Pact of The Puppet Master v2.0

NOTICE

The following is Play-Test material that will change over the course of the game.

Expanded Spell List.

Pact of The Puppet Master lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spell List
1st Disguise Self, Silvery Barbs
2nd Calm Emotions, Web
3rd Catnap, Feign Death
4th Dominate Beast. Phantasmal Killer
5th Dominate Person, Modify Memory

1st. The Forgotten Crafts.

Starting at 1st level, you gain the ability to spend an hour crafting an Empty Doll out of various materials such as straw, wood, and twine. You can use these dolls to attune to any target with a soul.

During combat, you can use a Reaction to form a 'Focused Link' between an Empty Doll and any single target of your choice.

'Focused Link' is broken when,

Alternatively, you can use a Reaction to supply an Empty Doll with a target's essence to form a 'Material Link' to them. Essence can include, but not limited to: hair, blood, saliva, clothing, or magical fragments.

'Material Link' is broken when,

Successfully linking an Empty Doll to a target turns it into an Attuned Doll.


1st. Marks of The Master.

Also at 1st level, you gain a collection of Marks that can be used to apply varied effects to an Attuned Doll.

Your collection of Marks are increased by 4 at 6th(8), 10th(12), and 14th(16) level. You can choose to add more Marks from any current &/or previous collections.

You have a limit of 3 Moxie that are replenished after taking a Long Rest. Moxie are used to apply Marks. The number of Moxie you possess increase by 1 when you reach 3rd(4), 6th(5), 9th(6), 12th(7), 15th(8), 18th(9), and 20th(10) level.

Strain:
You can use an additional Moxie to Strain the Mark and provide further effects to the target.

Marks Effects
Agility Your target gets repositioned 10 feet in any direction of your choosing.
Avarice Deal 1d4(+d4 per level) psychic damage directly to the target for every 1 GP on your person.
Blood Your target will heal 1d2(+d2 per level) every time they deal damage.
Protection Your target receives a shield that protects them for one instance of damage.
Sharpening When your target attacks, summon a blade that deals 1d2(+d2 per level) slashing damage to their target.
Sightless After the target fails a WIS saving throw, the target can no longer see and have their movement reduced by 10 ft until they finish their turn.
Tethering Grapple your target with sanguine chains for 1 turn.
Marks Strained Effect
Agility Your target is repositioned an additional 10 feet and gains an additional 5 feet of movement for the rest of combat.
Avarice Double the damage dealt. If this damage this results in a kill, gain 1d10 GP. Otherwise, lose 1d10 GP.
Blood Your target will now heal for half the damage they deal.
Protection Reflect half the damage back to the attacker.
Sharpening The damage dealt by the blades are doubled.
Sightless All attacks toward the target gain Advantage.
Tethering Grapple all targets directly adjacent to the original.

6th. Ritualistic Alteration.

Starting at 6th level, you can make a choice to further enhance your crafts at a cost. You may also choose to abstain.

Untapped Potential:
Your Marks are automatically in their Strained condition at no extra Moxie cost.
You must forego 2 Max Moxie.

Necromantic Inspiration:
Gain 1 Moxie each time a target dies within a 120 feet of you.
Every Mark deals 1d6 psychic damage to you. This cannot deal lethal damage.

Sacrificial Tome:
Gain 1 Additional Mark at 6th(9), 10th(14), and 14th(19) level.
You must forego all but two cantrips and spells from each level of your current spell list.


6th. Marks Expansion I.

Also at 6th level, increase the collection of Marks you have to 8. You can choose to add more Marks from any current &/or previous collections.


10th. Marks Expansion II.

Also at 10th level, increase the collection of Marks you have to 12. You can choose to add more Marks from any current &/or previous collections.


14th. Marks Expansion III.

Also at 14th level, increase the collection of Marks you have to 16. You can choose to add more Marks from any current &/or previous collections.


Optional Ruleset: "We Sadistic Few"

Also at 1st level, every time you use up Marks, you must roll an additional dice that will add to your Insanity. When you Strain your Marks, you would roll Insanity twice.

Marks Level Default Strained
1st 1d4 2d4
6th 2d6 3d6
10th 3d8 4d8
14th 4d10 5d10
You can reduce your Insanity through various means such as refraining from using Marks for an extended period of time or doing a calming ritual.
Insanity Effect(s)
1-10
Disquiet
You feel a subtle sense of unease and discomfort for no apparent reason.

No Effects.
11-20
Distrust
You begin questioning the motives of the people you interact with and the validity of their statements.

Occasionally gain Disadvantage on Insight saves.
21-30
Anxiety
Your nerves cannot be calmed, something is amiss.

Reduce your total Initiative Score by 2.
31-40
Obsession
Your mind is fixated on the negative connotations of every encounter you face.

When your link is broken for any reason, take 1d4 psychic damage. However, you deal 1d8 increased damage.
41-50
Compulsion
To combat the voices in your head you have developed a new compulsive ritual to ease your mind.

You must perform this ritual every hour or take 1d6 psychic damage.
51-60
Detachment
You feel disconnected from your surroundings and allies. Nothing truly matters to you anymore.

You gain a Disadvantage on Attack Rolls. However, you are resistant to Charm, Fear, and Sleep effects.
61-70
Distortion
You begin to see or hear things that aren’t there.

Begin scratching at any targets, ally or foe, within 5 feet of you, dealing 1d10 slashing damage.
71-80
Fragmentation
You struggle to maintain focus and will experience memory lapses.

Each time you take an action, there is a 25% chance of losing your turn. (r1d20, fail if ≤5)
81-90
Hysteria
You begin to find every small little thing humorous as your hysteria worsens.

At random intervals, you will begin to deal damage to yourself when in possession of a sharp object.
91-100
Catatonia
You have lost your mind, and have disregarded the outside world. Your body grows increasingly more weak as you look upward to that False Light.

You can no longer receive any non-regenerative healing effects and will begin to act without warrant.
101 <
Bliss
Your mind snaps underneath all the pressure you face. You finally collapse and can no longer continue to fight. Everything is quiet. Everything is calm. Everything does not matter.

Your character immediately dies, ignoring death saves.