Class: Puppeteer

by Areswolf419

Search GM Binder Visit User Profile
The Puppeteer

The Puppet Master

There's a knock at The Night-Club's backdoor. A human thug answers, "Hello? Who's there?". "We're the new hired dancers for tonight."- replies one of the women. The thug opens the door and four women walk in, he closes and bolts the door. "The boss wants to see you before you begin working this evening, follow me." The women are led upstairs, passing many heavily armed men along the way. The thug opens the door at the end of a long hallway. There is a man sitting behind desk, he spins his chair around. "Good evening ladies, my name is Jack Clubs." The man begins explaining, "I own this establishment, and every bar and brothel in this town." Jack looks out his window at the dance floor downstairs as he continues. "The same way i own this building, i now own all of yo-" Jack is suddenly cut off mid sentence, as a dagger is driven into his back. He spins around to see one of the women standing in front of the others. The illusion fades as a wooden mannequin stands before him. The doll's face has tiny sharp metal studs in the shape of a smiley face. Jack jumps back recklessly injuring himself on the blade still in his back. Jack can read the message written on the doll's chest, "Good Bye Jack." The dolls lunges forward grabbing Jack. A man's voice is heard echoing out of the doll. "Good bye Jack!" Says the man's voice. The doll jumps out the window with Jack. Jack lands on blade dying instantly. The doll now lifeless as well. The guards search the area and find no one else. Meanwhile across the street at the bar, a man casually comes out of the bathroom and orders another Ale. He downs his Ale and then heads toward the next town.

Putting on a Show

Puppeteers started out as street performers. That began to slowly change over time when spellcasters realized that Puppets were not just toys or dolls but are in fact tools. People begin hearing about these Puppets that were able to blend in and infiltrate enemies ranks. Even when the Puppets were discovered and captured there posed no risk to the Puppeteer. Which in turn begins to cause unrest within the hearts of all those who are targeted by these Puppeteers. However not all Puppeteers are the same, some like combat, some like entertaining, and some just love the process of creation. Regardless, when a Puppeteer hit's the battlefield people quickly realize these Puppets are not to be taken lightly.

Pulling the Strings

Puppeteers must be clever and creative when they are deciding how to design their Puppets or what tasks their Puppets will do. The more creative the idea, the more likely it'll work. Puppeteers creativity is their strongest weapon. Remember to always take the time to prep, haste makes waste. Puppeteers are able to use their abilities to manipulate not just their Puppets, but an entire conversasion and even the flow of combat. When armed with a faithful companion who will never betray you, and a silver tongue, there is very little that can get in the way of a Puppeteer.

Puppeteer Class
Level Proficiency Bonus Features Puppeteering Uses (minimum) Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Puppeteering, Spellcasting 1 2 2
2nd +2 Magical Influence 1 2 3
3rd +2 Puppeteer Calling, Puppet Shield 1 2 4 2
4th +2 Ability Score Improvement 1 3 4 3
5th +3 Calling Feature 2 3 4 3 2
6th +3 Puppet Spellcasting 2 3 4 3 3
7th +3 2 3 4 3 3 1
8th +3 Ability Score Improvement, Empowered Puppet 2 3 4 3 3 2
9th +4 2 3 4 3 3 3 1
10th +4 Ally Puppeteering, Calling Feature, Puppeteering (Upgrade) 2 4 4 3 3 3 2
11th +4 3 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 4 4 3 3 3 2 1
13th +5 3 4 4 3 3 3 2 1 1
14th +5 Enemy Puppeteering 3 4 4 3 3 3 2 1 1
15th +5 Calling Feature 3 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 3 4 4 3 3 3 2 1 1 1
17th +6 3 4 4 3 3 3 2 1 1 1 1
18th +6 Tool Mastery 3 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 3 4 4 3 3 3 3 2 1 1 1
20th +6 Puppet Master 4 4 4 3 3 3 3 2 2 1 1

Quick build

You can make a Puppeteer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexerity. Second, choose the guild artisan background.

Class Features

As a Puppeteer, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Puppeteer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Puppeteer level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple Weapons, Blowgun, Hand-Crossbow, Longsword, Net, Rapier, Scimitar, Shortsword, Whip
  • Tools: Choose two Artisan Tools to gain proficiency with.
  • Saving Throws: Charisma and Dexterity
  • Skills: Choose two from Acrobatics, Arcana, Deception, Intimidation, Medicine, Performance, Persuasion, Perception, Stealth.

Equipment

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

  • (a) a shortsword or (b) a scimitar
  • (a) leather armor or (b) padded armor
  • (a) a hand crossbow and 20 bolts or (b) a sling
  • (a) a entertainer's pack or (b) a explorer's pack
  • a crude/basic 25lb Puppet made from one of the tools you are proficient in.

Magical Puppet Strings

A Puppeteer using the Puppeteering feature, extends their hands and has Magical Puppet Strings spring forth. Your strings attach to each limb/edge of the object allowing you to properly control your Puppet's movements. Magical Puppet Strings maintain a direct path between you and your Puppet: cannot get tangled or be grabbed and can go through walls and other objects or creatures harmlessly. Magical Puppet Strings have a different color for each caster. Regardless of the color of the strings, they shed a faintly bright light making it clearly visible. The strings exist on the ethereal plane as well, and only break when the Puppet is more than 100ft from you. If your Puppet is forced beyond it's maximum range by an outside force, your strings automatically sever. If a Antimagic field is between you and your Puppet, the strings are severed. Magical Puppet Strings do not get in the way of somatic component for spellcasting.

Spellcasting

As a weaver of magical strings, you can cast Puppeteer spells. See chapter 10 in the player's hand book for the general rules of spellcasting and Page 12 for the Puppeteer spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the Puppeteer spell list. You learn additional Puppeteer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Puppeteer table.

Preparing and Casting Spells

  • The Puppeteer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
  • You prepare the list of Puppeteer spells that are available for you to cast, choosing from the Puppeteer spell list. When you do so, choose a number of Puppeteer spells equal to your Charima modifier + your Puppeteer level (minimum of one spell). The spells must be of a level for which you have spell slots.
  • For example, if you are a 3rd-level Puppeteer, you have four 1st-level and two 2nd-level spell slots. With a charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
  • You can change your list of prepared spells when you finish a long rest. Preparing a new list of Puppeteer spells requires time spent in meditation and pouring over Puppet designs: at least 1 minute per spell level for each spell on your list.

Ritual Casting

You can cast a Puppeteer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Ability

Charisma is your spellcasting ability for your Puppeteer spells. The power of your spells comes from your devotion to your deity. You use your Charisma whenever a Puppeteer spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Puppeteer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

While being carried or controlled any Created Puppet is considered your spellcasting focus for your Puppeteer spells.

Basics of Puppets

Starting at 1st Level- you learn the basics of Puppet Magic, and how to control a object.

  • Puppeteering- as a Bonus action: You may expend a Puppeteering use, You then attach Magical Puppet Strings to a inanimate object that isn't being carried nor worn (The object cannot be a corpse.). The object becomes your "Puppet". The object may be suspended off the ground by your strings, as if floating. Your Puppet does not have it's own turn, it moves/operates during your turn.
  • Your Puppet has a movement speed of 25ft.
  • Actions- As a Action during your turn, You can operate your Puppet to perform any of your actions through it: Skill checks, Help action, Attack actions. etc.
  • As a Free Action: You can have your Puppet follow you, maintaining it's distance to you without using it's own movement.

You can concentrate on Puppeteering for a number of hours equal to half your Puppeteer level rounded down (minimum of one.).

(This feature requires both hands.) (The object must be 100lbs or less.) (You can control the object up to 100ft away.)

Your Puppet uses your Charisma Modifier for any attacks, ability checks, Saving throws it might have to do.

Puppets can only perform actions that the Puppet's form would allow.

Puppets cannot carry more then their own weight. (100lb Puppet can carry 100lbs additional weight.) (Puppets cannot float when they're Max carrying weight.)

You may use Puppeteering a number of times equal to your charisma modifier. During a Short Rest 2 expended uses of Puppeteering are replenished. During a Long Rest, all expended uses of Puppeteering are replenished.

(Puppeteering in all of it's forms is treated as a spell.)

(Puppets are considered Objects/Constructs when targeted by a Spell.)

Magical influence

2nd level- learn to become one with your Puppet, this helps you control your Puppet remotely.

  • Puppet Senses- As an Bonus action: You may link you senses: See, Hear, and Speak through a Created Puppet. (You may choose any or all Senses to be linked and you may turn the senses on and off as you feel necessary as a bonus action.) (Your body is Blind, Deaf, Mute depending on which sense is currently linked.) (If you have any Mental Feats you may use them while you share senses with your Puppet.)
  • Hidden Strings- As an Bonus action: You may expend a spell slot of 1st level or higher: make your strings Invisible. (While the Magical Puppet Strings are invisible to everyone else, you and the creature the strings are connected to, can always see the faint color of the strings.)

Puppet Shield

At 3rd level- If you (or an ally within 25ft of your Puppet) are targeted with a ranged attack or a spell that targets only one creature; You may use your Reaction to move your Puppet in between You(Ally) and the source of the attack. The Puppet becomes the new target for the attack. (You may use this reaction twice per a Long Rest.)

Puppet Spellcasting

6th level- You are able to cast any 3rd Level spell or lower with the range of "Self" or "Touch" through any Created Puppet as if it had cast the spell itself. This includes spells that require a melee attack.

Empowered Puppet

8th Level- You're able to channel your magic directly through your Puppet now. While your strings are attached to an object it has resistance to nonmagical damage. When a Puppeteered Object makes an attack it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Puppeteering (Upgrade)

10th level- You've mastered Puppeteering inanimate objects. Puppeteering- No long requires concentration, also only requires one hand to operate a Puppet. You can operate a second Puppet by expending another Puppeteering use. Controlling two Puppets requires concentration however. When you take the attack action with your Puppet while controlling two Puppets, both Puppets attack together on the first attack of your turn. (You can still only control one Corpse Puppet.)

Ally Puppeteering

10th Level- Now it's time to use your magic on ally creatures.

  • Ally Puppeteering- As an Action, You may expend a Puppeteering Use: You may attach your Magical Puppet Strings unto an Ally within 50ft of you. While your strings are connected, your Ally has their rate of descent while falling slowed to 60 feet per round.
  • (Ally Puppeteering requires your Concentration up to 1 hour.) (This feature requires both hands.)
  • As a Action- If your Ally is willing, you may perform Your attack action through your Ally. You use your charisma modifier for the attack and damage rolls. You may add your's and your ally's features and feats or any other modifier that is applicable into this attack action.
  • As a Bonus action- You may expend a spell slot of 3rd Level or higher give your connected ally resistance to all nonmagical damage for their next 2 turns.
  • As a Bonus action at the end of your turn- give your connected Ally a continuous Help-action effect until the start of your next turn.
  • As a Reaction- If Your Ally is inside a spell's area of effect, and isn't being targeted directly by the spell, you can pull your Ally directly to you if you are outside of it's effects. (This movement doesn't provoke attacks of opportunity.)
  • (If you or your ally step beyond 50ft of each other the strings do not break, but fade in color and your ally loses all benefit's until you're within 50ft again then the effects resume.)

Enemy Puppeteering

14th Level- Your Puppeteering magic works on all creatures. Including the unwilling ones.

  • Enemy Puppeteering- As an Action, You may expend a Puppeteering Use: Target must succeed a Charisma Saving Throw against your spell save DC or, You may attach your Magical Puppet Strings unto an Enemy within 50ft of you. The target's movement is reduced by half while your strings are connected.
  • (Enemy Puppeteering requires your Concentration up to 1 minute.) (This feature requires both hands.)
  • As a Action- You may yank your strings and pull the connected enemy 10ft towards you, target must succeed a Dexterity saving throw or be knocked prone as well.
  • As a Bonus action- You impose disadvantage on all attacks of the connected opponent until the start of your next turn.
  • As a Bonus action at the end of your turn- You may impose disadvantage on all of the connected opponent's skill checks or saving throws until the start of your next turn. (Except against the Enemy Puppeteering saving throw.)
  • (If you or the enemy step beyond 50ft of each other, the strings will break, ending all effects.)
  • Your opponent may attempt a Charisma Saving Throw to break free of Enemy Puppeteering at the end of their turn.

Tool Mastery

18th level gain the following feature:

Double your proficiency bonus with all tools you already have proficiency with at the time of gaining this feature.

Puppet Master

20th Level gain the following upgraded feature:

Ally and Enemy Puppeteering only requires one hand and no longer requires concentration. Puppeteering 2 of any combination of Puppets or Creatures requires concentration however. While operating a Enemy and an Ally, you may use all of Ally Puppeteering features as bonus actions (Except it's reaction stays the same.) and all of Enemy Puppeteering features become Actions. If you wish to use both of the "at the end of the turn" effects, you may use your action and bonus action at the same time to apply both effects and then end your turn. If you are Puppeteering 2 Allies you must target one of your allies when applying an effect. (Same goes for Puppeteering 2 enemies.) You may however use your Attack Action through both of your Allies, both attack but roll seperate attack rolls. When you use your Action to yank the Enemy's strings, the effect is applied to both enemies.

Puppeteers, no matter what their calling, unlock the ability to install one Special Modification into a Created Puppet. Calling of the Tinkerer can now install 3 Special Modifications into a single Created Puppet. (See page9)

Puppeteer Calling

Calling of the Warrior

Some Puppeteers are not as gifted with spellcasting as others. So they make up for it by using their Puppet for close quarters combat.

When you take this Calling, You become a Half-Caster. You will continue your spell slot progression using the chart listed below.

Calling of the Warrior (Half-Caster)

-Spell Slots per Spell Level-

Level Cantrips 1st 2nd 3rd 4th 5th
3rd 3 3
4th 3 3
5th 3 4 2
6th 3 4 2
7th 3 4 3
8th 3 4 3
9th 3 4 3 2
10th 4 4 3 2
11th 4 4 3 3
12th 4 4 3 3
13th 4 4 3 3 1
14th 4 4 3 3 1
15th 4 4 3 3 2
16th 4 4 3 3 2
17th 4 4 3 3 3 1
18th 4 4 3 3 3 1
19th 4 4 3 3 3 2
20th 4 4 3 3 3 2

Brawn over brains

When you take this Calling at 3rd level- Your Puppeteer Hit dice become d10s. Hit Points at Higher Levels: This time and Each time you level up: 1d10 (or 6) + your Constitution modifier per Puppeteer level after 3rd.

Puppeteer Cantrips

When you take this Calling at 3rd level - The Cantrips: Booming Blade, Green-Flame Blade, Sword Burst, are added to the Puppeteer list and you may reselect all of your cantrips at this time.

Extra Attack

Beginning at 5th level- You can attack twice, instead of once, whenever you take the Attack action on your turn. This feature also applies to your Puppets.

Magical Swords

At 7th level- The spells- Flame Blade and Shadow Blade are added to your spell list and are always prepared.

Weapon Puppets

At 10th level- Controlling weapons is second nature to you. You can use this feature once per a long rest to expend 2 uses of Puppeteering to attach your strings onto 3 Weapons not being carried or worn. This feature lasts up to 1 minute. When you take the attack action you may make attacks equal to the number of weapons you're Puppeteering. (Extra Attack feature does not work with this attack action.) The number of weapons you can control increases as you level up: at level-15 control 4 weapons, and at level-20 control 5 weapons.

Enemy Puppeteering (Upgrade)

15th Level- While your strings are attached to the enemy, all attacks have advantage against them.

Calling of the Spellcaster

Those who follow the Calling of the Spellcaster, have a strong grasp of the arcane arts and use magic to empower their Puppets.

Novice Puppet Caster

When you take this Calling at 3rd level- You must choose one cantrip and 1st level spell that inflicts damage from the spell list of one of the following other classes: cleric, druid, sorcerer, warlock, or wizard. You may only cast the 1st level spell once per a day but you may upcast it. (The chosen cantrip & spell count as Puppeteer spells for you but doesn't count against the number of Puppeteer spells you've prepared.)

Magical Modification

At 5th Level- During Downtime you may install a single Magical Modification into a created Puppet. (Maximum of one Magical Modification per a Puppet.) (see Page10)

Arcane Puppeteer

At 10th level- You may choose two spells with the range of self/touch off of the sorcerer, warlock, or wizard spell list. These Spells count as a Puppeteer spells for you but doesn't count against the number of Puppeteer spells you've prepared.

Ally Puppeteering (Upgrade)

15th Level- Ally Spellcasting- You are able to cast any 5th Level spell or lower with the range of "Self" or "Touch" through a Puppeteered Ally as if they had cast the spell themselves. (As long as the spell doesn't require Concentration.)

Calling of the Tinkerer

Those who follow the Calling of the Tinkerer, are Obsessed with tools and their Puppets are always, "Just a work in progress".

Tool Expert

Starting at 3rd level- gain proficiency with tinker's tools, if already proficient with tinker's tools you may choose one additional tool proficiency instead. Choose one tool you are proficient with to double your proficiency modifier whenever you perform skill checks with that tool.

Special Modification

At 5th Level- During Downtime you may install a single Special Modification into a Created Puppet. (Maximum of one Special Modification per a Puppet. This number increases to two Special Modifications when you reach 10th and then a 3rd Special Modification at 20th level.) (see page9)

Constant Tinkering

At 10th level- During a Long Rest- When your Puppet is at full HP, Roll a d10 and add your tinkerer's tool modifiers to the roll. That Puppet gains Temp HP equal to the result. (You may only use this feature once per a long rest.)

Ally Puppeteering (Upgrade)

15th Level- With a single cast of Ally Puppeteering, You may target a Puppet and an Ally. You manipulate each target with a different hand. If you use the Ally attack option: your Ally and your Puppet both attack but roll seperate attack rolls.

Calling of the Medic

Those who follow the Calling of the Medic, value the health and welfare of their peers above all else.

Puppeteer Lifeline

Starting at 3rd level- As a bonus action: you may expend one use of Puppeteering: target an ally within 25ft, you connect one magical string onto that ally. This effect lasts 1 minute. While the string is connected to your ally, any healing either player receives is shared. As a reaction: If your connected ally receives damage, you may choose to take that damage instead. You may only connect with one Ally at a time. (The Ally must stay within 50ft of you or the string will break.)

Proactive Medic

At 5th Level- When you cause a creature to regain Health, That creature gains temporary HP equal to (Your Puppeteer level + proficiency Modifier + Charisma Modifier.) (This feature may only be used a number of times equal to your Charisma Modifier +1. If a creature already has temporary HP, this feature will not activate for them.)

Force Shield

10th level- When Puppet Shield is triggered; you may expend a 3rd level spellslot or higher: Your Puppet may create a temporary Wall of Force effect to block the incoming attack. The wall creates a cone of safety for everyone behind the Puppet. The wall then fades. (Puppet shield may also trigger if you or an ally is within an AoE, or cone effect.) (You may only use this feature twice before needing a long rest.)

Ally Puppeteering (Upgrade)

15th Level- At the end of each of your Ally's turns: If your Ally has less then max HP; You may expend one of your hit die, Your Ally rolls the hit die and regains hp equal to the result + (your charisma modifier).

Calling of the Dead

Those who follow the Calling of the Dead, use corpses as their Puppets.

Puppeteering the Dead

Starting at level 3- You may target a corpse when choosing your Puppeteering target. You are not restricted by weight, but rather by the size of the dead creature. You may control up to a medium size corpse. The CR of the corpse must not exceed your Puppeteer level. The corpse must be fresh, less then 24hrs old. Corpse Puppets retain the attack actions they had while alive. All corpses AC=15. Corpse's Hp is determined by their Size, Tiny=10HP. Small=20HP. Medium=50HP. Large=75HP. Huge=100HP. (The size of Corpse you can control increases as you level up:level 10-Large. Level 15-Huge.) (Corpse Puppets cannot gain temp HP or regain lost health by regeneration, magic, or any other means.) (When a Corpse Puppet's HP is reduced to 0, the Puppet is destroyed and cannot be Puppeteered again.)

Corpse Perservation

5th level- The first time a Corpse Puppet lands a melee attack on your turn, the Puppet regains hp equal to half of the damage inflicted rounded down. When a Corpse puppet has full hp, they will instead gain 1 temp HP. While a corpse puppet has 1 Temp HP the corpse's decay is reset and cannot resume until the temp hp is lost. (Temp hp is lost 1 hour after gaining it.) (This is the only way a Corpse Puppet can regain HP or gain temp HP.)

Corpse Self-Destruction

10th Level- As an Action: You may expend a spell slot of 2nd Level or higher: You accelerate the decomposition of the corpse, but you keep the gases contained and you build the pressure up until the Corpse explodes and is destroyed. All creatures within a 15ft radius must make a Dexterity save, fail- take 2d8 acid damage and 2d8 poison damage. Save- take half the damage. (The Acid damage goes up 1d8 for each corpse size above medium.) (At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the poison damage increases by 1d8 for each slot level above 2nd.)

Enemy Puppeteering (Upgrade)

15th Level- While your Strings are attached, the creature is unable to regain any lost health by regeneration, magic, or any other means.

Proficiency with Tools

Crafting Tools

When crafting Puppets, or Modifying Puppets, your Dm may have you make Tool Skill Checks. A failed skill check may set you back some time or waste some of the material used. (Or any other effect the Dm chooses.)

  • You may craft Any parts required for a Puppet, as long as you have the appropriate tool proficiency to work with the desired materials.
  • Crafting a Puppet requires 1 full week of labor, also the Materials and the tool proficiency to work those materials.
  • Modifying a Puppet with a (Magic) Special Modification requires 1 full week of labor, and the appropriate materials.
  • The crafting time is Halved if you have expertise with the tools you're working with.
  • When you are crafting a Puppet which requires Metal work done. You may have to craft it near a forge. Metal Puppet maintenance doesn't require a forge however.

Repairing a Puppet

  • If a Puppet is 0 HP it is considered "Broken". Broken puppets require materials and the tools used the craft the Puppet to repair it.
  • Tinker's tools may be used on your Puppet during any Short/Long rest to repair any damages.
  • If you cast "Mending", You may restore a Puppet to full health. (Even if it's "Broken".)
  • Repairing a Broken Puppet takes 3 hours, which can also be done during a long rest and you'll still receive the benefit's of the long rest.
Puppet Death!

If your Puppet is reduced to 0 HP, it breaks. A broken Puppet loses 10% of it's material and must be repaired before being Puppeteered again. If an attack does double the Max HP of your Puppet in damage it is destroyed instantly. A destroyed Puppet cannot be "fixed", it must be completely rebuilt.

Puppet Weapons and Armor
  • Puppets can wear armor. If a Puppet doesn't wear armor the material they are made of counts as natural armor.
  • Puppets can wield weapons. If a Puppet doesn't wield a weapon it may use unarmed attacks. ( If the Puppeteer has proficiency with the weapon the Puppet is wielding you may add all normal modifiers to the attack roll and damage. Puppets are proficient with unarmed attacks.)
  • Puppets can be designed with improvised hidden weapons built in. These weapons you may add your proficiency modifier to the attack roll and damage, only if you were the one who crafted the Puppet.
Puppet Weight Limit's

Different materials, weigh differently. Be sure to watch your Puppets weight limit during creation. Don't forget to include hidden built-in weapons into the design, they count against the puppet's carred weight. Objects that are picked up apply to your Puppet's carried weight limit. Created Puppets cannot carry more then their own weight. 100lb Puppet can carry 100lbs additional weight. Your Puppet's weapon/armor factors into your Puppet's carried weight as well. (Puppets cannot float when they're at Maxed carrying weight.)

Artificer Infusion Puppets
  • Artificers may use Infusion on any Puppet Created by you.
  • A Puppet may only have 1 Infusion applied to the body and 1 Infusion applied to a built-in weapon.
  • A Artificer may apply any weapon Infusion to any Built-in weapon the Puppet has.
  • A Artificer may apply any armor or clothing Infusion directly to your Puppet's body.
Puppet Creation (DM Discretion!)

Based on your specific design Idea your Puppet's HP and AC will be vastly different when compared the example below.


Rainbow Monkey (Cloth Puppet)

(Size) Huge, Alignment (PC)


  • Armor Class 11
  • Hit Points 84 (12d12) (Reinforced object stats)
  • Speed 25ft

STR DEX CON INT WIS CHA
Str (CHA) Dex (CHA) Con (CHA) Int (PC) Wis (PC) Cha (CHA)

  • Saving Throws Charisma modifier All saving throws
  • Skills Same as (PC), may require your senses linked
  • Damage Vulnerabilities Wood and Cloth are suseptible to catching fire (until level 8)
  • Damage Resistances Nonmagical Damage (gained at level 8)
  • Damage Immunities Psychic, Poison
  • Condition Immunities All conditions except: Grappled, Restrained, Prone. Puppets are immune to all mental manipulation.
  • Senses None (Unless linked with your own)
  • Languages Cant speak on it's own
  • Challenge (PC)

Puppet Stats

Puppets physical stats are determined by your charisma modifier, except for your puppet's INT and WIS is your own stats because your puppet doesn't have a mind of it's own.

Size/Weight/Material
  • Material and the Weight determine the Puppet's maximum Size.
  • Size determines the object's HP.
  • The Material Determines AC.
  • If you mix 2 or more materials you take the "Average" AC value between the materials provided. (Example: Wood/Stone Puppet AC is 16)
Feats and Features

You are able to use any Feats or any attack based class Features through your Created Puppets.

Need a quick fix for Object statistics?

Use the Spell- Animate Objects' Chart

Basic Object statics

Your own Created Puppets have their own statistics. Here are some basic statistics from Dungeon Master Guide.

Substance Armor Class
Cloth, Paper, Rope 11
Leather 12
Crystal, Glass, Ice 13
Wood, Bone 15
Stone 17
Iron, Steel 19
Mithral 21
Adamantine 23
Size Fragile Resilient Reinforced
Tiny (Bottle or Lock) 2(1d4) 5(2d4) 10(4d4)
Small ( a Lute or Chest) 3 (1d6) 10 (3d6) 21(6d6)
Medium (Barrel or Chandelier) 4 (1d8) 18 (4d8) 36(8d8)
Large (a 10ft by 10ft Window or a Cart) 5(1D10) 27(5d10) 65(10d10)
Huge (15ft by 15ft Window or a Boulder) 6(1D12) 44(6d12) 84(12d12)
Material> Cloth Leather Wood Metal
(Size) at 25lbs Medium Medium Small Small
(Size) at 50lbs Large Medium Medium Small
(Size) at 75lbs Large Large Medium Medium
(Size) at 100lbs Huge Large Large Medium
Puppet Attack Damage
Unarmed 1d4
Weapon Same Die as weapon normally (Player must be proficient with the weapon to add any modifiers)
Improvised Some Puppets have weapons built in to them. (DM Discretion)
Spells Targeting your Puppet.

Puppets are considered Constructs/Objects when targeted by any Spell.

Advanced Arts / Crafts of Puppets

Special Modifications Effect
Beast of Burden (Must be a 100lb Created Puppet of wood or metal.) You can craft a Beast of Burden: which can carry 600LBs total weight and can stand on it's own without Puppeteering. (Beast of burden however, cannot perform any actions, bonus actions, reactions nor can it defend it'self in any other way.)
Animal form: Predator Created Puppets default form can be any Predator "Beast" you have seen. Puppet's movement speed is 35ft and "Pounce". If the Puppet moves at least 10 ft. then immediately hit's a creature with a Attack action, target must succeed a Strength saving throw or be knocked prone.
Spiked Body (Retractable) (Retractable Spikes function as if (un)sheathing a weapon.) If grappling/grappled at the start of the creature's turn they take 1d6 piercing. When melee attacked without a weapon: Attacker takes 1d6 piercing each attack. Your unarmed melee attacks become a d6 piercing. (Add 20lbs to the carried weight.)
Chemical Body You can fill your Puppet with acids or poisons, or oil or any other chemical and have them ooze out of every orifice. 1 Flask can coat your Puppet and lasts for 5 rounds or until it's effects are used. Using these flasks is the same as drawing a weapon and is considered a freeaction to do so. if your Puppet lands/receives a melee attack or grapples/grappled the vial's effects are applied. As a Bonus action: your Puppet may ignite any flammable liquid it's secreting. (Each flask weighs 1LB (unless otherwise stated) and adds to the Puppet's carried weight.)
Ball Form (Charge!) Your Created Puppet can look humanoid, but as a bonus action: can transform into a ball shape (Puppet retains it's size category) and it's movement increases by an additional 25ft. (Ball Form is limited to only taking movement actions.) Anytime the ball moves 10ft, it may activate Charge! Charge!: Puppet uses it's movement and is limited to a straight line. Each creature in the ball's path must succeed a Strength saving throw, Failure: target takes 3d10 bludgeoning damage and is knocked away from the ball 10ft and knocked prone. If the target succeeds the save, target takes half damage, Charge! ends and the ball is instead knocked away 10ft. (Attacks of opportunity do not trigger when ball is knocked away.) (Creatures a size larger then your Created Puppet have Advantage on the save.)
Special Modifications Effect
Puppet Senses Upgrade Choose one your Puppet's senses to improve; eyes or ears. When you use Puppet Senses you have advantage on skill checks with the chosen sense.
Puppet Wires As an Action: Your Puppet can perform a ranged attack up to 50ft to wrap the target in metal wires. Target becomes restrained and anchored to the Puppet. As a bonus action: Puppet may reel-in a restrained target. A creature can perform Str Save vs your spell DC, when reeling-in and at the start of each of it's turns to end the restrained condition. As a bonus action: you may release a creature and reset your wires. (As a Reaction: your Puppet may sever the wires, but may not use this again until the metal wire is replaced.) (Requires 55ft of metal wire and 10lbs added to Puppet's carried weight.)
Iron Maiden If your Puppet has one creature the same size or smaller grappled or restrained, as an action: Puppet opens it's chest and the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the Puppet, and it takes (4d6) piercing damage from internal blades at the start of each of the Puppet’s turns. If the Puppet is reduced to zero Health, the swallowed creature is released. (10LBs Carried Weight added)
(Hollowed) Special Mods Effect
Hollowed Puppet A completely hollowed-out Puppet is half the normal weight and (Resilient) HP and has a -2 AC reduction. Hollow Puppets sizes are measured as one size larger.
Puppet Blimp (Hollow Cloth Puppet) (A Created Hollowed Cloth Puppet can weigh 100LB and is Gargantuan size.) Impossible to operate on your own unless, you fill this Puppet with hot air using a source of fire or a magical flame: the Puppet will gain a flying speed of 30ft and supports 300Lbs additional weight.
Puppet Explosion (Hollow Wooden Puppet only) Fill your Puppet with explosives, and metal shrapnel. Your Puppet may activate it's explosive charge as a bonus action. Shrapnel flies twice as far as the Puppet explosion blast radius. (Dexterity Saving Throw for half damage.) (Puppet is Destroyed.) (This Puppet counts as a siege weapon.)
Material (Explosion) Nonmagical Force Damage (Shrapnel) Piercing Damage (Feet) Blast Radius
(1LB+ of Either) 2d6 1d4 5
(5LB+ of Either) 4d6 2d4 10
(10LB+ of Either) 8d6 4d4 20
(25LB of Either) 12D6 8d4 30
Puppet Special Modification Facts
  • Special Modifications add extra utility in various situations. Your dungeon master may choose to Allow or Restrict any Modifications.
  • Installing a single Special Modification or Magical Modification into a Created Puppet requires one week of downtime crafting.
  • Magical Modification- Do not add enough weight to affect your puppet's size. As such, is treated as weightless.
  • Puppet explosion- The Explosive weight and the Shrapnel Weight are counted seperately. but both count toward your Puppet's total weight during creation.
  • Animal forms- your Puppet moves very similar to the actual creature it's based on. but if a creature investigates your Puppet they must roll against your performance check to discern any differences.
  • Beast of burden- is a mobile Table essentially.
  • Charge!- still uses your movement, and is only limited by your movement speed for your turn. If your Puppet runs out of movement for their turn "charge!" ends.
Magical Modifications Effect
Puppet Reduction As an Action: You may expend a spell slot of 2nd Level or higher: You shrink your Puppet to a size of 5 inches tall. Weight of 1LB. While your Puppet is shrunken: Enemies have disadvantage on attack rolls against your Puppet. Your Puppet has disadvantage on Strength checks and saving throws. Your Puppet has advantage on Stealth checks and Dexerity Saving throws. This effect lasts 10 minutes or until canceled as a bonus action. If this effect cancels and your Puppet doesn't have room to regrow; Your Puppet will become restrained and takes 2d6 bludgeoning damage until it can expand to it original size. If your Puppet's hp is reduced to 0 and it remains unable to regrow to full size: Your Puppet is destroyed and the material used to craft it is lost. (Clothes can shrink with your Puppet, but not weapons, armor or anything carried.) (Must install a hollowed out gem worth 100gp and filled with iron powder sealed inside.)
Magical Modifications Effect
Quick Escape When your Puppet is hit with an attack that would reduce it to 0HP; the damage is negated, and your Puppet automatically teleports it'self into a pocket dimension for one hour. When the time expires your Puppet is teleported out of it's pocket dimension to a open space located within 10ft of you. (This effect can only be triggered once every 24 hours.) (Must install a glyph of warding on your Puppet and on a bag of holding. The glyph is permanent, and the bag of holding is consumed.)
Ignition Sight As an Action: You may expend a spell slot of 1st Level or higher: Your Puppet's Eyes glow red hot, the Puppet may focus on a single target within 60ft. The target must succeed a Dexterity Saving Throw or catch on fire. Creatures set on fire by this effect take 1d6 fire damage and then again at the start of each their turns. A creature may use their action to pat out the flames, ending the effect. A creature may use their reaction anytime they take the fire damage; to drop unto the ground and roll to extinguish the flames, ending the effect. (This reaction does however trigger attacks of opportunity.) (Must install glass eyes.)
Thunderous Roar (When Puppet Senses is active your voice is passively projected far louder then normal.) As an Action: You may expend a spell slot of 2nd Level or higher: A wave of thunderous force sweeps out from your Puppet. Each creature in a 20-foot cone originating from your Puppet must make a Constitution saving throw. On a failed save, a creature takes 3d10 thunder damage and is Deaf until the end of their next turn. On a successful save, the creature takes half as much damage and isn't Deaf. The thunderous boom is audible out to 300 feet. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. (Must install a metal Voice-Box.)
Puppet Dome As an Action: You may expend a spell slot of 3rd Level or higher: A 10-foot-radius mobile sphere of force springs into existence around your Puppet and remains centered on your Puppet for the duration. Creatures and objects within the dome when you cast this spell cannot exit the dome. All creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The dome lasts for 1 minute, it can be cancelled using an action, or if the Puppet's HP is reduced to 0. (This effect can only be used once per a Long Rest.) (Must install A Small Crystal Bead)
Cantrips (0 Level)
  • Encode Thoughts
  • Light
  • Mage Hand
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Prestidigitation
  • Produce Flame
  • Resistance
  • Shocking Grasp
  • Thaumaturgy
  • Vicious Mockery
1st Level
  • Absorb Elements
  • Burning Hands
  • Cause Fear
  • Charm Person
  • Color spray
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Faerie Fire
  • Frost Fingers
  • Healing Word
  • Longstrider
  • Shield
  • Sleep
  • Tasha's Hideous Laughter
  • Thunderwave
2nd Level
  • Alter Self
  • Arcane Lock
  • Blur
  • Calm Emotions
  • Crown of Madness
  • Detect Thoughts
  • Dragon's Breath
  • Heat Metal
  • Hold Person
  • Invisibility
  • Knock
  • Lesser Restoration
  • Locate Object
  • Mirror Image
  • Misty Step
  • Nystul’s Magic Aura
  • Pass without a trace
  • Phantasmal Force
  • Rope Trick
  • Suggestion
  • Warding Bond
  • Web
3rd Level
  • Aura of Vitality
  • Blink
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Leomund's Tiny Hut
  • Major Image
  • Mass Healing Word
  • Melf's Minute Meteors
  • Pulse Wave
  • Sending
  • Slow
  • Tongues
  • Vampiric Touch
4th Level
  • Aura of Purity
  • Charm Monster
  • Compulsion
  • Confusion
  • Dimension Door
  • Elemental Bane
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Leomund's Secret Chest
  • Phantasmal Killer
  • Polymorph
  • Shadow of Moil
  • Stone Shape
5th Level
  • Awaken
  • Cone of Cold
  • Dominate Person
  • Dream
  • Far Step
  • Geas
  • Greater Restoration
  • Hold Monster
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
  • Synaptic Static
  • Telekinesis
6th Level
  • Contingency
  • Disintegrate
  • Flesh to Stone
  • Forbiddance
  • Guards and Wards
  • Heal
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Mass Suggestion
  • Mental Prison
  • Otto's Irresistible Dance
  • Programmed Illusion
7th Level
  • Crown of Stars
  • Etherealness
  • Forcecage
  • Mirage Arcane
  • Mordenkainen's Magnificent Mansion
  • Prismatic Spray
  • Project Image
  • Regenerate
  • Resurrection
  • Symbol
  • Teleport
8th Level
  • Antipathy/Sympathy
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Illusory Dragon
  • Maddening Darkness
  • Mind Blank
9th Level
  • Mass Heal
  • Psychic Scream
  • Weird
  • Wish
Disclaimer

I did not create any of the artwork myself,
Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use.

 

This document was lovingly created using GM Binder.


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