1st-level Wire Manipulation feature At 1st level, you gain Proficiency in Weighed Chains & Whips.
1st-level Wire Manipulation feature As a Free Action (once per turn), you can summon a wire. The wire can take the form of either a Weighted Chain or a Whip. You can summon additional wire as an Action or Bonus Action on the same turn.
3rd-level Wire Manipulation feature You can wield a wire in each of your fingers. The damage die/dice for extra wire on each hand is a d4.
3rd-level Wire Manipulation feature As an Action, you can use 1 of your wires to create a trap within 10ft of you. Wires used in this way fade from existence if/when the trap is triggered. All traps have an identification DC. If a creature’s Passive Perception (PP) is equal to or greater than the DC, they can automatically detect a trap within 15ft of them. Any Saving Throw as part of a trap’s effect has the same DC as the trap’s Identification DC (ID DC). A creature that hasn’t isn’t aware of a trap makes any Saving Throws at disadvantage. Traps fade from existence when triggered, unless said otherwise.
6th-level Wire Manipulation feature When you have 2 or more wires summoned at a time, you can spend 2 CE and make an attack with all of them simultaneously, when you do so you make only 1 attack. The attack gains a +1 to hit for every 2 wires up to +3 (1 = +0, 2 = +1, 4 = +2, 6 = +3). For damage, all dice are rolled at the same time, but you only add your ability modifier once. Additionally, whenever you have 5 or more wires summoned, you gain a Fly speed equal to your walk speed.
6th-level Wire Manipulation feature You can maintain the Restrained effect of your wires for up to 30ft.
11th-level Wire Manipulation feature Your wires become Invisible and made of Adamantine.
11th-level Wire Manipulation feature As a Reaction when a creature within 30ft of you drops to 0 HP, you can send 2 wires to their body (you can summon up to 2 wires as part of this Reaction, if you don’t have enough summoned), and spend 10 CE, turning them into a puppet. The puppet has HP equal to PB * your level. The puppet has an AC equal to the AC it had in life. The puppet uses your CE for any techniques it casts. The puppet has a 30ft Fly (Hover) speed. If the puppet is ever more than 30ft away from you, your wires break & the puppet falls to the ground. As a Bonus Action you can control your puppet to take 1 Action from the below.
18th-level Wire Manipulation feature
Condition You cannot speak and you’re under the effects of Bane. This injury is cured when you complete a Long Rest or if you or another creature succeeds on a DC 17 Wisdom (Medicine) check as an Action.