# The Wiregeist
Standing above the city, almost as if suspended on air, a woman gazes down upon a criminal being chased by a city guard. A flick of her finger and the guard has fallen face first on the ground. The theif lifts his cape and and two wodden creatures fall to the ground, they begin to rush at the fallen guard as the theif seems to be pulled skyward by a small gem.

## Wires and the ghosts
A Wiregeist is a master of strings, wires, and in some cases puppets.An alternative to theives and crooks, the wiregeist finds themselves trained in just about all forms of crime and a little bit of magic. Often finding themselves wielding a wire weapon in each hand, and manipulating the wire by their magic, these clever characters tend to bind, slash, and wirewalk away from encounters.

### Playing a Wiregeist
When playing a Wiregeist, one should consider teh nature of the threads. A high **Dexterity** and high **Charisma** is just about all you'll need to fend off most attackers. For best results, taking the **Criminal** or **Entertainer** backgrounds would be recommended. And if you're feeling like playing by the book, choosing **Arcana** and **Stealth** skills would be most advantageous.

## Class Features
Playing a Wiregeist bestows upon you the following benefits:

### Proficiency
<p>**Armor:** None

**Weapons:** Wire Weapons, Dagger, Dart

**Tools:** Thieve's Tools, Tinker's Tools, Carver's Tools

**Saves:** Dexterity, Charisma

**Skills:** Choose 2 from Acrobatics,Stealth, Arcana, Perception, Survival, Performance
</p>
### Hit Dice
<p>**Hit Die:** 1d8 per Wiregeist level

**Hit Points at 1st Level:** 8+Constitution Modifier

**Hit Points Above 1st Level:** 1d8+Constitution Modifier
</p>
### Starting Equipment
+ One Wire Spooler or One Wire Glove
+ An Entertainer's Pack or A Burgular's Pack
+ Two Daggers

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## Wiregeist
| Level | Proficiency | Feature | 
|:-----:|:-----------:|:---------:|
|1st|+2|Archetype Selection, Unarmored Defense, Wild Spider|
|2nd|+2|Arcane Web, Ghostly Garrotte 
|3rd|+2|Wire Walker
|4th|+2|Ability Score Increase
|5th|+3|Archetype Feature
|6th|+3|Wire Hand
|7th|+3|Resting Tensions
|8th|+3|Ability Score Increase
|9th|+4|Double Ability Bonus, Ghosting Wires
|10th|+4|Forceful Throw
|11th|+4|Guided Projectile
|12th|+4|Ability Score Increase
|13th|+5|Archetype Feature
|14th|+5|Wire Weapon
|15th|+5|Defensive Webbing
|16th|+5|Ability Score Increase
|17th|+6|Archetype Feature
|18th|+6|Conductive Combo
|19th|+6|Ability Score Increase
|20th|+6|Wired Body
\page
### Fateful Wires
At first level you are given a choice, how will you use your wires? Select an archetype from later in the document to determine your method of combat and trickery.

### Unarmored Defense
Your natural flair and unearthly skills with your wires have given you a little more of an edge in combat. At first level and beyond, when wearing no armor, you may add your charisma modifier to your AC.

### Wild Spider
At first level and later, When using a wire weapon in your off hand, you may use your bonus action to make a second wire weapon attack that includes your modifiers.

### Arcane Web
After reaching 2nd level, When touching a wire weapon, you may imbue the wire with arcane energy after second level. the wire deals magic slashing or piercing damage, and you may adjust the trajectory of the wire within range. This includes attacks around cover or through small holes in walls.

### Ghostly Garrotte
After reaching 2nd level, When you make a wire attack, you may use a bonus action to grapple the creature. The creature must make a strength check against your spell DC where the spell modifier is charisma. **(8+proficiency+charisma modifier)**

### Wire Walker
After reaching 3rd level, when you're in a location where there are points to wrap wires about, you may use the wire spool in one hand to move about. In this way you may create a tight rope or use the wire as a zip line. When you're standing on a wire rope, you must make a concentration (balance) check if you are attacked. You may select the save ability from Dexterity, Wisdom, or Charisma.

### Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you may select an ability score to increase by 2 points or two scores to increase by one point.

### Wire Hand
After reaching 6th level, you amy use an action to lift objects within range of your wires as if you were using the Mage Hand cantrip. However, the weight you may lift is 10 pounds instead of 5.
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### Resting Tensions
After reaching 7th level,wWhen resting, you may set a perimeter with your wires. Any creature who crosses your lines alerts you and must make a dexterity save against your spellcasting DC. On a fail, the creature takes 4d4 magical slashing damage.

### Ghosting Wires
When making a stealth check after reaching 9th level, you may select a point within wire range to create a distraction before you roll.

### Ghastly Spider
At 9th level, you gain double proficiency in the Stealth skill.

### Forceful Throw
After reaching 10th level, when you are holding an object with your wires that is NOT a weapon, you may use it as an improvised ranged weapon.The range is 30ft, and the damage is 1d6. If the item is glass, it shatters upon hitting a creature or the environment.

### Guided Projectile
After reaching 11th level, when using your wire hand feature on a weapon, you may make an attack with it as if it were the end of your wire. The damage dealt is the weapon's damage.

### Wire Weapon
After hitting 14th level, you may use an action to "craft" a weapon out of your wires. You are proficient in the weapon and may change the weapon as another action.

### Web Defense
As a reaction after hitting 15th level, you ay create a shield like barrier of wire that reduces physical weapon damage by half. This extends to magical weapons but not to spells emulating a weapon.

### Conductive Combo
After hitting 18th level, whenever you have a creature grappled with your wires, you or an ally may send an lightning damage typed spell down the length of your wire. If the spell requires a dexterity spell, the check is automatically failed.

### Wired Body
After reaching 20th level, you have attained a mastery of your wires. Should you lose a body part or be unable to use a limb, you may use your wires to reattach or move the limb in question for up to 8 hours. Until the appendage is reattached or regenerated with a spell, the limb can only be used in a limited capacity.
\page
## Wires of Fate
At first level you were given the choice of what specialty your wires were. Did you select a Wild Wire, master of the gem pendulum? Or maybe you chose to be a Weighted Wire, a master of... the Yo-yo, among other weapons with strings. Or maybe you desired to play god as a Puppeteer. The abilities of each unique style are listed below.

### Wild Wire
A master of the pendulum, user of the gem, you are gifted with unique power.

#### Crystal Dowsing 
At first level, you may use your pendulum to perform rudimentary dowsing by hovering it above a map and willing arcane energy into it. This feature works for locating water, magical wards, lines of force, and other magical effects in place.The gem changes color based on what it is reacting to.
+ If you desire to track a creature or person with this feature, you will need a clump of hair or several drops of blood.

#### Homing Pendulum
After reaching 5th level, if you attack a creature with a pendulum that you've hit on the previous turn, you may forgo the attack roll and deal half damage. Should you announce this feature and choose to make the attack roll anyway, you deal full damage.

#### Pendulum Gauntlets
After reaching 13th level, you have access to gem-tipped gloves with a multi-tier spooler. This weapon deals double the damage die a normal pendulum deals.

#### Pendulum Punishment
After reaching 13th level, when you take the attack action on your turn with a pendulum, you may make a second pendulum attack in that action.

#### Gem Glory
Once per long rest after reaching 17th level, you may imbue the gem on your pendulum with elemental damage. This effect lasts 8 hours and the gem deals that element's damage.

### Weighted Wire
As those who know where the original Yo-yo came from, you know it's a deadly weapon.

#### Tower Toppler
As of 1st level, you may make an attack to trip your target and rope their legs. To avoid falling prone and being restrained, the target must make a strength check against your spell DC, charisma is your spell modifier.

#### Stone Striker
After reaching 5th level, when making an attack with a Yo-yo, you may make an attack at disadvantage to deal double damage.
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#### Ripper Splice
At 13th level, you've learned how to effectively add blades to your yo-yos. The damage changes from bludgeoning to slashing.

#### Extra Dizzy Striker
After hitting 13th level, when you make an attack with a yo-yo, you may make a second attack at that time. The first attack uses the end of the yo-yo, the second uses the wire it is on to deal damage.

#### Severing Slasher
After reaching 17th level, you may roll an attack at disadvantage on a damaged enemy. This attack is designed to wrap around and slice the limb from the body. On a successful roll, you then roll a d4. On a 1 or 3 you take a leg, on a 2 or 4 you take an arm.

### The Puppeteer
Do you enjoy making things dance for you?

#### Puppet Partner
You may craft up to two combat puppets. Each pupet costs 150GP (30GP per part) and takes a week of work to craft. The puppet consists of 5 pats: Head, Left Arm, Right Arm, Torso, Legs.
+ Each body part of the puppet may hold a light weapon that deals either piercing or slashing damage.
+ After reaching second level, you may infuse one of these weapons with magic to make them overcome non-magical resistance.
+ The puppet uses your initiative, and may take the following actions: Attack, Grapple, or Disengage.

#### Puppet Partner (Off Hand)
At first level, you may use a puppet on either hand or pair a puppet with a wire spool.

#### Puppet Party
After reaching 5th level, you may make an attack using your full turn that deals 3d8 damage using both your puppets.

#### Poisoned Puppet
As of 13th level, the weapons in your puppet may now carry poison on them. Each weapon may use a different type of poison.

#### Perfect Puppet
As of 17th level, your puppets may take any action you may take. Each puppet may also make two attacks on their action.
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##### Wired Weapons
| Name | Damage | Extra Info| Cost|
|:----:|:------:|:----:|
|Pendulum|1d6 Pircing| reach 25ft, light|10GP
|Wire Whip| 1d4 Slashing| reach 20ft, light| 5GP
|Yo-Yo| 1d6 Bludgeoning| reach 15ft, light| 10GP
|Puppet Dagger|1d4 Piercing| hidden, light | 30GP
|Puppet Scythe| 1d8 Slashing| hidden, light | 30GP
|Pendulum Gauntlet| 2d6 Piercing/Slashing| reach 25ft, light|20GP
|Wire Glove| 1d4 Slashing| reach 20ft, light| 10GP

>##### This PDF and the Associated .JSON file
>This class was drafted in Walter Kammerer's Fifth Edition Custom Builder app and was intended for use with his Fifth Edition Character Sheet.
>This File is not intended for resale. Permissions are granted to print and photocopy for personal use.
>For paid users of the apps listed above, you may import the edited class to your Android or Apple device with [this link.](https://goo.gl/8wAfhk)

>For other questions, class requests, or access to further files intended for use with the above apps or the Fifth Edition DM Tools byt the same app developer, feel free to reach out to BlackBiblioPrime@gmail.com. 

## Copyright notes

The class written here was designed by BlackBiblio. BlackBiblio does not claim ownership of any apps or content beyond the outline written here.
Thanks to Walter Kammerer for the apps written to ease playing with the Wizards of the Coast Dungeons and Dragons 5th Edition table top role-playing game, and the Homebrewery for an awesome and easy to learn tool for sharing content such as this.