What was once but a small exercise meant for students of the school of necromancy, the simple art of controlling these arcane strings became easy enough to master that even those devoid of any magical talent could harness them with little help. And to help those people, so was the first puppet core created, a small metal frame built around a common blue salt stone. With a single spark, a perfect catalyst is created to harness and augment the power of the arcane string. These cores quickly became an integral part of the puppeteer, some dedicating their entire lives in the pursuit of creating the perfect core. ### Puppets of Every Kind With great craftsmanship, come thousands of creations. From wood, metal, stone, some puppets are even created out of nothing but paper and their core. The art of creating a puppet is a deeply personal one, and their shapes they can take are limitless. There is but one thing uniting all puppeteers: dedication. Be it creating a world-rending construct, able to level kingdoms; a graceful marionette able to perform inhuman dances; or simply an indestructible core, all puppeteers are wholly dedicated in giving their hopes and dreams shape, placing part of their souls on every core they make. ### Simple Living You might find several puppeteers who have given up on the life of an adventurer, choosing instead to devote themselves to their craft as artisans, as performers, or taking up a life of hermitage with their creations as their only friends. Because of that, you will never fail to find materials for your puppets, some may even hold secret tools of only their own creation. As honorable it is to live a simple and quiet life, it is equally honorable to be devoted to spreading the knowledge of puppetry through the world. > ##### String of Many Worlds > Throughout the D&D multiverse, puppeteers tend to change. Whether through the puppets they use, the physical of magical aspect of their strings, or simply the repair tools available for them to use. Talk with your DM in how this class can be incorporated into the world. \columnbreak ### Creating a Puppeteer To create a puppeteer, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then look at the Puppeteer table to see which features you get at each level. The descriptions of those features appear in the "Class Features" section. #### Quick Build You can make a puppeteer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Dexterity. Second, choose either the guild artisan or the entertainer background.
Your puppet is used as an extension of your own character. Using a bonus action, you can activate your puppet, it remains active for 1 hour, until you dismiss it as a bonus action, or until you're incapacitated. While active, you can use your actions, bonus actions, or reactions to activate the puppet's abilities. Your puppet's damage dice increase as you gain levels in this class, as shown in the Puppet Damage Dice column of the Puppeteer table. You can also have your puppet wield any simple or martial melee weapon.
At the end of a long rest, you can repair your puppet or create a new one as long as you have carpenter's tools or smith's tools with you.
You learn the *mage hand* cantrip. When you cast it, your strings act as the spectral hand. ### Spell Sieve *2nd level puppeteer feature*
> > **Healing-Core.** During a short rest, you can heal your puppet using your hit dice, with a bonus equal to your spell attack modifier. > > **Vice-Like Grip.** Your allies have advantage on attacks against creatures grappled by the puppet. > > ### Actions > > ***Threaded Ram.*** *Melee Weapon Attack:* your spell attack modifier to hit, Reach 5ft., one target you can see. ***Hit:*** 1d8 + your spell attack modifier force damage. If the target is a Medium or smaller creature, the puppet can attempt to grapple them. > > ### Reaction > > ***String Snare.*** The puppet attempts to grapple a creature that leaves its attack range.
At 11th level, the range increases to 10 feet, and the Armor Class bonus becomes +5. #### Well-Timed Shield *3rd-level Armored-Core feature*
At 11th level, you become able to cast *animate dead* twice per long rest. #### Fueled by Death *11th-level Living-Core feature*
At 11th level, the Armor Class bonus becomes +4 and the damage reduction becomes 4d8.
> > **Healing-Core.** During a short rest, you can heal your puppet using your hit dice, with a bonus equal to your spell attack modifier. > > **Vice-Like Grip.** Your allies have advantage on attacks against creatures grappled by the puppet. > > ### Actions > > ***Wire Rush.*** *Melee Weapon Attack:* your spell attack modifier to hit, Reach 10ft., one target you can see. ***Hit:*** 2d8 + your spell attack modifier force damage. If the target is a Large or smaller creature, the puppet can attempt to grapple them. > > ### Reaction > > ***String Snare.*** The puppet attempts to grapple a creature that leaves its attack range.
> > **Healing-Core.** During a short rest, you can heal your puppet using your hit dice, with a bonus equal to your spell attack modifier. > > **Vice-Like Grip.** Your allies have advantage on attacks against creatures grappled by the puppet. > > ### Actions > > ***Threaded Ram.*** *Melee Weapon Attack:* your spell attack modifier to hit, Reach 5ft., one target you can see. *Hit:* 1d8 + your spell attack modifier force damage. (damage dice increase as you gain levels in this class, as shown in the Puppet Damage Dice column of the Puppeteer table.) If the target is a Medium or smaller creature, the puppet can attempt to grapple them. > > ### Reaction > > ***String Snare.*** The puppet attempts to grapple a creature that leaves its attack range.