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.