Puppet Creator (5e Class)

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Puppet creator

Life of a Puppet creator

It all started with the love for puppets. For most Puppet creators, puppets in their childhood inspire them to start creating their own puppets. Puppet creators put a lot of work and love into their creations. As they become older, Puppet makers learn how to turn their hobby into a force to be reconcile. While Puppet makers love their puppets, they know that their puppets will take a harsh beating in battle. Not all Puppet makers are willing to send their valuable puppets to be sacrificed in battle.


Creating a Puppet creator

What was your favorite puppet when you were young that inspired you to create your own puppets? Was it a gift from a family or friends? Was it your own friend? Did you see a puppet show and decided you wanted to host your own when you grow up?

What does your puppet look like? The classic cloth and stuffing puppet. The stiff and wooden puppet. The rare metal puppet. The cheap straws and rope puppet. The pretty and fragile clay puppet. Puppets can be made from so many things

Quick Build

You can make a Puppet creator quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Puppeteer (homebrew) background.

Class Features

As a Puppet creature you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools:
Saving Throws: Dexterity, Charisma
Skills: Choose any two skills

Equipment

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

  • (a) Hand Crossbow and 20 bolts or (b) Rapier or (c) Any simple weapon
  • (a) Component pouch or (b) Arcane focus
  • (a) Dungeoneer's Pack or (b) an Explorer's Pack or (c) Entertainer's Pack
  • Leather armor and dagger

Table: The Puppet creature

Level Proficiency
Bonus
Features Cantrips Known Spells known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Puppets, Elite puppet 0 0
2nd +2 Spell casting 1 3 2
3rd +2 Puppet creation paths 1 4 3
4th +2 Ability Score Improvement 1 5 3
5th +3 Extra attacks 1 6 4 2
6th +3 Puppet specialization 1 7 4 2
7th +3 Creation path feature 1 8 4 3
8th +3 Ability Score Improvement 1 9 4 3
9th +4 1 10 4 3 2
10th +4 Improved puppets 2 11 4 3 2
11th +4 Creation path feature 2 12 4 3 3
12th +4 Ability Score Improvement 2 12 4 3 3
13th +5 2 13 4 3 3 1
14th +5 Improvement puppet specialization 3 13 4 3 3 1
15th +5 Creation path feature 3 14 4 3 3 2
16th +5 Ability Score Improvement 3 14 4 3 3 2
17th +6 3 15 4 3 3 3 1
18th +6 Creation path feature 3 15 4 3 3 3 1
19th +6 Ability Score Improvement 3 15 4 3 3 3 2
20th +6 Puppet master 3 15 4 3 3 3 2

Puppet

At 1st level, you can create puppets to do you bidding.

Creation

You can spend a short rest to create a new tiny or small size puppet. During long rest, you can make two puppets. A puppet can be made of any material except flesh or magical material. A puppet must have at least 4 movable limbs and at least 1 head. These are normal puppets with no special property. You can any number of normal puppets.

Activation

You can spend at least 1st level spell slot or higher and 1 minute of attaching strings to any existing puppet in order to turn them into your activated puppet. Each of your activated puppets have 5 strings connected to them; 1 per limb and 1 for the head. These strings are invisible and cannot interact with anything or anyone except you and your puppets.

You start with one activated puppet and the maximum of activated puppets you can have is 2. If you already have 2 activated puppets and you attempt to activate a 3rd puppet, the oldest activated puppet loses activated status and return back to a normal puppet. This is the only way to remove activation status on a puppet other than complete destruction of the activated puppet.

Puppet stats

Your puppets are constructs that do not require sleep, water, air, or food. Your puppets have hit points equal to your Puppet creator level * 3. Regardless of puppet's material, the puppet has a starting AC of 10. Puppets' gain natural AC of 3 + your proficiency bonus. They have Strength 6, Dexterity 8, Constitution 7, Intelligence 1, Wisdom 1, and Charisma 9. Their base speed is 30 ft. Regardless of weapon, fist, or any natural weapons, your puppet's minimal damage is 1.

Puppets are immune to physic, poison, charm, frightened, and sleep.

Puppet controlled by string

Whenever your puppet makes an ability check or saving throw, they can use your proficiency bonus if you have proficiency in that ability check or saving throw. This does not apply to weapon proficiency.

Puppet gear

Your puppets are proficient in club, dagger and short sword. They do not start with any weapons or armor. You will have to make your own or buy toy sized weapons.

Controlling a puppet

You control up to two active puppets at the same time. You need an empty hand for each active puppet you are currently controlling. You can control your puppets up to 60 ft away.

As an action, you can order your puppets to move and use their action. At the end your turn, all of your puppets use the dodge action if they have not used their action.

Its just a puppet

Sadly, there is some flaws to controlling puppets. Your puppets are unable to speak. They cannot act without your orders. You do not see through the eyes of your puppet. When you order a puppet to hit a target, you must be able to see target and your puppet. Your puppets cannot use range weapon nor make a ranged weapon attack. Puppets cannot duel wield.

Repairing a puppet

When a puppet's hp falls below 1 hp, it no longer can be controlled until it is repaired. If an attack (like acid) destroys too much of the puppet's body, the puppet is damaged beyond repair. It does keep the activated status unless it is damaged beyond repair.

Puppets cannot be healed by magic, potions, or any other normal methods of healing.

When mending cantrip is cast on a puppet, it is restored 1 hit points.

After short rest, you can spend a hit dice or a spell slot that is 1st level or greater to fully repair a puppet.

Elite puppet

At level 1, you can give one of your puppets extra attention. During a short or long rest you can upgrade your existing puppets by giving it more material and adding 5 more strings. This causes Elite puppet to require two hands to control. You MAY choose to increase the puppet size by 1.

You can only have one active Elite puppet at a time. You cannot control any other puppets when you are controlling an Elite puppet.

Elite puppet stats

Elite puppet has same stats of a normal puppet except that it has hit points equal to your Puppet Creator level * 7 and can duel wield.

Spellcasting

Your love for your puppets has become so great that you unlock your hidden magical ability

Cantrips

At 2nd level, you know three cantrips of your choice from the bard spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Puppet creator table.

Spell Slots

The Puppet creator table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Puppet Creator 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.

For example, if you know the 1st-level spell command and have a 1st-level and a 2nd-level spell slot available, you can cast command using either slot.

Spells Known of 2nd Level and Higher

You know three 1st-level spells of your choice from the bard spell list.

The Spells Known column of the Puppet Creator table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Puppet Creator spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Puppet Creator spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Puppet Creator spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Puppet Creator spells.

Spellcasting and controlling puppets

You must have an empty hand to control a puppet. You can use that empty hand, that is being used for controlling a puppet, for somatic component for spell. It cannot be used for material components of the spell.

Puppet creation paths

At 3rd level, you chose a puppey study. Choose between Realistic puppet, Army puppet, Pretty puppet, Living puppet, Undead puppet, Real puppet, Summon puppet, Clockwork puppet, Mystical puppet, and Brute puppet, all of them detailed at the end of the class description. Your choice grants you features at 3nd level and again at 7th, 11th, 15th and 18th level.

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.

Extra attacks

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Puppet specialization

At level 6, you learn to train your puppets. During your short rest, you can train one of your active puppets into one of the specialization. During your long rest, you can train two active puppets. In the later parts of the training, you also can make weapons and armor for your puppets. You can retrain a puppet to change its specialization.

Barbarian

Proficiency: light armor and simple weapons

Starting gear: 1 simple weapon

Rage: As your action, all barbarian puppets gain resistance to non-magical piercing, bludgeoning and slashing until the start of your next turn.

Stat increase: Puppet gains 4 strength

Bard

Additional cost: 1 musical instrument

Proficiency: the given musical instrument

Starting gear: the given musical instrument

Bardic inspiration: you can order the puppet to use it's action to cast Bardic inspiration from bard class. It has range 30 ft and D6 dice. It can be used once per short rest. Instead of using words to inspire a creature, this puppet makes an inspiring (and cute) dance.

Stat increase: Puppet gains 3 charisma

Druid

Requirement: puppet has at least 4 legs and not made of metal or rock

Proficiency: non-metal light armor

Natural weapons: This puppet could have claws, bite, tail, or horn attack.

Claws: d8 + dexterity slashing damage.

Bite: d8 + strength piercing damage.

Tail: reach 10 ft. D6 strength bludgeoning damage.

Horn: If you move at least 30 feet straight toward a target, you may make a horn attack that deals d10 + strength piercing damage.

Stat increase: Puppet gains 3 strength

Paladin

Additional cost: a holy symbol on the puppet or puppet's belongings

Proficiency: light armor, medium armor, shields, and simple weapons

Starting gear: holy symbol, light armor, shield, and 1 simple weapon

Healing touch: you can order this puppet to use it's action to use healing touch. Healing touch heals a creature that it touches equal to your level. You can't use this ability until you finish a long rest.

Beacon of hope: As your action, you can cast light cantrip on this puppet.

Stat increase: puppet gains 2 strength

Ranger;

Proficiency: light armor and simple weapons

Starting gear: one simple weapon

Archery training: This puppet can use ranged weapons

Stat increase: Puppet gains 3 dexterity

Rogue

Proficiency: simple weapon

Starting gear: dagger

Quick thinking: As your bonus action, all rouges puppet can use a dash action, disengage action, or hide action.

Stat increase: puppet gains 3 dexterity

Sorcerer

Requirement: at least one mouth

Starting gear: arcane focus

Spellcasting: As your action, you can cast non-cantrip spell through this puppet. This puppet does count an valid target for your self range spells.

Warlock

Requirement: at least one mouth

Equipment: fake contract that this puppet sold its soul to you

Cantrip expert: As your action, you can cast cantrips through this puppet. This puppet does count an valid target for your self range spells.

Puppet improvement

At level 10, you learn to improve your puppet. Your puppets gain +1 to all abilities and increased speed by 15 feet. Additionally, you can you your reaction to make attack of opportunity with one of your puppets.

Improved puppet specialization

At level 14, you learn to father improve your specialization puppets. Each specialization puppet gain new abilities.

Barbarian

Proficiency: medium armor, shield, and martial weapons

Reckless attack: When this puppet make it's first Attack on Your Turn, you can order it to Attack recklessly. Doing so gives this puppet advantage on melee weapon Attack Rolls using Strength during this turn, but Attack Rolls against this puppet have advantage until your next turn.

Stat increase: Puppet gains additional 4 strength

Bard

Proficiency: light armor

Jack-of-all-trades: Puppet gains your proficiency / 2 rounded down to all skill checks

Wondrous voice: Puppet gains ability to sing. This singing does not contain any lyrics or words.

Stat increase: Puppet gains additional 3 charisma

Druid

Wild shape: You can order this puppet to use it's action to wild shape from Druid. This wild shape must be CR 1 or lower creature that cannot swim nor fly. This puppet can't use this ability again until short or long rest.

Thick skin: natural armor is increased by 1.

Stat increase: puppet gains additional 3 strength

Paladin

Proficiency: heavy armor

Smite: after this puppet successfully hits a creature, as your reaction, you can use your spell slot to smite it. It deals an extra 1D6 + 1D6 radiant damage for each spell slot level that you use.

Stat increase: puppet gains additional 2 strength

Ranger;

Proficiency: medium armor, shield, and marshal weapons

Favorite enemy: Favorite enemy from ranger

Stat increase: puppet gains additional 3 dexterity

Rogue

Proficiency: light armor and stealth

Sneak attack: it can deal an extra d6 sneak attack from rouge class.

Stat increase: puppet gains additional 3 dexterity

Sorcerer

Return back to home: As your reaction, all or any sorcerer puppets teleports on top of you, in your backpack, or within 5 ft of you.

Magically warded: Magic attack have disadvantage to hit sorcerer puppet

Warlock

Invocation: choose 1 warlock invocation for this puppet to use. Do note that this puppet cannot cast spells.

Magically contracted: warlock puppet have advantage to saving throws against magic.

Puppet master

At level 20, you discover a method to control more than one puppet with one hand. You can control a new total of 4 activated puppets or 2 Elite puppets.

Doppelganger puppet

You become well known for making life size puppets. Your master piece is almost complete; a puppet that looks just like you.

I look just like you

At level 3, whenever you make a puppet, you can instead make a doppelganger puppet. This puppet size is the same as you. This puppet looks just like you. But doppelganger puppet feel like a puppet, smells like a puppet, taste like a puppet and "bleeds" like a puppet. Doppelganger puppet does not have a mind and therefore cannot speak.

I can see, hear, and speak just like you

At level 3, your mind can enter a doppelganger puppet. As your bonus action, you can hear and see what your doppelganger puppet see and hear. You can speak through this puppet. Your normal body is blind and deafen. While you are doing this, you may use ranged weapon, duel wield, or make spell attack (not spells that causes saving throw spells) with this puppet. This puppet cannot be more than 60 ft away from at all times.

I am a spellcaster just like you

At level 7, when you use I can see, hear, and speak just like you on a doppelganger puppet with Sorcerer specialization, you can cast both attack and saving throw spells through this puppet. In this state, you can use metamagic subtle spell from sorcerer class without spending any sorcery points.

Your doppelganger puppet with barbarian specialization cannot gain their Improved puppet specialization.

I am a trickster just like you

At level 7, you can magically switch yourself and one of your doppelganger puppet. As your bonus action, you can switch spots with one of your active doppelganger puppet that is within 60 ft from you. If a creature uses its action to examine the difference between you and your doppelganger puppet, the creature can determine which one is the real person with a successful Intelligence (Investigation) check against your spell save DC. It automatically succeed if there is an obvious difference between you and your puppet (like touching or seeing visible wounds).

I am a puppeteer just like you

At level 11, when you use I can see, hear, and speak just like you on a puppet with Sorcerer specialization, you can control your other puppet from this puppet. In other words, puppets must be with 60 ft of this sorcerer doppelganger puppet instead of you to control them.

I am pretty just like you

At level 11, when you use I can see, hear, and speak just like you, you may use the puppet's charisma score instead of your own.

I am alive just like you

At level 15, you and your doppelganger puppets appear to be the same from the five senses. While true sight cannot tell the difference between you and your doppelganger puppets, there are other magical methods to find who is the real person. Doppelganger puppet becomes a living construct. They can be effected by healing spells and abilities like normal creatures. Doppelganger puppet require 4 hours of sleep, 1 meal per day, air to breath, and water to remain alive. They cannot be healed by mending cantrip nor repaired during rest.

I can feel, smell, and taste just like you

At level 15, when you use I can see, hear, and speak just like you, you can feel, smell, and taste though this puppet. Your original body falls unconscious and cannot detect anything while you are using this ability. After all, a person is just organic puppet being controlled from the inside.

I am just like you... but better

At level 18, your doppelganger can serve as your new, better body. When you use I can see, hear, and speak just like you, you can use your bonus action to move your mind into a sorcerer doppelganger puppet. Until you switch back as your bonus action, the following is applied:

  • You keep your skills and non-race abilities but you now use your puppet's hp, ac, and ability score.
  • If your original body is killed, unconscious, or more than 60 ft away, you cannot cast spells.
  • You no longer have to be within 60 ft of your original body.
  • You can control your original body just like an active sorcerer doppelganger puppet. It has your old hp, ac, race ability, and ability score.

Army puppet

You learn how to make smaller and more puppets. With proper training, they will take up armor and weapons. This is the glass cannon subclass,

Power in numbers

At level 3, whenever you create puppets, you can instead make up to three army puppets. Army puppets are tiny size and have 1 hp. They are proficient in light armor, and stealth.

Power in reinforcements

At level 3, you can spend 10 minutes to make one army puppet. Additionally, it only take one action to turn a non-active army puppet into an active army puppet.

Power in squads

At level 7, you learn to place puppets into squads to make it easier to control large groups of puppets. By using squads, it is possible to control and activate more than 2 puppets at a time. You can only control 2 squads at a time. All members of the squad are controlled with one free hand, instead of one free hand per puppet.

Defining squad

A squad is 5 X 5 X 5 ft cube area that you organized puppets in. Whenever you make a command to a squad, all squad members will try to complete the order. If they cannot, they will use the default dodge action.

Squad size

A normal Elite puppet cannot be part of a squad. A normal puppet takes up one squad. An Elite army puppet takes up one squad. Two army puppets takes up one squad.

At level 15, three army puppets fit in one squad. At level 29, you can control up to 4 squads at a time.

Power in defense

At level 7, you teach your puppets better defensive strategy. You puppets are proficient in medium armor, shield, and all saving throws. They also become expert in stealth.

Power in ranged weapons

At level 11, you begin to train all your army puppets in the art of range weapons. All army puppets are proficient in slings and can use slings. Your Elite army puppets are proficient in all ranged weapons and can use any ranged weapons.

Your rogue army puppet can't gain Improved puppet specialization ability.

Power in heavy weaponry

At level 11, your army puppets can use weapon with heavy modifier. When army puppet equipped with a weapon with heavy modifier, they must use both hands and lose half of their speed.

Power in dodging

At level 15, you learn how to pull on the strings to avoid damage. As your reaction, all army puppets avoid all damage and effects from area effect attack. You can only use this once per short or long rest.

Power in army

At level 18, you have trained your puppets to be a proper army. All army puppets gain proficiency in heavy armor and simple weapons. They can use simple ranged weapons.

Pretty puppet

These Puppet makers care more about appearance over combat ability. When it comes to beauty, Pretty puppet takes the crown. This subclass focus on social events.

Do I look pretty?

At level 3, whenever you make a puppet, you may instead make a Pretty puppet. Pretty puppet must have a mouth and wear pretty cloths. You can make your voice sound like it is coming from a Pretty puppet's mouth like a ventriloquist. Pretty puppet gets +2 charisma.

Do I look charming?

At level 7, Pretty puppets have magical ways to get people on their side. Pretty puppet cast charm person without any spell slots. This recharges after long rest. Pretty puppet with bard specialization can use this one extra time.

Pretty puppet with druid specialization does not get their Improved puppet specialization ability.

Do I look like a doll?

At level 11, Pretty puppets look very similar to normal every day dolls. When Pretty puppet does not move for 10 minutes, Pretty puppet appears to be a normal life less doll. In this state, you can use your action to see through this puppet. When you do this, your original body is blind.

Your maximum range on your control on pretty puppets is increased to 120 ft. This does not increase range of normal puppets.

Do I look like a friend?

At level 15, you found a way to improve your connection with Pretty puppets. As an action, you can speak through a pretty puppet without moving your mouth. When you do this, you can use pretty puppet's charisma score instead of your own.

Do I look perfect?

At level 18, you are obsessed at making your puppets even prettier. All puppets, including normal puppets, have +4 charisma. Pretty puppets charisma cannot fall below a 15.

Living puppet

Most puppet creators want their puppets to be life like. Some take to the extreme and manage to bring life into their creation. Living puppets are like children, useless but adorable at first and become helpful when they are older.

Hey, hey, what is life?

At level 3, whenever you turn a puppet into an activated puppet, you may instead "borrow" a child soul and place it into a puppet to create a activated Living puppet. Living puppet must have a mouth and name. You cannot remove activated status from an activated ling puppet.

Living puppet does not remember of their previous life. A living puppet's starting alignment will be the same as yours. Living puppet can speak and understand any language that you know.

Living puppet knows that you are their creator. Living puppet knows that if you die or leave 10 ft away, they will fall into a very deep sleep. Living puppet have free will. Most living puppets treat their creator as their parent or master.

Living puppet stats

Living puppets have +5 to intelligence and +3 to wisdom. Living puppets have advantage or resistance to physic, poison, charm, frightened, and sleep. Living puppets require food, water, air, and 10 hours of sleep. At level 11, they only require 8 hours of sleep.

Living puppet gear;

Living puppets cannot use any weapons, even if they proficiency in that weapon. They still can use fist which deals 1 + strength with minimal damage of 1.

Controlling a living puppet

Living puppets, unlike your normal puppets, act after your turn. You do not need an empty hand(s) to "control" a living puppet. As your bonus action, you strongly suggest an action for your living puppet to take on their turn. If they are not giving a suggestion or refuse to follow a suggestion, living puppet can use their action any way they wish.

Specialized living puppets' ability no long use your action, bonus action, or reaction. Instead it uses living puppet's action, bonus action, or reaction.

Healing a living puppet

Living puppet can be healed or resurrected like any normal living creature. They do not gain health with mending cantrip. You can spend a hit dice during short or long rest to heal living puppet equal to half of their max health.

When a living puppet's hp goes bellow 1, they start dying and make death saving rolls like you or normal PC.

Toddler living puppet

At level 3, Your living puppet acts like a 6 year old. They cannot leave 10 ft from you and will start to cry if they cannot see you.

Hey, hey, what is pain?

At level 3, you can bring back your dead living puppets. You can spend at least 1st spell slot to bring them back to life. They come back with 1 hp and remain unconscious until they are healed or after a short rest. You can only use this ability if the living puppet has been dead for less than 2 full rounds.

Hey, hey, what is love?

At level 7, your living bard puppet learn how to sing. Living bard puppets gain proficiency in performance.

Your living druid puppet cannot gain level 14 ability.

Child living puppet

By level 7, your living puppets has grown up over the time that they have been with you. Living puppets will act like a 8 year old child. They cannot leave 30 ft from you and are constantly curious. Living puppets gain +1 intelligence and +1 wisdom.

Hey, hey, what is death?

At level 11, you found a way to regain living puppet's soul. You can cast revivify on your living puppet without the materials.

Preteen living puppets

By level 11, your living puppets has grown up over the time that they have been with you. Living puppets will act like a preteen. They cannot leave 60 ft from you. Living puppets gain +1 intelligence and +2 wisdom.

Hey, hey, what is war?

At level 15, you train your living puppets the basics of war. They are proficient and can use a dagger. Living puppets able to duel wield and make ranged attacks with daggers.

Teenager living puppets

By level 15, your living puppets has mature into a teenager. Depending on how you have raised them, you might be lucky enough to not deal with the rebellion phase. They cannot leave 120 ft from you. Living puppets gain +1 intelligence and +2 wisdom.

Hey, hey, what is meaning of life?

At level 18, you have reach the ultimate goal. Your living puppets are humanoid. They are real living creatures. Increase Strength by 3, Dexterity by 1 and Constitution by 2. They lose resistance or advantage to physic, poison, charm, frightened, and sleep.

Adult living puppets

By level 18, your living puppets has mature into a full functioning adult. They are proficient simple weapon and can use simple weapons. They are able to shoot, throw or duel wield weapons. They must be in the same plane as you. Living puppets gain +1 intelligence and +2 wisdom.

Undead puppet

Dead creature are just rotting premade puppets. Why waste such good puppet that someone literally died to create it?

Raise the undead

At level 3, you learn to create undead puppets. All current and future undead puppets cannot be an Elite puppet. Your undead puppets cannot gain extra attack nor make ranged attacks.

Raise the skeleton

At level 3, whenever you make a puppet, you can instead use dead corps of a humanoid creature to create undead skeleton puppet. Undead skeleton puppets uses monster skeleton stats block but any attack is replaced by fist (1+strength, minimal 1).

Raise the shadow

At level 7, whenever you create a puppet, you can use precious item belonging to a dead humanoid creature to create an undead shadow puppet. Undead shadow puppet uses monster shadow stats block.

Raise smarter skeletons

At level 7, your undead skeleton puppet can use attacks from their stat block or just normal weapons.

Raise the ghoul

At level 11, whenever you make an undead puppet, you can instead use dead corps of a humanoid creature to create undead ghoul puppet. Undead ghoul puppet uses monster ghoul stats block.

Raise the ghast

At level 15, whenever you make an undead puppet, you can instead use dead corps of a humanoid creature to create undead ghast puppet. Undead ghast puppet uses monster ghast stats block.

Raise the Mummy

At level 18, whenever you make an undead puppet, you can instead use dead corps of a humanoid creature to create undead mummy puppet. Undead mummy puppet uses monster mummy stats block.

Real puppet

Living creatures are just puppets with their mind of their own. Some puppet creator desire to take control of these "free will puppets". While other puppet creature want to use their expert puppet making to "improve" these "free will puppets".

A real living puppet

At level 3, whenever you activate a puppet, you can give activate status to a willing creature that your currently touching. Creatures activated this way will be called as living puppets. This creature must be humanoid creature with CR rating or character level equal or lower than your Puppet Creator level. Real puppet's abilities and stats are mostly unaffected. They just get a permanent +1 to wisdom, intelligence, and charisma saving throw. They do not gain any of the normal puppet's stats. Real puppet cannot be an Elite or specialize.

Controlling a real puppet

Real puppet is still have a free mind. They act normally. You "control" real puppets with your voice and one of your free hand. As your bonus action, you bark order to one of your real puppet. This order is one sentence long and it is about what will they will do on their turn. They can refuse any order by making an athletics check vs your spell save DC. On a fail, they must follow your order to best of their ability. You can only control one real puppet at a time. You can control a real and normal puppet at the same time.

To most people, forcing your control over another creature is an evil act.

Freeing a real puppet

At anytime you can release a real puppet. Real puppet automatically freed when they are move than 60 ft from you. Real puppet can spend their action to break themselves or another puppet next to them free from your control.

A real attack

At level 7, As your action, you order one of your real puppets to make an attack. They immediately makes a single weapon attack to a target that is in range of that weapon.

A real healing hand

At level 7, whenever you order a real puppets to attack a target, they get +1 to hit attacks to that target.

A real multitasker

At level 11, you become use to barking out orders. You can control two real puppets at the same time. When you use your bonus action to bark out an order to one of your real puppet, with that same action, you can control or make orders to the other puppet.

A real hard hitter

At level 11, whenever you order a real puppets to attack a target, they get +1 to damage rolls to that target.

A real evasive moments

At level 15, as your bonus action, you can order one of your real puppet to use their reaction to disengage and move 5 ft.

A real life saving

At level 15, your real puppet get a permanent +1 to ac.

A real mixup

At level 18, as your bonus action, you can switch places with one of your real puppets.

A real runner

At level 18, all real puppets gain additional 15 speed.

Summon puppet

Why go though the process of making your own puppet when you can just summon puppets? By spending money to cast summoning magic, you can let magic create puppets for you.

I choose you, puppet

At level 3, you found a way to bind summoned creatures to your magical strings. All current and future summon puppets do not require concentration and do not disappear when the original spell ends. Summon puppets take the stats of the normal summoned creature. Summoned puppets cannot be an Elite or specialized. You cannot control another puppet if you are controlling summon puppet. As your action, bonus action or reaction, you can use the puppet's action, bonus action, or reaction. Your summon puppet acts the same time as you.

I choose you, familiar

At level 3, you learn the find familiar spell. This spell does counts as a Puppet Creator spell for you, but it doesn’t count against the number of Puppet creator spells you know.

Whenever you make puppet, you can instead turn your familiar into a familiar puppet. The maximum range to control a familiar puppet is 120 ft. Familiar puppet does not count has a familiar. This allow to have a familiar and familiar puppet at the same time.

Unlike normal summon puppet, familiar puppet is every easy to control and train. You can control another puppet when you are control familiar puppet. You can make familiar puppet into Elite or/and specialized puppet.

I choose you, beast

At level 7, you learn the summon beast spell. This spell does counts as a Puppet creator spell for you, but it doesn’t count against the number of Puppet creator spells you know. You can only cast summon beast as a 2nd level spell,

Whenever you make puppet, you can instead turn your bestial spirit from summon beast into a bestial spirit puppet. Bestial spirit puppet has the same stats as a Bestial spirit except that its HP is increased by two times.

I choose you, fey

At level 11, you learn the summon fey spell. This spell does counts as a Puppet creator spell for you, but it doesn’t count against the number of Puppet creator spells you know. You can only cast summon fey as a 3rd level spell,

Whenever you make puppet, you can instead turn your fey spirit from summon fey into a fey spirit puppet. Fey spirit puppet has the same stats as a Fey spirit except that its HP is increased by three times.

I choose you, elemental

At level 15,you learn the summon elemental spell. This spell does counts as a Puppet creator spell for you, but it doesn’t count against the number of Puppet creator spells you know. You can only cast summon elemental as a 4th level spell,

Whenever you make puppet, you can instead turn your elemental spirit from summon elemental into a elemental spirit puppet. Elemental spirit puppet has the same stats as a elemental spirit except that its HP is increased by two times.

I choose you, celestial

At level 18, you learn the summon celestial spell. This spell does counts as a Puppet creator spell for you, but it doesn’t count against the number of Puppet creator spells you know. You can only cast summon celestial as a 5th level spell,

Whenever you make puppet, you can instead turn your celestial spirit from summon celestial into a celestial spirit puppet. Celestial spirit puppet has the same stats as a celestial spirit except its HP is increased by three times.

Clockwork puppet

What is better that a puppet under your control? A robot puppet. By combining the knowledge of puppet making with advance knowledge of clockworks, you manage to create a simple clockwork puppet.

Order: activate

At level 3, whenever you make a puppet, you may instead make a Clockwork puppet. Clockwork puppets are made of metal. They require water and fuel to function. When you finish creating a Clockwork puppet, choose one word. During combat, when you give no orders, instead of defaulting to dodge action, Clockwork puppet will try its best to follow a single word order.

You cannot make a druid clockwork puppet.

Order: frenzy

At level 7, your Clockwork barbarian puppet has frenzy ability. As your bonus action, Clockwork barbarian puppet enter frenzy from berserker barbarian. Treat Puppet Creator/3 rounded down as barbarian for the purpose of frenzy. This ability only can be used once per long rest.

Order: defend

At level 11, Clockwork puppet gain +2 unarmored defense.

Order: regenerate

At level 15, all of your clockwork puppets that is below half health and above 0 hp, regenerate 1 hp at the end of your turn.

Order: kill all organics

At level 18, your clockwork puppets deal +2 damage to organic living creatures.

Mystical puppet

Your "puppets" have given you magic. It is time to return the favor. You focus on magically enchanting your puppets to better react to your spells. Mystical puppets focus on using magic to improve puppets.

I cast Create Mystical Puppet

At level 3, whenever you make a puppet, you may instead make a Mystical puppet. As part of the Mystical puppet creation, you carve magical ruins into the body. You choose if these runes will be visible after creation. Mystical puppets become normal puppet when they are under effects of anti-magic field.

I cast Gain Knowledge

At level 3, your focus on magic has unlock new Spells. At 3rd, 7th, 11th, 15th and 18th level you gain access to Circle Spells connected to the land where you became a druid. These spells you automatically learn, and it doesn’t count against the number of Spells you can learn each level. If you gain access to a spell that doesn’t appear on the bard spell list, the spell is nonetheless a Puppet Creator spell for you.

3rd level Healing Word
7th level Enlarge/ Reduce
11th level Fly
15th level Stone Skin
18th level Animate Objects
I cast Healing Word

At level 3, you modify your Healing Word spell to repair your Mystical puppets. You can heal your Mystical puppets with Healing Word, just like any normal creature.

I cast Enlarge puppet

At level 7, you modify your Enlarge/ reduce spell to make your Mystical puppets massive. When you cast Enlarge/Reduce spell on Mystical puppets, its normal effect is replaced with this: "The target's size quadruple in all dimensions, and its weight is multiplied by 16. This growth increases its size by two category-- from small to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d6 extra damage."

Your Mystical barbarian cannot gain Improved puppet specialization.

I cast Fly

At level 11, you modify your Fly spell to make your Mystical puppets soar through the air. When you cast Fly spell on Mystical puppets, it has a range of 60 ft and does not require concentration.

I cast Shield of Faith

At level 11, you learn to use magical effects to power your runes. Whenever your Mystical puppets is under any spell effect, it gains +2 to AC.

I cast Stone Skin

At level 15, you modify your Stone Skin spell to make your Mystical puppets soar through the air. When you cast Stone Skin spell on Mystical puppets, it has a range of 60 ft and does not require concentration.

I casr Magic Weapons

At level 15, your magic from your Mystical puppets bleed into their weapons. Your Mystical puppet's weapon, natural, and unarmed attacks are count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, whenever your Mystical puppets is under any spell effect, it gains +d4 to any weapon damage.

I cast Animate Mystical Puppet

At level 18, you learn from Animate Objects spell to make your own Animate Mystical puppets. When you cast Animate Object spell on just one not activated Mystical puppets, it becomes Animated Mystical Puppet. It is just like a normal object from Animate Object except Animated Mystical Puppet has stats of a normal Mystical Puppet. Animated Mystical Puppet can not be activated. It is not activated puppet and does not count to your limit of activated puppets.

Brute puppet

Your love for puppets has become so strong that you are willing to sacrifice your magic to make a better puppet. Brute puppets are incredibly hard to kill.

Tough

At level 3, whenever you make a puppet, you may instead make a Brute puppet. A Brute puppet's hit points increase by .5 times (rounded down). Brute puppet has +5 constitution.

You cannot cast any spell higher than a cantrip.

Heal

At level 3, you found a way to use the spell slots to heal your Brute puppets. As your bonus action, you can heal Brute puppet d4 per spell slot plus your constitution modifier.

Healthy

At level 7, your general Brute puppet has increase health points equal to its constitution times your Puppet creator levels.

Your Brute puppet with sorcerer, warlock, and paladin specialization does not get Improved puppet specialization abilities.

Big

At level 11, you desire to make your Brute puppets bigger and stronger. When you make a Brute puppet, you make it at a medium or large size. Your Brute puppets gain +2 strength and +10 speed.

Block

At level 15, you teach your best Brute puppet to defend itself. Your general brute puppets add +2 AC when wearing armor.

Attack

At level 18, your ability to control your best Brute puppet improves. Your Elite Brute puppet has extra attack feature.

Multiclassing

Prerequisites. To qualify for multiclassing into the Puppet creator class, you must meet these prerequisites: 13 Charisma

Proficiencies. When you multiclass into the Puppet creator class, you gain the following proficiencies: none

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