Marionette, Variant (5e Class)
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Marionette
<!-Introduction Leader->
Creating a Marionette
- Quick Build
You can make a Marionette quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose an artisan or craftman background. Third, choose the 30 Darts and Disguise Kit
Class Features
As a Marionette you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Marionette level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Marionette level after 1st
- Proficiencies
Armor: none
Weapons: Daggers, Darts, Light Crossbows, Slings
Tools: Tinkering tools, and either a Disguise kit or Poisoner's Kit
Saving Throws: Dexterity and Intelligence
Skills: Choose two from Acrobatics, Sleight of Hand, Arcana, Investigation, Deception, Intimidation, Performance
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 30 Darts or (b) 2 Daggers
- (a) Disguise Kit or (b) Poisoner's Kit
- Tinkering Tools
- (a) Explorer's Pack or (b) Burglar's Pack
Level | Proficiency Bonus |
Features | # of Soul Threads | # of Puppets | Weaponized Body |
---|---|---|---|---|---|
1st | +2 | Inhuman Body, Soul Threads | 0 | 1 | 1d4 |
2nd | +2 | Puppet Crafting, Puppet Manipulation, Augmentation | 5 | 1 | 2d4 |
3rd | +2 | Path of the Puppet | 5 | 1 | 3d4 |
4th | +2 | Ability Score Improvement | 6 | 1 | 3d4 |
5th | +3 | - | 7 | 2 | 4d4 |
6th | +3 | Puppet Case | 8 | 2 | 5d4 |
7th | +3 | Path of the Puppet Feature | 9 | 2 | 6d4 |
8th | +3 | Ability Score Improvement, Pure Puppet | 10 | 2 | 6d4 |
9th | +4 | Chain Reaction | 13 | 3 | 7d4 |
10th | +4 | - | 14 | 3 | 8d4 |
11th | +4 | Path of the Puppet Feature | 15 | 3 | 9d4 |
12th | +4 | Ability Score Improvement | 18 | 3 | 9d4 |
13th | +5 | String Shot | 22 | 4 | 10d4 |
14th | +5 | One with the Strings | 30 | 4 | 11d4 |
15th | +5 | Path of the Puppet Feature, Puppet Fusion | 43 | 4 | 12d4 |
16th | +5 | Ability Score Improvement | 58 | 4 | 12d4 |
17th | +6 | Auto Repair | 64 | 5 | 13d4 |
18th | +6 | Seismic Sense | 66 | 5 | 14d4 |
19th | +6 | Ability Score Improvement | 68 | 5 | 15d4 |
20th | +6 | The Puppet Among Puppets | 70 | 5 | 15d4 |
Inhuman Body
You may look like a humanoid but you are no longer just any normal humanoid. Parts of you have been replaced with mechanical parts. You no longer require armor to have an increase one's armor Class. While not wearing any armor your Armor Class is 10 + your Dexterity modifier + your Constitution modifier. However, being fully metal comes with its downsides. You no longer heal like a conventional being and rather than retaining all your hit points at rest, you need to repair. Any damage sustained in battle, say a loss of a limb (if recovered from battle), can be repaired. During a long or short rest, using your tinkering tools and materials equal to 1 sp per hit point
- Weaponized Body
Modifying your body you are proficient with unarmed combat as well as armed combat. Attacks made while unarmed increase (.75 x your level)d4 (round up) and you can add Dexterity or Strength modifier. As a bonus action, you can attack with your unarmed strike again. Additionally, your unarmed strike is now considered armed.
Soul Threads
Being mostly mechanical and little of flesh you can only manifest magic very loosely, in the form of strings. These strings are magical, they serve as a catalyst and link you to your puppets. The color of these strings are the same as your soul. These magical strings are not tangible or visible to anyone besides you; unless they have senses that allow them to see or interact with magic. Unarmed and using your hands, you can attach your soul threads to whatever you touch. You can disconnect these strings anytime as bonus action or as a reaction. The strings also disappear if you fall unconscious.
- Thread Length
You only have limited amount of thread and you consume one when you attach it to an object or use it to cast a spell. You regain half of your spent soul threads on a short rest and all of them on a long rest. The threads are 30 feet by default and increase by another 30 feet at 5th, 9th, 13th, and 17th level
Spellcasting
- Spell Slots
The Marionette does not use the traditional spell slots, instead they use their soul threads. In order to cast a spell, you must consume the number of soul threads equal to the spell level. You regain half of your spent soul threads on a short rest and all of them on a long rest.
- Spellcasting ability
Dexterity is your spellcasting ability as you require the sophisticated manipulation of your soul threads in order to manifest magic
- Spell save DC = 8 + your proficiency bonus + your Dexterity modifier
- Spell attack modifier = your proficiency bonus + your Dexterity modifier
Puppet Crafting
You can craft a servant puppet as a using the "crafting a magic item" downtime activity (DMG p. 128). At 1st level you can craft a common puppet. (At 5th, 10th & 15th level you can craft the next level of puppet respectively). You can see the types of puppets you can craft at Puppet Types
- Puppet Levels
- Common
- Uncommon
- Rare
- Legendary
- By default each puppet has
- 25 HP, AC 16, Str 6, Dex 14, Con 10, Int 3, Wis 3, Cha 1, speed 30 ft.
- Unarmed puppets have a slam attack that deals 1d8 + your Dexterity Modifier
- can be equipped with items and weapons.
- The size of this puppet, when unfolded, is Medium.
- Gains as much HP as you do when you level up.
- If the puppet falls to 0 hit points, it is destroyed.
- It weighs 40 lbs. You can use an action to fold it up into Tiny size to be transported in a backpack, sack or basket; it takes another action to unfold it for use.
- Unlike other animated objects, it does not have blindsight, instead sharing your senses.
- Puppet Repair
Puppets that have less than their maximum hit points but greater than 0 hit points can be repaired During a long or short rest, you can uses your tinkering tools restore the HP of your puppets It also requires materials worth 1 cp per hit point recovered for a common marionette, 5 cp per hit point for an uncommon marionette, 5 sp per hit point for a rare marionette, 5 gp per hit point for a very rare marionette, and 50 gp per hit point for a legendary marionette.
Puppet Manipulation
In order to use/control a puppet you must attach a soul thread to it (which consumes the thread) causing the puppet becomes 'linked.' linked puppets are under your control until you disconnect the thread or the puppet exceeds the thread's length after which the puppet falls limp and the thread is returned to you. Innately, puppets only require one soul thread in ordered to be controlled unless the puppets have Augments that require you to use more threads While linked, you can percieve through the puppet's senses
- Puppets in Combat
Puppets do not roll for initiative, instead they move on your turn as you are the one controlling them Puppets can do the following on your turn:
- Move without taking an action or your movement
- Use an action to make an attack (either unarmed or with a weapon if they have one equipped)
You can make a reaction to quickly pull a puppet that is within 10 feet of you and that you control to block an incoming attack, taking damage in your stead
Augmentation
At 2nd Level you are able to alter and modify the body of you and your puppets. Adding such modification comes at a cost; requiring time, money, and materials. The more you level up the more options there are to modify your body and puppets further. All modifications on the Marionette themself does not require strings, but for all the puppets in order to add modifications you are also required to use more strings in order for those features to work. Refer to the Augments below. You can only add as many Augments as it would make sense that your puppet can hold. Collaborate with your DM.
Path of the Puppet
At level 3, you start having complete autonomy over yourself and your puppets. You can decide how you wish to modify yourself following a path of puppetry. Choose between the:
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Puppet Case
At 6th level, you can spend 1 hour preparing a non-magical chest as an arcane puppet trunk. You can only have one such trunk at a time: when you prepare a new trunk, the old trunk reverts to a non-magical chest. Marionettes treat the interior of the trunk as nondimensional: you can place folded-up puppets into the trunk, up to its carry capacity of 3000 lbs, regardless of the size of the puppets. You can only place puppets in the trunk, and it has a fixed weight of 25 lb. If the trunk is destroyed, its contents spill out unharmed. As an action, if you are within 60 feet of the trunk, you can call the name of one of your puppets. It will immediately spring out of the trunk and unfold.
Pure Puppet
At 8th Level, you are turning more into a puppet yourself. You are used to the poisons you carry and diseases of the world. You are immune to disease and poison. You are also resistant to necrotic damage as you have little flesh to be affected by it. You no longer age, eat or drink, but with it you no long have a sense of taste or touch (except for the few points where you have skin and flesh or where augmented).
Chain Reaction
Starting at 9th level, you and your puppets form a more effective fighting team. When you or one of your puppets uses an attack action, you can use your other puppets reaction to make another attack. However once one of your puppets miss, no other puppet can use their reaction to make another attack
String Shot
at 13th level, you no longer have to touch something in order to connect your soul threads to objects or link with your puppets. Now you can cast out strings that dwell within your body and launch them up to half your soul of strings length. You can latch your strings onto the target and propel yourself to them or pull them towards you, if it's hostile, you must make a Dexterity Saving Throw contested by the target’s Dexterity Saving Throw. On a successful save, the target also becomes prone. however, if they are a size larger than you can not pull them, by you can still move to their location.
One with the Strings
As you are now able to project your threads with String Shot, you gain omnidirectional movement through a series of shooting and retracting your threads, essentially pulling you in the desired direction. Most effective in an enclosed room where there are surfaces in all directions to attach to and move towards. Thanks to this, you have instinctive agility and evasion that allows you to dodge:
- When you are subjected to an attack, you can make a Dexterity saving throw (at DM’s Discretion), you instead take no damage on a successful saving roll, and only half damage on a failing one.
Puppet Fusion
If you are in control of two puppets that are within 5 feet of each other, you can use your bonus action to combine them into a single puppet. Two Small puppets become a Medium object; two Medium puppets become a Large object. Combined puppets are treated as a single puppet, although for you to control it, you still require the same amount of soul threads it would normally take to control each one separately. Its statistics are as follows:
- It has hit points equal to the total of the component puppet's hit points.
- Each ability score is the better of the component puppet's scores.
- Its AC is the better of the two component puppet's ACs + 2.
- When it takes the Attack action, it may attack twice instead of once.
- It has all the special features of the two component puppets.
They remain combined until you separate them with a bonus action or fold them up. When you do so, divide the remaining hit points between the two puppets
Auto Repair
At 18th level the Marionette’s mechanical body is now capable of repairing itself. During a long rest you can fully recover your health without the use of materials or tinkering tools. Also at 20th level you can spend 6 hours of staying still, to focus yourself to repair, to fully recover.
Seismic Sense
You are constantly aware of all surroundings due to the vibrations and movement of your inner strings. You are able to automatically detect anything that moves in a 60 ft radius.
The Puppet Among Puppets
At level 20, you understand your circumstance and have no choice to accept the truth there is very little from what’s left of your original body. You've fully become a puppet and can no longer age. You can no longer require sleep or have senses like smell, taste, touch, and pain unless augmented for it.
- You gain a multiplicative of 1.2 to your and your puppets stats, speed, and AC.
Augments
At 2nd Level you are able to alter and modify the body of you and your puppets. Adding such modification comes at a cost; requiring time, money, and materials. The more you level up the more options there are to modify your body and puppets further.
- All modifications on the Marionette themself does not require strings in order to operate, but any modifications placed on your puppets increase the required amount of Soul Threads in order to control them.
The list below provides some examples of augments that you can place on yourself or your puppets (Remember: you can always work with you DM in order to create or adjust augments. Be creative!)
Augments that requires additional Soul Threads per extra augment attached
- One Soul Thread per additional augment
- Extra Arms: An extra arm that allows the recipient to take a bonus action to make an additional unarmed attack
- Extra legs: An exta leg (that does not need to be of human form) that gives the recipient resistance to knockbacks and knockdowns, gain an additional 5 movement per leg
- Two Soul Thread per additional augment
- Extra wings: Wings that give the puppet a flying speed of 20 feet.
- Arm cannon: By sacrificing conventional arm, the recipient gains the ability to fire a bolt of magic dealing 4d4 + 1 force damage (consumes 2 Soul Threads per shot)
So adding 3 arms on a puppet would require you to use 3 additional Soul threads in order to control
Augments that add a flat amount of additional Soul Threads
- One Soul Thread flat
- Adaptable feet: Allows the recipient to ignore difficult terrain.
- Fins and Flippers: Grants the recipient a swimming speed of 30 ft.
- Temperature hands: Grants the recipient the ability to heat up or cool down hand as a bonus action. Grants an addition 1d6 fire or cold damage to unarmed strike.
- Nimble feet: Grants the recipient the ability to to move through the space of any creature that is of larger size
- Two Soul Threads flat
- Steam bellow: You can emit steam to cover a 20ft radius sphere around the recipient up to two times before a long rest. While in this sphere you and your puppets have advantage while all other seeing entities have disadvantage
It will not matter how many of the same augments you add on a recipient as it will not have additive effects or increase the Soul Thread requirement past the flat amount So having one temperature hand or five, you only need one additional Soul thread to operate
Augments that do not require Soul Threads
- These augments do not require Soul Threads but still require the time, money, and materials
- Spiked knuckles: Grants the recipient +1 Piercing damage to unarmed strike, can be added up to 3 times
- Bladed knuckles: Grants the recipient +1 slashing damage to unarmed strike, can be added up to 3 times
- Metal plated knuckles: Grants the recipient +1 Blugeoning damage to unarmed strike, can be added up to 3 times
- Prime Strike: When the recipient scores a critical hit with a melee attack, you can roll one addition damage roll and add it on top of the critical roll.
- Nightvision Eyes: Eyes that grant Darkvision
- Radar eyes: Scanning eyes that grant proficiency in Perception
- Heat tracing eyes: Grants advantage in Wisdom (Survival and Perception) checks to track warm-blooded creatures.
- Freshly oiled: After oiling the recipient's joints, they gain 10 bonus movement that wears off upon DM's discretion
- Hardened alloy: By adding quality metals to your body you gain +1 to AC, can be added up to 3 times
- Destructive finale: When the recipient of this augment is destroyed, it blows up dealing 2d10 fire damage in a 5ft radius.
Puppet Paths
Path of the Arcane
Marionettes are naturally born with magic, but as they are not completely felsh, magic has become more difficult. As a result most of them focus on using their puppets as a catalyst for their spellcasting creating a deadly barage of enhanced magic artillery.
- Puppet Casting
Starting at 3rd level you can now cast spells on and through your puppets as long as you are linked to them
- The Stage is Ours
At 7th level, you become one with your puppets, soul and all. As a result you no longer need extra strings in order to control the additional augments on your puppets. Save those threads for spell casting!
- Enchanted Armaments
At 11th level, you can now enchant your puppets and yourself. Enchanting a puppet or yourself gives resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. It takes 1 minute to complete the enchantment and requires 5 Soul Threads to use. You or your puppets can also gain additional resistances to any other damage type by using an additional 3 soul strings. You gain these resistances for up to 1 hour, after which the Soul Threads used to enchant are returned
- Mystical Heart
At 15th level, your heart is surrounded my magic constantly and is able to utilize magic to a degree. you can use four 5th level spells or lower from any class (using the appropriate amount of Soul Threads)
Path of the Craftsman
You have studied minutiae and fine construction of puppetry in order to increase the effectiveness and deadliness of your puppets.
- Mending
You know the mending cantrip. This allows you to repair puppets that havent been destroyed in and out of combat. It also replaces the monetary repair requirements. Mending heals 4 + Marionette level for your puppets
- Master Tinkerer
Starting at 7th level you gain the follow benefits
- it takes quarter the time it normally takes to craft a puppet
- Master Craftsman
Starting at 11th level, when one of your puppets is broken in combat, but not destroyed (ex. destroyed in lava), you can spend your short rest restoring it to half of its maximum hit points. Also, when you make a puppet you can choose one of the following benefits:
- You have learned to make puppets much stronger, infusing them with tougher materials.
- Your puppets have +1 to AC and an additional 15 hit points.
- You choose the right materials to make the puppet resistant to only one form of damage (ex. slashing, or fire, or acid).
- Puppet Master
Starting at 15th level, you can begin to build puppets of almost any size. Adjusting AC and HP accordingly. You can also build 2 more puppets than what is on the Marionette Table
Path of Deception
You seek to perfect lifelike appearances and behavior in your puppets in order to confuse and provoke enemies and even allies
- Puppet's Disguise
Starting at level 3 you can cast the disguise self on you or your puppet. You can only cast this once per short rest.
- Deceptive Puppetry
Starting at 7th level you can do the following:
- You can project your voice through your puppet if you are linked
- As an Action, you can convince another creature that your puppet is a living being or even you. This can be done by making a Charisma (Deception) check contested by their Passive Perception. If you win the creature will not be able to distinguish you from your puppet, and you impose disadvantage on them *if they try to attack you and your puppet is within 10ft from you.
- You gain Proficiency with Charisma (Deception) checks. It doubles if you’re already proficient.
- Your Puppet’s Charisma is increased by 5
- Hoard of Decoys
Starting at 11th level and once per long rest, you can create up to 3 life-like decoys on the which breaks upon taking damage or physical interaction.
- Puppet's Smile
Starting at 15th level, Your puppets (and decoys) gain a taunt feature and can forcibly cause enemies to attack them
Path of Oil
You look to make your body stronger by replacing your blood with oil. At the cost of being more machine you have learned to harness and utilize the different properties pertaining to your new blood
- Artificial Fluids
Starting at 3rd level, your body slowly becomes more mechanical and your blood replace with oil, you gain 4 additional Hit points per level
- Acidic Oil
At 7th level, your body’s oil slowly becomes more acidic. Any melee attack made against you sprays your oil back at your attacker, dealing (your level)d4 (round up) acid damage. Adding this to a puppet cost 25 gp
- Oil Coat
At 11th level, You create pores on your skin creating hardening oil that flows outwards, increasing your AC by (0.3 x your level {round up}). Furthermore, any attack will corrode the weapon of the enemy causing it to do (.5 x your level)d3 (round up) next time and cannot be grappled. In addition to that, the area around you will be soaked in your acidic oil. However, this hardening of oil slows down your flow of oil decreasing your movement speed by 5. You are also vulnerable to flame damage. Adding this to a puppet costs 150 gp.
- Carbon Harnessing
Starting at 15th level, the carbon in your oil can be used to mend your shields, armor, and even hit points. You can heal (your level)d4 health every use. You can do this a total of (your level) times before you deplete your carbon. You regain all the uses of this ability after a long rest with 10 pounds of carbon (found in wood, animals, CO2). You are unable to use Oil Coat after you used up half of Carbon Harnessing because there is not enough carbon to fuel the coat. Adding this to a puppet costs 300 gp.
Path of Souls
You realized that having a fragile body does not mean you are forced to have a fragile soul. You look to increase the survivablity of your soul and the key to making that happen is your puppets.
- Remains of the Dead
Starting at 3rd level, killing a hostile creature grants you temporary hit points equal to your constitution modifier + your marionette level as you are able to use its soul to reinforce yours.
- Puppet’s Bond
Your puppets merely become vessels, each one hosting an equal part of your soul, starting at 7th level, any non-damaging affliction or status effect casted upon you or your puppets is shared among you and your puppets. (healing, incapacitation, advantages, Frightened, vision, etc)
- Tangible Soul
Starting at 11th level, you no longer need to divide your soul amongst your puppets to keep it safe as you have found a way to give it a physical form, a core.
- You can now move your core, which contains your soul) into any puppet you own. However, you must spend a long rest to calibrate the puppet to fit your soul or suffer disadvantage on all rolls.
If you have been reduced to 0 hit points and failed 3 saving throws you don't die, rather, you gain the ability to disconnect your core from the body you currently inhabit. In this state, you can do nothing, have 10 AC and have hit points equal to your level. You require an ally to transplant your heart into another puppet where you can rebuild yourself. (cost of rebuilding is healing from 0 to max hit points.)
- Dying Effigy
Starting at 15th level, when you take damage that would reduce your hit points to 0, you can instead use your reaction to sacrifice an existing puppets and drop to 1 HP and have a temporary HP equal to the sacrificed puppet’s HP. The sacrificed puppet drops to the ground lifeless and can never be made into a puppet again by you or any other Marionette. After using this ability you must finish a short or long rest to use it again.
Puppet Types
This is a general guideline for the puppets you can make (You are not limited to the puppets listed here, collaborate with you DM)
Knight Puppet
Common (100 gp)
This puppet resembles a noble knight with a shield.
- Shield. It has +1 to AC.
- Protector. When a creature you can see attacks a target other than the marionette within 5 feet of it, it can use a reaction to impose disadvantage on the attack roll.
Warrior Puppet
Common (100 gp)
This puppet resembles a typical humanoid soldier, armed with a banded club.
- Brute. You gain a +2 bonus on the damage rolls of its slam attack.
Artisan Puppet
Common (100 gp)
A puppet resembling a craftsperson, with slender hands and delicate tools.
- Journeyman. The rate at which you craft puppets is increased by 10 gp per day.
Caeneus Puppet
Uncommon (500 gp)
Caeneus has an exaggerated masculine body, to the point of caricature.
- Impervious Skin. It has resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. At 20th level, this becomes immunity to bludgeoning, piercing and slashing damage from nonmagical weapons.
- Guardian. When it shoves a creature, you add double your proficiency bonus to the check.
Shield Guardian Puppet
Rare (5,000 gp)
Shield guardians could be made with various sizes and strengths, but the simplest and cheapest to make stood about nine feet (nearly three meters) tall and weighed over 1,200 pounds (540 kilograms). They looked something like a large stick figure made of wood with rocky appendages and metal parts.
- Spell storing. A spellcaster who controls the marionette can cause the marionette to store one spell of 4th level or lower. To do so, the user must cast the spell on the puppet.The spell has no effect but is stored within the marionette.When commanded to do so by the user or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no Components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
- Punch attacks. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, The marionette can use its gauntlet to stun a creature nearby, puppet DC.
- Shield. When a creature makes an Attack against the puppeteer or any other player, the puppet shield guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer or the puppet moves into the place of the player or puppeteer, puppet DC.
Phrike Puppet
Rare (5,000 gp)
Phrike resembles a typical child's doll, with porcelain skin and unnerving eyes.
- Nimble. It has +2 Dexterity and +1 AC.
- Uncanny Visage. It can use its Action to make a horrifying gaze. Each creature in a 30-foot cone originating from this marionette must succeed a DC 13 Wisdom saving throw or become frightened by this puppet for 1 minute. You must finish a short or long rest before you can use this feature again.
- Shattering End. When it has less than 10 hit points left, but more than 0, you can use your Bonus action to have it explode. This destroys the puppet. Each creature within 20 feet must make a Dexterity saving throw using your puppet DC, taking 2d10 piercing damage and 2d6 psychic damage on a failed save, or half as much on a successful save.
Lich Puppet
Legendary (30,000 gp)
This Puppet is a hollowed out human wizard with withered flesh, eyes succumbed to decay, almost skeletal looking.
- Undead presence. It has resistance to necromancy based attacks made to it or to yourself when using this marionette and when using it's slam attack it has advantage to attacking undead.
- Spell casting ability. The spell casting ability of the marionette makes your own spells or the marionette, more powerful and able to hit, +2
- Arcane Horror. It is able to use its action or bonus attack to induce fear into your opponents in a 30ft cone must succeed on a DC 13 Wisdom Throw or become frightened by this marionette.You must take a short rest or long rest in order to use this ability again.
- Necromancy Spell book. It has a certain spell book that you are able to write spells from the necromancy wizard spell list.
- Commander of the undead. It has the Create, Destroy, and the Command undead spells at will and is able to use them as cantrips.
King Puppet
Legendary (30,000 gp) The king resembles a typical king with its rod/scepter and crown with a big red flowing cape.
- Command others. It has the ability to make others do its bidding during its action instead of making an action. The commanded creature does not use its action when commanded or used in this way.
Royal presence. Its very presence makes others inspired to do things perfectly,+2 to all ability checks.
- Knighting. When the king knights a character, that character gains temporary hit points equal to 1d10 plus your Charisma modifier. You can do this only 1 + your charisma modifier (with a minimum of 1) times per day.
- Checkmate. When the Marionette is about to be attacked, it can use its reaction to either move away from the attacker or can bring another creature and move it into its place.
- Payday. The Marionette tosses money around itself distracting all within 15ft of it. These creatures must make a Charisma saving through equal to your spell save Dc, and on a failed save the creature is knocked prone grabbing as many coins as the creature can.
Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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