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 conversation 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 | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Puppeteering, Spellcasting | 2 | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Puppet Storage, Puppet Senses | 2 | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Puppeteer Calling | 2 | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 3 | 4 | 3 | ─ | ─ | ─ | — | — | — | — |
5th | +3 | Calling Feature | 3 | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Puppet Spellcasting | 3 | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 3 | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement, Empowered Puppet | 3 | 3 | 4 | 3 | 3 | 2 | ─ | — | — | — | — |
9th | +4 | Puppet Modifications | 4 | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Calling Feature, Puppeteering (Upgrade) | 4 | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Ally Puppeteering | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | — | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Enemy Puppeteering, Calling Feature | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 6 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | — | 6 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 6 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Puppet Master | 6 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Multiclassing
Ability Score Minimum | Proficiencies Gained |
---|---|
Charisma 13 | Two artisan tools, one skill from the class's skill list |
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: Dexterity and Charisma
- Skills: Choose three from Acrobatics, Arcana, Deception, Intimidation, Medicine, Performance, Persuasion, Perception, Sleight of Hand, 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
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. Magical Puppet Strings are invisible to everyone, except you and the creature the strings are connected to. 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 15 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 Puppets. 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
Spell attack 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. (Any Puppeteered object tiny/small has a 25ft flying speed.)
- Actions- As an 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 Use an Object Action: You can have your Puppet follow you, maintaining it's distance to you without using it's own movement.
- Your Puppet uses your Charisma Modifier for any attacks, ability checks, Saving throws it might have to do.
(This feature requires both hands.) (The object must be 100lbs or less.) (You can control the object up to 100ft away.)
You can concentrate on Puppeteering for a number of hours equal to half your Puppeteer level rounded down (minimum of one.).
You may use Puppeteering a number of times equal to your proficiency bonus. During a Short Rest two expended uses of Puppeteering are replenished. During a Long Rest, all expended uses of Puppeteering are replenished.
Puppets can only perform Actions that the Puppet's form would allow.
(The weight of the Puppet determines how much carrying weight the Puppet has.) (Example: A 1lb Puppet can carry 1lb, a 100lb Puppet can carry 100lbs.) (Puppets cannot move/float when they're beyond Max carrying weight.)
(Puppeteering in all of it's forms is treated as a spell.)
(Puppets are considered Objects/Constructs when targeted by a Spell.)
(See Pages 11-12 for creating your own Puppet.)
Puppet Storage
2nd level- You find a better way to transport your creations.
- You can perform a ritual to place an arcane glyph onto a Created Puppet, you may only glyph five puppets this way. The arcane glyph allows Puppets to be stored in an extradimensional space. As an Action: You may add or remove a single Puppet from the extradimensional space.
Puppet Senses
2nd level- You learn to become one with your Puppet, this helps you control your Puppet remotely.
- As a Use an Object Action: You may link your senses: See, Hear, and Speak through a Created Puppet. (You may choose any or all Senses to be linked and may switch them as a Use an Object Action. You may turn off all Puppet Senses as a Reaction.) (Your body is Blind, Deaf, Mute depending on whichever sense is currently linked.)
Puppet Spellcasting
6th level- You are able to cast any Puppeteer spell 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 bludgeoning, piercing and slashing 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.
Puppet Modifications
9th level- You are able to create more complex Puppets
- You may install a single Modification into any Created Puppet. (Calling of the Tinkerer may install up to a maximum of two modifications.) (see page 13-14.)
Puppeteering (Upgrade)
10th level- You've mastered Puppeteering inanimate objects.
- Puppeteering- Puppeteering a single object; No longer requires concentration, also only requires one hand. Puppeteering two objects requires concentration. (Each use of Puppeteering can last up to 5 hours.)
- When you are Puppeteering two objects; you gain one additional Action on your turn that may only be used through one of the Puppeteered objects that hasn't used an action this turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Ally Puppeteering
11th 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 onto a friendly creature within 60ft of you. While your strings are connected, this creature 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 one hand.)
- As an Attack Action- If the creature is willing, you may perform your Attack Action through the creature. You use your charisma modifier for the attack and damage rolls. You may add your's and the creature's features and feats or any other effect that is applicable into this attack action.
- As a Action- You assist your ally's movements. All of your ally's attacks, skill checks and saving throws which rely on Strength or Dexterity are made with advantage until the start of your next turn.
- As a Bonus Action- If the creature is willing, you can move them up to 25ft.
- (You can use Puppet Senses through an ally, the creature's senses are unaffected while you do so.)
- If you or the creature step beyond 60ft of each other- the strings fade in color and the creature loses all benefits until you're within 60ft again, then the effects resume.
Enemy Puppeteering
15th 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, Your Magical Puppet Strings connect onto a creature within 60ft 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 one hand.)
- As a Action- You may yank your strings and pull the connected creature 15ft towards you, target must succeed a Dexterity saving throw or be knocked prone as well.
- As a Action- You impose disadvantage on all attacks of the connected creature 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 creature's Strength and Dexterity skill checks or saving throws until the start of your next turn.
- If you or the creature step beyond 60ft of each other, the strings will break, ending all effects.
- The creature may attempt a Charisma Saving Throw to break free of Enemy Puppeteering at the end of their turn.
Puppet Master
20th Level gain the following upgraded features:
- Enemy Puppeteering- As an Attack Action; You may force an enemy creature you are Puppeteering into attacking another creature you choose within their weapon's reach. You use your charisma modifier for the attack and damage rolls. You may add your's and the creature's features and feats or any other effect that is applicable into this Attack Action.
- Ally Puppeteering no longer requires concentration. Puppeteering two Allies requires concentration however. When you are Puppeteering two allies; you gain one additional Action on your turn that may only be used through one of the Puppeteered allies that hasn't used an action on your turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Puppets and Created Puppets
Some Puppeteer features work for anything you are Puppeteering, and some are limited to "Created Puppets". Be sure to notice the difference.
Puppeteer Calling
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 small size corpse.
The size of Corpse you can control increases as you level up: Level 5-Medium, Level 10-Large. Level 15-Huge.
(You can only Puppeteer one Corpse Puppet.)
- Corpse Puppets retain the natural weapons they had while alive, but no other abilities.
- Corpse's Hp is determined by their Size, Tiny=10HP. Small=20HP. Medium=50HP. Large=75HP. Huge=100HP.
- (Corpse Puppets cannot gain temp HP or regain lost health by regeneration, magic, or any other means.)
Mark of Perservation
When a Corpse Puppet has full hp, You can perform a ritual to place a Mark of Perservation on your Corpse Puppet that prevents the corpse from decaying. (You can only have one Marked Corpse Puppet using this feature.)
(You can use Puppet Storage on a Corpse Puppet that has Mark of Perservation.)
Vampiric Touch
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.
(This is the only way a Corpse Puppet can regain HP.)
Corpse Self-Destruction
10th Level- You accelerate the decomposition of the Corpse Puppet, but you keep the gases contained and you build the pressure up until the Corpse explodes and is destroyed.
- As an Action: You may expend a spell slot of 2nd Level or higher: All creatures within a 15ft radius must make a Dexterity saving throw against your spell save DC, 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.
Calling of the Legion
Those who follow the Calling of the Legion believe in the power of numbers.
Mass Production
Starting at 3rd level- You are able to create a 25lb Puppet in just 4 days of labor. (Expertise with the crafting tool will allow creation of a Puppet in just 2 days of labor.)
Little Helper
At 3rd Level- While you are Puppeteering a 25lb Created Puppet; You can use your Bonus Action to have your 25lb Created Puppet(s) provide the Help Action to a creature within 5ft of them.
Legion Tactics
At 5th Level- Your Created Puppet has advantage on an attack roll against a creature if at least one of it's allies is within 5 feet of the creature and the ally isn’t incapacitated.
Legion Assault Puppeteering
At 10th level- As an Action: You may expend all remaining Puppeteering uses, You may control one 25lb Created Puppet for each expended use. You gain one additional Action during your turn that can only be used through a Created Puppet. Legion Assault requires your Concentration up to 1 minute, this feature can't be used again until after a long rest.
At 20th level this upgrades into: As an Action: You may expend all remaining Puppeteering uses, You may control one Created Puppet for each expended use. Each Puppet gets one Action during your turn. That Action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. Legion Assault requires your Concentration up to 1 hour, this feature can't be used again until after a short rest.
Ally Puppeteering (Upgrade)
15th Level- While your Strings are attached; the creature has advantage on an attack roll against a creature if at least one of your other allies is within 5 feet of the creature and the ally isn't incapacitated.
Calling of the Medic
Those who follow the Calling of the Medic, value the health and welfare of their peers above all else.
Medic Lifeline
Starting at 3rd level- As a Bonus Action: you may expend one use of Puppeteering: target a creature within 25ft, you connect one magical string onto that creature. This effect lasts 1 minute. You may only have one Medic Lifeline active at a time. While the string is attached: If you or the creature receive any healing, both are healed for the same amount.
As a Reaction: If the connected creature receives damage, you may choose to take that damage instead.
(If you or the creature step beyond 60ft of each other the string fades in color and the creature loses all benefits, when you're within 60ft again the effects resume.)
(This is not Puppeteering, you may still control a Puppet.)
Puppet Force Shield
5th level- If you or an ally are within 25ft of your Puppet and are targeted with an attack roll or a spell or cone effect; As a Reaction, move your Puppet in between You(Ally) and the source of the attack. The Puppet becomes the new target for the attack. You may also expend a 3rd level spell slot or higher: Your Puppet creates a temporary Wall of Force effect to block the incoming attack. The wall then fades.
(You may use this reaction twice per a Long Rest.)
Proactive Medic
10th Level- Anytime you cause a creature to regain Health; you may choose to give that creature temporary health equal to (Your Proficiency Bonus + Charisma Modifier + 1).
(You may use this feature twice per a Short Rest.)
Ally Puppeteering (Upgrade)
15th Level- At the end of your Puppeteered Ally's turn: If the Ally has less then max HP, As a Reaction; You expend one of your hit die, You roll the hit die and your ally regains hp equal to (the result + your charisma modifier).
Calling of the Performer
Those who follow the Calling of the Performer, enjoys the thrills of theatre.
Street Performer
Starting at 3rd Level- Gain proficiency with disguise kits, and thieves' tools. If already proficient, you gain Expertise instead. You may also cast Disguise Self once per a short rest.
Charismatic Expert
At 5th Level- choose two Charisma skills you already have proficiency with. You gain Expertise in the chosen skills.
Mesmerizing Duo
At 10th level- Once per a short rest while Puppeteering two Created Puppets within 10ft of each other; As an Action- You must make a performance skill check with your Puppets. The performance skill check result will determine the effect applied:
- 10-19: All enemies within 30ft become charmed by your Puppets for the next minute.
- +20: All enemies within 30ft have the effect of Hypnotic Pattern applied to them until the end of their next turn.
All enemies within 30ft must succeed a charisma saving throw or have the above effect applied.
Ally Puppeteering (Upgrade)
15th Level- While your Strings are attached: As a Reaction: When the ally performs a Strength or Dexterity save or skill check. You may apply your charisma modifier to the result.
Calling of the Tinkerer
Those who follow the Calling of the Tinkerer, are obsessed with tools and their puppets are always, "A work in progress".
Tool Expert
Starting at 3rd level- You gain proficiency with two artisan tools of your choice, also gain proficiency with tinker's tools, if already proficient with tinker's tools you may choose one additional tool proficiency instead. Then choose one tool you are proficient with, gain Expertise with that tool.
Customized Puppets
At 5th Level- During Downtime you may install a single Modification into a Created Puppet. (This number increases to two Modifications per a Puppet when you reach 9th level and then a 3rd Modification at 15th level.) (see page 13-14.)
Mend & Tinker
At 10th level- You may cast the Mending cantrip as an Action on your Puppet, Restoring it to full health. Then Roll a d10 and add your tinkerer's tool modifiers to the roll. That Puppet gains temporary health equal to the result.
(You may only use this feature once per a long rest.)
Ally Puppeteering (Upgrade)
15th Level- When you cast Ally Puppeteering; The creature gains temporary health equal to (Your Puppeteer level).
Calling of the Trapper
Those who follow the Calling of the Trapper, specialize in using their strings for more then just Puppets.
Calling of the Trapper (Half-Caster)
-Spell Slots per Spell Level-
Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|
3rd | 3 | 3 | — | — | — | — |
4th | 3 | 4 | — | — | — | — |
5th | 3 | 4 | 1 | — | — | — |
6th | 3 | 4 | 2 | — | — | — |
7th | 3 | 4 | 3 | — | — | — |
8th | 3 | 4 | 3 | 1 | — | — |
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 |
Deadly Strings
Starting at 3rd level- As an Bonus Action: You conjure some magical puppet strings to dangle from one or both of your hands. You may cancel them as a Bonus Action. You are proficient at attacks with this ranged weapon.
Deadly Strings | 1d6 slashing damage |
---|
Light, Range(30/60), Special |
---|
- Special: (Use your charisma modifier for the attack and damage rolls and grapples using this weapon.) When using Deadly Strings on both hands; Deadly Strings counts as two-weapon fighting. As an Action: You may make a ranged grapple on a creature within 30ft.
Extra Attack
5th Level- You can attack twice, instead of once, whenever you take the Attack action on your turn.
Restrainment Trap
5th Level- As an Action you may expend a use of Puppeteering; Choose a point within 60ft, magical puppet strings fill a 25-foot cube from that point. The strings attach to any floors, walls, ceilings. This feature requires your concentration.
- The first creature (other than you) that starts it's turn in or enters Restrainment Trap during its turn must succeed a Dexterity saving throw against your spell save DC. On a failed save, all the strings converge on the creature and they're restrained until they break free. Any creature restrained this way may only use their Action to make a Strength saving throw to end the trap's effects.
- You may have as many Restrainment Traps as you wish as long as you expend a Puppeteering use for each. The Puppeteer stays connected to the trap through a single string, and they must remain within 100ft of any set trap. You may also use Puppet Senses on each of these traps. When the trap is sprung the Puppeteer is alerted.
Assassin's Trap
10th Level- When you are setting a Restrainment Trap you may expend a spell slot of 3rd level or higher, add this effect to the Restrainment Trap; On a failed save, a creature takes 5d8 slashing damage + Charisma modifier and becomes stunned until the start of their next turn. On a Successful save, a creature takes half damage and no further effects.
Enemy Puppeteering (Upgrade)
15th Level- While your Strings are attached; creature has their Fly Speed reduced to 0 and can't take the Dash Action.
Calling of the Warrior
Some Puppeteers are not as gifted with spellcasting as others. So they make up for it by using Puppeteered weapons 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 | 4 | — | — | — | — |
5th | 3 | 4 | 1 | — | — | — |
6th | 3 | 4 | 2 | — | — | — |
7th | 3 | 4 | 3 | — | — | — |
8th | 3 | 4 | 3 | 1 | — | — |
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. You also gain proficiency with martial weapons.
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. You may cast these cantrips through any Puppeteered weapon you are controlling.
Extra Attack
Beginning at 5th level- You can attack twice, instead of once, whenever you take the Attack Action on your turn.
Magical Swords
At 7th level- The spells- Flame Blade, Shadow Blade and Spiritual Weapon are added to your spell list and are always prepared. These Spells count as a Puppeteer spells for you, but doesn't count against the number of Puppeteer spells you've prepared.
Multi-Weapon Puppeteering
At 10th level- Controlling weapons is second nature to you. As a Bonus Action: Expend three uses of Puppeteering to attach your strings onto three weapons not being carried or worn. This feature requires your concentration up to one minute. You can use this feature once per a short rest. As an Attack Action: You may make a weapon attack with each of the weapons you are 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: four weapons, and at level-20: five weapons.
Enemy Puppeteering (Upgrade)
15th Level- While your strings are attached to the enemy, all attack rolls against the creature have advantage.
Crafting a Puppet
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.)
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To craft a Puppet you need either 25lbs of material or 100lbs of material depending on your preferred size of Puppet.
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Crafting a Puppet requires 1 full week of labor, also the Materials and the tool proficiency to work those materials.
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The crafting time is Halved if you have Expertise with the tools you're working with.
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Installing a single Modification into a Created Puppet requires one week of downtime crafting or can be done during the Puppet's creation without adding any additional time.
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You may craft any parts required for a Puppet, as long as you have the appropriate tool proficiency to work with the desired materials.
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 any damaged(not broken) Puppet during any Short/Long rest to repair any damages.
- You may cast "Mending" cantrip on a damaged (but not broken) puppet. The Puppet is restored to full health.
- 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 Bonus to the attack roll and damage, only if you were the one who crafted the Puppet.
Artificer Infusion Puppets
- Artificers may use Infusion on any Created Puppet.
- Artificers may apply any weapon Infusion to any Built-in weapon the Puppet has.
- Artificers may apply any armor or clothing Infusion directly to the Puppet's body.
- A Puppet may only have 1 Body Infusion and 1 Weapon Infusion.
Puppet Creation (DM Discretion!)
Based on your specific design Idea your Puppet's HP and AC will be vastly different when compared to the example below.
Wooden Puppet
(Size) Medium, Alignment (PC)
- Armor Class 15
- Hit Points 36 (8d8) (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
- Damage Resistances Nonmagical B,P,S 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
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.
Material/Weight/Size
- The material determines AC.
- The weight of the material determines the Puppet's maximum Size.
- Size determines the object's HP.
- 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 Class Features through your Created Puppets while your strings are attached. Your Created Puppets are an extension of yourself.
Hollow Puppets.
A completely hollowed-out Puppet has a -2 AC reduction to it's natural armor. However, Hollow Puppet's size are measured as one size larger.
Basic Object Statistics
Your own Created Puppets have their own statistics. Here are some basic statistics for puppets, also consult the Dungeon Master Guide.
Material | Armor Class |
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Cloth, Paper, Rope | 11 |
Leather | 12 |
Crystal, Glass, Ice | 13 |
Wood, Bone | 15 |
Stone | 17 |
Iron, Steel | 19 |
Mithral | 21 |
Adamantine | 23 |
Size based on Material> | Cloth | Leather/Glass | Wood | Stone/Metal |
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(Size) at 25lbs | Medium | Medium | Small | Small |
(Size) at 100lbs | Large or Huge | Medium or Large | Medium or Large | Medium |
Size | Hp according to size |
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Tiny | 10(4d4) |
Small | 21(6d6) |
Medium | 36(8d8) |
Large | 65(10d10) |
Huge | 84(12d12) |
Puppet Attack | Damage |
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Unarmed | 1d4+CHA |
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) |
Puppeteering Weapons (Statistics)
The Puppeteered weapons have an AC of 19. Mundane weapons have 20hp. Magical weapons have 35hp.
Special / Magical Modifications
Special Modifications | Effect |
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Beast of Burden (100lb Puppet Wood or Metal only.) | You can craft a Beast of Burden: which has a carry capacity of 600LBs. A Beast of Burden pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying Capacity, including the weight of the vehicle. (Beast of burden cannot perform any Actions other then movement Actions.) |
Spiked Body (Retractable) | (Spikes function as a Bonus Action.) If grappling/grappled at the start of the creature's turn they take 1d6 piercing. When melee attacked within 5ft: Attacker takes 1d6 piercing each attack. Your unarmed melee attacks become a d6 piercing. (Add 10lbs to the carried weight.) |
Chemical Body | You can fill your Puppet with acids, poisons, 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. As a Bonus Action: You may activate a flask to coat your Puppet or their weapons. 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. (Store up to 5 flasks.) |
Iron Maiden | As an Action: Your Puppet may target one creature; same size or smaller, that is grappled/restrained/incapacitated. Puppet opens it's chest and the target is swallowed. 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) |
Puppet Wires | As an Action: Your Puppet can target a creature within 50ft, target must make a Dexterity saving throw. On a failure; creature is wrapped in metal wires and becomes restrained. A creature can perform a Strength saving throw, 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 a winch which adds 20lbs to Puppet's Carried Weight.) |
Puppet Modification Facts
- Modifications are gained from Puppeteer level-9, or through the Calling of the Tinkerer at level-5, 9 and 15.
- Installing a single Modification into a Created Puppet requires one week of downtime crafting or can be done during the Puppet's creation without adding any additional time.
- All Modification Saving throws DCs are equal to your Puppeteer spell save DC.
- If a modification doesn't have a listed weight- it is treated as weightless.
- Charge!- still uses it's movement; If your Puppet runs out of movement during the turn "charge!" ends.
- Your Dungeon Master may choose to Allow or Restrict any Modifications.
Special Modifications | Effect |
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Puppet Workshop | Puppet can transform into an all purpose work station (requires 1 minute). You can install any and all artisan tools into this Puppet adding to it's carried weight. Workshop also features a forge. While a creature uses the workshop they are granted a +5 to any skill checks using tools. |
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. |
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 15ft. (Ball Form is limited to only taking movement Actions.) As an Action your puppet takes the dash action; After the ball moves 10ft or more, it may activate Charge!: Puppet uses it's movement and is limited to a straight line. Charge! ends when your movement runs out. When you hit a wall you may bounce off and choose a new direction to continue your Charge!. Each creature in the ball's path must succeed a Strength saving throw, equal to your spell save DC. Failure: target takes 1d10(An additional 1d10 is added if your puppet is large or above.) bludgeoning damage and is knocked away from the ball 10ft in a direction they choose and knocked prone. If the target succeeds the save, target takes half damage, and the ball is instead knocked back 10ft and speed reduced to 0. (Creatures a size larger then your Created Puppet have Advantage on the Strength Save.) |
Hollow Modifications | Effect |
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Puppet Blimp (100lb Hollow Cloth Puppet) | (This Hollowed Cloth Puppet is large size while deflated and is Gargantuan size when inflated.) Impossible to operate while deflated. You fill this Puppet with hot air using a source of fire or a magical flame: inflation takes 10 minutes. Once inflated the Puppet gains a flying speed of 30ft and has a carrying capacity of 1200Lbs. |
Puppet Decoy (25lb Hollow Puppet) | This Puppet can be small/medium size. You install light sources and noise producers into your Puppet. As an Action; you activate the Puppet's decoy effect. Puppet creates loud noises and flashing lights capable of being noticed by any creature within 300ft. |
Puppet Explosion (Hollow Wooden Puppet only) | Fill your Puppet with explosives, and metal shrapnel. As a Action: Your Puppet's movement becomes 50ft and it's explosive charge detonates at the end of your turn, destroying the Puppet. (Dexterity Saving Throw for half damage.) (This Puppet counts as a siege weapon.) |
Puppet Explosion Chart
Puppet Size | (Explosion) Force Damage | (Shrapnel) Piercing Damage | (Feet) Blast Radius |
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(25LB) | 4d6 | 3d4 | 10 |
(100LB) | 8D6 | 6d4 | 25 |
Magical Modifications | Effect |
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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. (Must install glass eyes.) |
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 itself 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.) |
Magical Modifications | Effect |
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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) |
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 advantage on Stealth checks and Dexerity Saving throws. Your Puppet has disadvantage on Strength checks and saving throws. This effect lasts 10 minutes or until canceled as a Bonus Action. If this effect ends 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 nothing carried- weapons, armor, ect.) (Must install a hollowed out gem worth 100gp and filled with iron powder sealed inside.) |
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 radius originating from your Puppet must make a Constitution saving throw. On a failed save, a creature takes 3d10 thunder damage, cannot use any reactions and is Deafened until the end of their next turn. On a successful save, the creature takes half damage and has no other effects applied. 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.) |
Cantrips (0 Level)
- Encode Thoughts
- Guidance
- 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
- 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
- Tasha's Otherworldly Guise
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,
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Any Questions?
Contact creator through discord: AresWolf419#4825