The Marionettist
A Marionettist is an expert in creating and controlling marionettes. Marionettist are entertainers that give life to a marionette to tell a story, make children laugh and enthrall the crowd.
They also use their abilities and creations to control the battlefield. They add new abilities and devices to their puppets like accessories, to make sure that no matter what happens, they will perform a show no one will forget.
Tool Proficiency
3rd-level Marionettist feature
You gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Puppeteer Spells
3rd-level Marionettist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Puppeteer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Marionettist Spells
Artificer Level | Spell |
---|---|
3rd | Command, Tasha's Hideous Laughter |
5th | Earthbind , Hold Person |
9th | Hypnotic Pattern, Slow |
13th | Compulsion, Confusion |
17th | Dance Macabre, Telekinesis |
Magical Marionette
3rd-level Marionettist feature
You've learned how to create a magical marionette. Thanks to your craftsmanship and tinkering you can create a Small or Tiny Magical Marionette, see its different game statistics in the Marionette stat blocks, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance; your choice has no effect on its game statistics.
In combat, the marionette shares your initiative count, but it takes its turn immediately after yours. It use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You issue this command somatically so long as you have a free hand and the marionette is within your command range of 30 feet. As part of the same bonus action, you can direct the marionette to move to an unoccupied space.
If you are incapacitated or the marionette leaves your commands range it is incapacitated.
If the mending spell is cast on the marionette, it regains 2d6 hit points. If it has died within the last hour, you can use your woodcarver's tools or tinker's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The marionette returns to life after 1 minute with all its hit points restored.
You can also repair the marionette with your woodcarver's tools or tinker's tools during a short rest. The marionette can burn its hit dies to regain health.
At the end of a long rest, you can create a new Magical Marionette if you have woodcarver's tools with you. If you already have a marionette from this feature, the first one immediately perishes. The marionette also perishes if you die.
Marionette Frame
3rd-level Marionettist feature
When you create your marionette you choose the base frame for it. Your marionette gains an additional feature that will affect its statistics or capabilities, ensure that you properly modify the statistics of your marionette to reflect the upgrade choice. Choose one from the following list:
Reinforced Plating. You give your marionette a sturdier frame making it harder to damage. Your marionette's armor class increases by your proficiency bonus.
Elemental Integrated Weaponry.
You give your marionette an arsenal of weapons, improving its damage capabilities. You can choose one of the following damage types as its weapon damage type: acid, cold, fire, lightning, poison, thunder.
Additionally at level 9 its gains a extra slam damage dice.
Arcane Wiring. You give your marionette some arcane improvements enhancing your connection with it. When you cast an artificer spell while the marionette is within your command range, you can channel the energies through your marionette as a conduit, allowing you to immediately cast the spell as if the marionette was the point of origin.
Additionally, you can use your action to see through the marionette's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the marionette's senses, you gain the benefits of any special senses it possessed, though you are blinded and deafened to your own surroundings.
Marionette Performance
5rd-level Marionettist feature
You have improve your technique to create and manipulate marionettes. Now you can create a medium size marionette and your command rage for your Small and Tiny marionette increase to 60ft.
You also can improve your marionette with an additional feature of your choice from the following list, which will affect its statistics or capabilities:
Slapstick Routine. Your marionette gains an additional 2 hit points for every level in this class. Additionally, your marionette gains the following reaction:
Interposing Charge. When a creature within 5 feet of the marionette becomes the target of an attack, you can use your reaction to command the marionette to defend the creature, giving that creature a +5 bonus to its AC against that attack. To use this ability, the marionette must be able to see the creature and the attacker.
A Dance of Death. Your marionette gains the following actions:
Multiattack. The marionette makes two slam attacks.
Silhouette Shooting. Your marionette gains the following actions:
Poison Needles. Ranged Weapon Attack: your spell attack modifier to hit, range 80/120 ft., one target. Hit: 1d8 + PB poison damage and the target must make a Constitution saving throw against your spell save DC or become poisoned for 1 min. At 9th level, this attack deals an additional 1d8 poison damage on hit.
Noise Cannon. Ranged Weapon Attack: your spell attack modifier to hit, range 80/120 ft., one target. Hit: 2d6 + PB thunder damage and the target must make a Strength saving throw against your spell save DC or be knocked prone. At 9th level, this attack deals an additional 1d6 thunder damage on hit.
Magician's Assistant
9rd-level Marionettist feature
As a bonus action, you can teleport, magically swapping places with your marionette at a cost of 15 feet of your movement, so long as your marionette is within your command range. After you swap positions, you may immediately move the marionette up to 15 feet. You can use this ability a number of times equal to your Intelligence modifier (minimum once), and you regain all uses of this ability once you finish a long rest.
Additionally your command range increase 30ft.
Finishing Touches
15rd-level Marionettist feature
You have master your craftsmanship and now you can make master piece of work.
Your marionette gains an additional feature of your choice from the following list, which will affect its statistics or capabilities. Ensure that you properly modify the statistics of your marionette to reflect the upgrade choice.
Center Stage. You can create a large size marionette, but your command rage for it is only of 30 ft. Additionally, your marionette gains the following traits:
Protection Field. The marionette project an aura of 5 ft. around itself. When a enemy creature attacks a friendly creature other than the marionette within the area, it has disadvantage on attack rolls.
Actions
Field Overload. As an action the marionette overcharge the protection field. Until the start of its next turn, the marionette and friendly creatures inside the area gain resistance to all damage except psychic damage. The marionette can use this feature a number of times equal its PB, regaining all uses at the end of a long rest.
Carnival Carousel. Your marionette gains reach and the following action:
Spinning Dummy. Each enemy creature within 15 feet of it to make a Dexterity saving throw against your spell save DC, taking three times the marionette weapon damage on a failed save or half as much damage on a successful one. The marionette can use this feature a number of times equal its PB, regaining all uses at the end of a long rest.
High Wire Performer. The range at which you can command your marionette doubles and the marionette gains flight and hover, and can be commanded to travel to an unoccupied space in midair.
In addition you have strengthen the connection with your marionette and now it can imitate your movements perfectly. It gains the following action:
Mimic. As an action, the marionette imitates you and take the same action you took. The marionette can use this feature a number of times equal its PB, regaining all uses at the end of a long rest.
It doesn't have to target the same target you have targeted. Also if you cast a spell that consume material component or a cost is indicated for a component, you must provide this component to the marionette. And if the spell requires concentration, the marionette use its own concentration.
Marionette
Tiny Construct
- Armor Class 17 (natural armor)
- Hit Points your Intelligence modifier + your artificer level (the marionette has a number of Hit Dice [d4s] equal to your artificer level)
- Speed 40 ft.
STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 11 (+0) 3 (-4) 10 (+0) 10 (+0)
- Saving Throws Dex +4 plus PB, Con +0 plus PB
- Skills Stealth +4 plus PB, Sleight of Hand + 4 plus PB
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 30 ft.
- Languages --
- Proficiency Bonus (PB) equals your bonus
False Appearance. While the marionette remains motionless, it is indistinguishable from a normal marionette or puppet.
Evasion. If the marionette is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving th row, and only half damage if it fails. It can't use this trait if it's incapacitated.
Actions
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target you can see. Hit: 1d4 + PB bludgeoning damage.
Marionette
Small Construct
- Armor Class 15 (natural armor)
- Hit Points 1 + your Intelligence modifier + three times your artificer level (the marionette has a number of Hit Dice [d6s] equal to your artificer level)
- Speed 35 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 3 (-4) 10 (+0) 10 (+0)
- Saving Throws Dex +2 plus PB, Con +2 plus PB
- Skills Stealth +2 plus PB, Sleight of Hand +2 plus PB
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 30 ft.
- Languages --
- Proficiency Bonus (PB) equals your bonus
False Appearance. While the marionette remains motionless, it is indistinguishable from a normal marionette or puppet.
Low Cunning. The marionette can take the Disengage action as a bonus action on each of its turns.
Actions
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target you can see. Hit: 1d6 + PB bludgeoning damage.
Marionette
Medium Construct
- Armor Class 14 (natural armor)
- Hit Points 3 + your Intelligence modifier + four times your artificer level (the marionette has a number of Hit Dice [d8s] equal to your artificer level)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 3 (-4) 10 (+0) 10 (+0)
- Saving Throws Dex +1 plus PB, Con +3 plus PB
- Skills Athletics +2 plus PB, Perception +0 plus PB x 2
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 30 ft.
- Languages --
- Proficiency Bonus (PB) equals your bonus
False Appearance. While the marionette remains motionless, it is indistinguishable from a normal marionette or puppet.
Assistant. The marionette can take the Help action as bonus action on each of its turns.
Actions
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target you can see. Hit: 1d8 + PB bludgeoning damage.
Marionette
Large Construct
- Armor Class 12 (natural armor)
- Hit Points 5 + your Intelligence modifier + six times your artificer level (the marionette has a number of Hit Dice [d10s] equal to your artificer level)
- Speed 25 ft.
STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 20 (+5) 3 (-4) 10 (+0) 10 (+0)
- Saving Throws Str +4 plus PB, Con +5 plus PB
- Skills Athletics +4 plus PB, Perception +0 plus PB x 2
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 30 ft.
- Languages --
- Proficiency Bonus (PB) equals your bonus
False Appearance. While the marionette remains motionless, it is indistinguishable from a normal marionette or puppet.
Ground-Anchored. The marionette can not be move or push and its immune to the prone condition.
Actions
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target you can see. Hit: 1d12 + PB bludgeoning damage.
Modify by ShadowofAssesin
Original Created by YokoAhava
Art by:
- mohzart on DeviantArt (page 1)
- Raivis-Draka on DeviantArt (page 2)
- Zeen Chin on ArtStation (page 3)
- Kamil Gronek on ArtStation (page 4)
- Pedro Porto on ArtStation (page 5)