Puppet Master

Search GM Binder

Puppeteer

An expensive vase smashes onto the floor as the ruffian and his comrades try to intimidate the shopkeep. "Come on, old man. We don't have all day," grinned the scarred elf. The gnome sighs as he jumps down from his stool and walks towards the other side of the counter. "I think I have exactly what you lot need," he replies as he shifts some boxes around. Suddenly, a loud creaking and clicking can be heard from the other side of the shop. The thieves look around in alarm, though they see nothing but magical trinkets and mannequins. They turn back towards the gnome. "Parlor tricks don't scare us, little one," remarks a half orc in black leather. "I should hope not," retorts the gnome, "Though, this might." Suddenly, one of the mannequins springs to life as the gnome raises his arms above his head. The wooden humanoid brandishes two swords hidden within it's loose robes as a crossbow peaks over it's shoulder. As the thieves scramble to react, the puppet lunges towards the group, spinning quickly like a saw blade. Screaming, the miscreants burst out of shop's front door, almost breaking it's hinges. With a flick of the wrist, the gnome gently returns the mannequin to it's proper place. He smiles to himself as he returns to his stool behind the counter.

Masters of Their Craft

Puppeteers have existed since the induction of trade tools and magic to modern society. Some are scholars seeking to create the perfect servant or companion, while others are simple craftsmen or entertainers. One thing all puppeteers share is an intimate understanding of control and attention to detail. While not true magicians, puppeteers have invested their time into mastery of a single, simple spell often glossed over by true magic users. Through persistence and practice, they've turned this spell into something no other magic user has ever been able to. In combination with an innate creativity and skilled artisanry, a puppeteer is able to create a mechanical ally controlled by this spell to assist both in and out of combat. Each puppeteer has their own personal preferences and approach to different situations, and that is extremely evident in their creations. Some puppets are designed to excel in close quarters while others are built for long range engagements. Whatever the purpose, the puppet of a puppeteer is able to perform feats the puppeteer cannot. A puppeteer's strength is their extreme focus on their creations. Curiously, this is also their weakness. While the puppet of a puppeteer is often a force to be reckoned with, the puppeteer themselves are often vulnerable. They have not trained in combat and have a minimal understanding of armor. To catch a puppeteer without their creation is to essentially catch any normal woodworker or blacksmith. Because of this, a puppeteer's protection of their creation is paramount. While a puppeteer can magically repair their creations, the puppet themselves are not as sturdy as an actual living being. The puppeteer must also stay connected to their puppet at all times, meaning they must consistently balance when to advance as a puppet or retreat as the puppet master.

Hit Points


  • Hit Dice: 1d8 per Puppeteer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 + your Constitution modifier

Proficiencies


  • Armor: Light Armor
  • Weapons: Handaxe, Light Hammer, Quarterstaff, Dagger, Hand Crossbow
  • Tools: Woodcarver's Tools, Smith's Tools, Carpeneter's Tools

  • Saving Throws: Intellect and Dexterity
  • Skills: Choose two from the following skills: Sleight of Hand, Performance, Arcana, Investigation, History, Deception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 2 Handaxes or (b) 5 Light Hammers
  • Leather Armor
  • (a) Entertainer's Pack or (b) Scholar's Pack
  • 25 gold

Alternatively, you can forgo the starting equipment and instead start with 4d4 x 10 gold.

Studied Craftsman

At 1st level, you learn the mending and mage hand cantrips. Your mage hand cantrip takes the form of magical strings extending from your fingertips, and you are able to cast mending on any object you are holding with your mage hand spell. You also must directly control your mage hand spell with at least one hand. Because of this direct control, your mage hand cantrip is considered to be a concentration spell with an unlimited duration, strength to carry up to 20lbs, and a range of 45ft. The strings cannot be broken and automatically go around any obstacles, but you must be able to see the object you are manipulating. You can also cast mage hand with both of your hands at once, either manipulating 2 different objects, or vastly increasing your control of one. If manipulating 2 different objects, your concentration applies to both instances of mage hand. If using two hands to manipulate a single object, the weight limitation increases to 40lbs. As a free action, you can retract your mage hand strings and return any item they are attached to back to your own hand. This mage hand cannot affect anything living.

Additionally, at 1st level, if you spend at least 5 minutes studying an item or machine, you can learn how it was made as well as it’s inner workings, allowing you to properly deconstruct and reconstruct it without breaking it. Once you have studied something this way, you retain the information you’ve learned indefinitely. Deconstruction and reconstruction times vary depending on the item in question, and you also require the appropriate tools.

Marionette Companion

At 2nd level, you have finally completed construction of your puppet. At this level, choose an archetype: Basher, Zapper, or Controller. This puppet is controlled by your mage hand cantrip and requires 2 hands to control unless stated otherwise. You can make actions and movement with your puppet instead of making your own actions or movement. You can make your own bonus actions if your puppet takes an action, and vice versa. If you issue no commands to your puppet on a turn, it automatically takes the dodge action. If you go out of range of your puppet or your mage hand spell ends, it collapses in the 5ft square it is occupying and falls dormant until controlled again by your mage hand cantrip. The puppet can be healed by your mending cantrip for 1d8 + Spellcasting Modifier. Your spellcasting modifier equals Int + Proficiency bonus. If your puppet breaks, you can build another one with the same builds installed over the period of a long rest. Puppets can be any shape the creator wishes, but still follow general humanoid guidelines. They have 2 arms and 2 legs. The stat blocks for every one of your puppets skills are 11 and they are considered constructs. Your puppets will also gain a number of builds throughout your level progression. Many puppet builds require a tune up after use a number of times. Performing a tune up requires a short rest, and you can only tune up a single build per short rest. You must personally purchase and equip weapons and ammunition for your puppet. When tuning up, you automatically load any weapons or ammunition into launchers of your puppet. Tuning up your puppet will also repair any broken parts.

Specialization

At level 3, your mage hand cantrip only requires somatic components and the strings you create are invisible to all except those with Truesight.

Additionally, at 3rd level, you may select one skill from the list shown. Your puppet gains +5 when making rolls with the skill:

  • Athletics
  • Acrobatics
  • Medicine
  • Intimidation
  • Deception
  • Stealth
  • Animal Handling

Ability Score Improvement

At levels 4, 6, 14, 16, and 19, you gain an ability score improvement. You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively, you may choose to instead have your puppet gain the ability score improvement. If you have your puppet take the score improvement, it must take 2 points in a single score rather than 1 point in two. You or your puppet can’t increase an ability score above 20 using this feature. Your puppet cannot gain feats

At level 8, you also gain an ability score improvement. This must be used on your puppet. Your puppet must take 2 points in a single score rather than 1 point in two.

At level 12, you also gain an ability score improvement. This ability score improvement must be used on yourself.

String Mastery

At 9th level, the range of your mage hand cantrip extends to 75ft.

Tactical Manipulator

At 11th level, you can now use your mage hand cantrip on living creatures of medium size or smaller. If the creature is unwilling, it must make a grapple check contesting against your Int. If it succeeds, nothing happens and your mage hand cantrip ends. If the target fails or is willing, you are able to move the creature 10ft in any direction. This movement does not provoke opportunity attacks, and you cannot move the creature off of ledges. You only require one hand to use this feature.

Pièce de Résistance

At 13th level, your puppet or puppets gain their final build.

Adept Builder

At 17th level, you've learned to make the most of your materials and have gained the ability to reinforce your puppets. Your puppets gain +30 HP.

The Show Must Go On

At 20th level, you are able to cast mending as a bonus action

Puppet Archetypes

Basher

You have focused on creating a puppet that is able to stand on the front lines with the most powerful of warriors. When you gain this archetype, you may install a single build into your puppet from the list below. Your puppet shares your proficiency bonus and any attacks made with your puppet add your own Int modifier.


Basher

Medium


  • Armor Class 14
  • Hit Points 13 x Int + Level in this class
  • Speed 30ft
STR DEX CON INT WIS CHA
11 11 11 11 11 11

Proficiencies - Martial Weapons, Simple Weapons

Basher Builds

Shield Arm - Replaces one of your puppet's arms. Provides +2 armor and is detachable to create a 5x15ft two-thirds cover terrain. The terrain has an AC of 14 and 25 HP. When removed, you lose the armor bonus this build provides. Projectile Launcher - Can shoot any ammo or weapon with thrown property except for darts as those are too small. Only one type of projectile can be loaded in. Can hold a maximum of 15 arrows or bolts, 5 daggers, 3 nets, 3 handaxes, 5 light hammers, 3 spears, or 3 tridents. Ammunition shot from here cannot be retrieved as it typically breaks on impact. Weapons shot from here can be retrieved. This build can be taken twice. If it is, the second time it is taken a launcher replaces one of your arms.
Dual Wield - +1 AC. Add Int to offhand damage. Can dual wield non-light weapons.
Motorized Legs – Your puppet gains the ability to perform a standing jump as a bonus action up to 20ft at 10ft high. This is considered a part of your puppet's movement.
Spin Attack - Requires Level 5 - Your puppet’s waist is attached on a specialized swivel allowing for a spin attack. Your puppet can spin as an action and deal attack damage to all targets within 5ft. You do not add your Int modifier to this damage. If your puppet is dual wielding, you can add the second weapon’s damage as well. You can do this a number of times equal to your Int modifier before it requires a tune up. Smoke Screen - As a reaction after your puppet has been attacked, you can cause an explosion of smoke to blast outwards. This knocks the attacker back 5ft and a 10x10 cube centered on them is covered in a thick, white smoke. The smoke causes the area to be heavily obscured. You can do this twice before it requires a tune up.
Mechanized Weapon - Requires Level 5 - One of your puppet’s arms is replaced by the two handed or versatile weapon of your choice. This weapon only requires the arm it replaces to function, but your puppet cannot hold or build a melee weapon into its other arm. If the weapon is versatile, consider it held in two hands for damage purposes.
Armor Plating - Upgrade the armor of your puppet to add +3 to its AC.
Distracting Flash - As an action, your puppet creates a distracting flash of bright color at an enemy within 5ft. The enemy must make a Wisdom save. The DC for this save equals 8 + Int + Proficiency. If the enemy fails, until the end of your next turn they have disadvantage on any attacks made against targets other than your puppet.

Relentless

At 5th level, you may add an additional build to your puppet. Also, your puppet gains the Extra Attack feature.

Manipulator's Awareness

At 7th level, whenever your puppet takes the attack action, you personally may take the dodge action as a bonus action.

Kinetic Release

At 10th level, if your puppet moves at least 15ft in a straight line before attacking a target, the target must make a Strength save after the attack, regardless of whether or not the attack hits. The DC for this save equals 8 + Int + Proficiency. If the target fails, they are knocked prone. If you perform this charge, you cannot perform your puppet’s extra attack feature on the same turn.

Built for Battle

At 15th level, your puppet gains resistance to non-magical slashing, piercing, and bludgeoning damage.

Into the Fray

At 18th level, you’ve learned to stay close to your puppet, relishing in the thick of battle. When your puppet is within 15ft of you, you gain +5 AC and your puppet gains an additional 1d6 weapon damage.

Zapper

You draw inspiration from the great spell casters all around the world. You've learned to inscribe magic runes upon your puppet, granting it limited magical ability. Your puppet excels at ranged combat and staying on the outskirts of battle. When you choose this archetype, your puppet gains a single build. In addition, your puppet learns 3 cantrips of your choice from any spell list except for mage hand and mending. These spells do not require materials and your puppet can cast them even when its hands are full. You still must personally fulfill the verbal component of any spells your puppet casts. Your puppet is unable to concentrate.


Zapper

Small


  • Armor Class - 12
  • Hit Points - 9 x Int + Level in this class
  • Speed - 30ft
STR DEX CON INT WIS CHA
11 11 11 11 11 11

Proficiencies - Simple Weapons

Zapper Builds

Magic Shell - You inscribe protective runes over your puppet, covering it in a translucent magical shell. Your puppet gains +3 to it's AC.
Adaptable Feet - You've modified the feet of your puppet to adapt to the environments it moves over. Your puppet ignores difficult terrain.

Dimensional Rift Capabilities - As an action, you and your puppet can change places. You can this a number of times equal to your Int modifier before it requires a tune up.
Chest Cannon - Requires Level 5 - You replace the chest of your puppet with a giant cannon capable of firing a 1st level fireball spell. You can do this twice before it requires a tune up. At level 7 this becomes a 2nd level fireball. At 10th level this becomes a 3rd level fireball.
Missile Launcher - One of your puppet’s arms is replaced by a magic missile launcher. With this, your puppet can cast magic missile a number of times equal to your Int modifier before it requires a tune up. At level 5, this becomes a 2nd level magic missile. At level 10, this becomes a 3rd level magic missile.
Quickfire Sprockets - Requires Level 5 - You’ve installed a quickfire mechanism, allowing your puppet to cast one of its cantrips as a bonus action on your turn regardless of its casting time. In order for this to work, your puppet must have cast a cantrip as its action and the second cantrip cast must be different than the first.
Detection Powder - As an action, you can cause your puppet to explode a bright, glowing dust outwards from themselves up to 25ft in a circle. Any creature caught must make a dexterity save or be covered in the powder for 1 minute. The save for this equals 8 + Int + Proficiency modifier. While covered, they cannot be invisible and any attacks against them have advantage. You can do this a number of times equal to your Int modifier before it requires a tune up. Spellfire Focus - You've installed a specialized launcher onto your puppet, expanding it's ability to cast cantrips. Your puppet can learn an additional cantrip. This cantrip cannot have touch as its range. You can take this build up to 2 times, but the second time you take it, one of your puppet's arms is replaced.
Grappling Hook - You’ve installed a grappling hook launcher that has a 60ft length. It readily attaches itself to any surface it would normally be able to attach to without requiring a roll. Any creature that climbs this rope is treated as if they had a climbing speed of 20ft. If the creature already has a climbing speed, they gain an additional 20ft. If the rope is cut or breaks, you can replace it with another one over the period of a short rest.

Unpredictable

At 5th level, you may install an additional build. Also, your puppet may disengage as a bonus action.

Intelligent Design

At 7th level, you've gained enough ability to be only require a single hand to control your puppet.

Efficient Teachings

At 10th level, you've learned how to make your puppet be more efficient with its builds. Any build that requires a tune up can function an additional time before requiring a tune up. Also, you personally learn a single cantrip that your puppet knows. Intellect is your spellcasting modifier for this spell.

Feedback

At 15th level, your puppet truly begins to crackle with magical energy. This energy partly transfers back to you through your mage hand cantrip. Whenever you are hit when you are connected to your puppet, as a reaction you can cause 1d6 lightening damage to the attacker. Additionally, when your puppet is within 30ft of you, you have advantage on concentration saves.

Misdirection

At 18th level, you can tune up all builds requiring a tune up over the course of a short rest rather than just one. Additionally, you’ve learned to draw attention away from yourself, effectively making your puppet the only target for a time. You can turn invisible until the end of your next turn as an action. You can still issue commands to your puppet without breaking invisibility. You can do this once, and require a long rest before you can do it again.

Controller

You have an even higher control over your mage hand cantrip than other Puppeteers. You take advantage of this by constructing 2 puppets that you control simultaneously with each hand. While these puppets typically do not have as powerful combat capabilities, you have ensured you have the right tool for the job whenever the situation arises. When you take this archetype, each of your puppets gain a single build. Some builds will apply to both of your puppets, and you treat taking that build as if you took it for both. You can take the same build on each puppet if you desire. Upgrading the ability score of your puppet applies to each puppet. Because of the size of your puppets, they are each only able to hold a single dagger or light hammer.


Controller

Tiny


  • Armor Class 11
  • Hit Points 7 x Int + Level in this class
  • Speed 30ft flying
STR DEX CON INT WIS CHA
11 11 11 11 11 11

Proficiencies - Dagger, Light Hammer

Controller Builds

Responsive Joints - 2 Puppet Build - You’ve mastered quick flicks of the wrist and installed more responsive joints, giving your puppets +2 AC and +10HP each.

Pheromone Technology - As an action, choose a creature. They must make a wisdom save. The DC equals 8 + Int + Proficiency. If they fail, all persuasion and intimidation rolls against them have advantage for 1 minute.
Flamethrower - Your puppet can spew flames in a 10ft cone, dealing 1d8 fire damage + spellcasting modifier to all targets that fail a dexterity save, and half as much on a successful save. The save equals 8 + Int + Proficiency. This sets all flammable objects and material on fire. You can do this a number of times equal to your Int modifier before it requires a tune up.
Grease Trap - Your puppet drops a puddle of flammable grease beneath it in a 15ft radius. Any creature caught within it must make a dexterity save or be knocked prone. The save equals 8 + Int + Proficiency. You can do this a number of times equal to your Int modifier before it requires a tune up. Simple Construction - 2 Puppet Build - Requires Level 5 - You simplify the construction of your puppets, allowing you to easily repair them if they break. As an action, you may repair one of your puppets at range and return it to the field with 5HP. You can do this 4 times per puppet before it requires a tune up.
Scanner - Over a 1 minute period, you can command your puppet to scan the surrounding area with a magical sight, revealing all traps and hidden doors. Any room bigger than 30x30 requires an extra minute to search.
Peashooter - You equip your puppet with a dart shooter. It can hold 20 darts and fire them at 30ft range. If you fire a dart as your attack action, you may fire an additional dart as part of that action. The second dart does require its own attack and damage roll. You add your Int modifier to this attack.
Sensor Alarm - As an action, you can set your puppet into a standby mode. This mode lasts until cancelled and creates a 30ft circle of monitored safety. If a tiny or larger creature breaks the perimeter, your puppet creates a very loud, blaring screech, alerting you and your party to possible danger. While in this standby mode, your puppet cannot do anything else and is stationary on the ground. When you put your puppet into standby, you may safely detach your mage hand while still ensuring the alarm will trigger.
Defibrillators - Requires Level 5 - You install a specialized electrical jolt. As an action, your puppet can automatically stabilize a dying or unconscious ally within 5ft.

Dual Mind

At 5th level, you may add an additional build to each puppet. In addition, when you move with one puppet, you may move the other up to half its movement speed as well.

Double Trouble

At 7th level, when you take the attack action with one puppet, your other puppet may make one physical ranged or melee attack as a bonus action.

Untethered

At 10th level, both you and your puppet can take their movement on the same turn.

Lighten the Load

At 15th level, Each of your puppets are each equipped with a specialized capsule that performs identically to a Bag of Holding. You must manually open this capsule wiht an action, and it can be opened if connected by your mage hand cantrip.

Summon the Swarm

At 18th level, you are a true master of control. As an action, you can cast mirror image on whichever puppets you are connected to. This lasts until the end of your next turn.

Created by Benjamin Reeder BentheBruiser

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.