal Puppeteer is a re-flavored version of the Origami Wizard from Obojima: Tales from the Tall Grass)* ![[List of Tidal Puppeteers]] --- # Subclass Features ## Level 3 - Tidal Puppets As a bonus action, you craft a Tidal Puppet: a water construct that becomes bound to you or a creature you can see within 60 feet. The bound creature gains that construct's effect. A creature can’t have more than one of the same water construct bound to it at a time, unless stated otherwise. A bound construct occupies the same space as the creature it’s bound to. These constructs stay imbued with life for 1.5 hours. Constructs have 14 AC, 1 HP, and are immune to poison and psychic damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Water Constructs **Seagull.** Gain proficiency in the Perception skill. Deal an additional 2 slashing damage whenever you hit a target with a ranged attack. **Manta Ray.** Gain proficiency in the Stealth skill. Once on each of your turns when you hit a target with a melee weapon attack make a melee spell attack against the same target. Its attack modifier is equal to your weapon attack modifier, and on a hit, the target takes 1d6 slashing damage. The manta ray's damage increases when you reach certain levels in this class: 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level. **Crab.** Gain a +1 bonus to your AC and proficiency in the Athletics skill. Only one Crab may be active at any time. **Shark.** You have disadvantage on Dexterity (Stealth) checks and can’t benefit from being Invisible. Additionally, you take 1d4 cold damage at the start of each of your turns. You can have multiple sharks bound to you at the same time. When destroyed, deal 2d6 cold damage to each creature within 5 feet. **Frog.** Hain proficiency in the Acrobatics skill. As a reaction, when you would fail a Dexterity saving throw, you can add +4 to the roll. Using this feature destroys the frog. ## Level 3 - Water Construct Familiar You learn the [[Find Familiar]] spell; you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. Your familiar appears as a water construct resembling the form of another creature. It is immune to poison and psychic damage, and is a construct, instead of a celestial, fey, or fiend. In addition to the familiar’s normal statistics, it also gains access to the following abilities. **Camouflage.** You can command your familiar to shift into a flattened puddle-like. In this form the familiar looks nearly indistinguishable from a normal puddle. If a creature uses its action to examine the familiar, it can discern the familiar for what it is with a successful Intelligence (Investigation) check against your spell save DC. The familiar can use an action to shift back into its original form. **Last Resort.** As an action, your familiar can dive toward a creature, unfurling itself and wrapping around the target’s face,. The target must make a Dexterity saving throw against your spell save DC or become Blinded for 1 minute. A creature blinded by the familiar or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is no longer blinded. When this effect ends, your familiar is destroyed. **Reconnaissance.** As an action, you can command your familiar to spy. The familiar will then spend 1 minute listening to any and all sounds within 15 feet of itself, recording the information within itself. It then returns to you and imparts it's knowledge before disappearing.