Arcane Puppeteer (5e Class)
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- 1 Arcane Puppeteer
- 2 5e Class Features
- 2.1 Class Features
- 2.1.1 Table: The Arcane Puppeteer
- 2.1.2 Strings
- 2.1.3 Arcane Puppet
- 2.1.4 Puppet Saving Throw
- 2.1.5 Willing Puppet
- 2.1.6 Puppet School
- 2.1.7 Spellcasting
- 2.1.8 Puppetry Expertise
- 2.1.9 Ability Score Improvement
- 2.1.10 Improved Control
- 2.1.11 Puppet Finesse
- 2.1.12 Travel Trunk
- 2.1.13 Puppet Fusion
- 2.1.14 One with the strings
- 2.2 Puppet Schools
- 2.3 Multiclassing
- 2.3.1 Puppets
- 2.3.2 Knight Puppet
- 2.3.3 Warrior Puppet
- 2.3.4 Artisan Puppet
- 2.3.5 Cleric Puppet
- 2.3.6 Boreas Puppet
- 2.3.7 Caeneus Puppet
- 2.3.8 Telchine Puppet
- 2.3.9 Shinobi Puppet
- 2.3.10 Shield Guardian puppet
- 2.3.11 Manticore puppet
- 2.3.12 Phrike puppet
- 2.3.13 Medusa puppet
- 2.3.14 Wyvern/Dragon puppet
- 2.3.15 Lich puppet
- 2.3.16 King puppet
- 2.1 Class Features
Arcane puppeteers are gifted sorcerers who channel their energy through another being, rather than through themselves. Some are afraid of confrontation, whilst other have the drive of a performer.
A puppeteer sits quietly in the shrubbery, waiting for the opportunity to attack. The goblin troupe is slain in a devastating volley of arcane needles, raining down through the trees.
The adventurers held onto their last breaths. The puppeteer's last-ditch effort sends his puppet to a farewell chattering end. The hoard cries out in a fiery blue flame. The heroes jump to their feet and finish off the few remaining foes.
A large chattering figure in a cloak makes its way through the town center. Both fear and curiosity spark in the minds of the townfolk as the puppeteer secretly sits inside of her construct, watching through the puppet's eyes.
Creating a Arcane Puppeteer
- Quick Build
You can make a Arcane Puppeteer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Secondly, choose the artisan background.
5e Class Features
As a Arcane Puppeteer you gain the following class features.
- Hit Points
Armor: light armor
Weapons: simple weapons, martial weapons
Tools: tinker's tools
Saving Throws: Dexterity, Charisma
Skills: Performance, and your choice of two from: Sleight of Hand, Acrobatics, Arcana, Deception, Stealth, or Intimidation.
You start with the following equipment, in addition to the equipment granted by your background:
- padded armor
- (a) 2 light hammers or (b) a spear
- (a) a hand puppet or (b) a shadow puppet
- (a) Scholar's pack or (b) Entertainer's pack
- (a) Tinker's tools or (b) Thieves tools
- If you are using starting wealth, you have 5d4 × 10 gp in funds.
|Spells Known||Cantrips Known||Features||—Spell Slots per Spell Level—|
|1st||+2||—||—||Arcane Puppet, Willing Puppet, Puppet School||—||—||—||—||—|
|4th||+2||3||2||Ability Score Improvement||3||—||—||—||—|
|7th||+3||5||3||Puppet School Feature||4||3||—||—||—|
|8th||+3||5||3||Ability Score Improvement||4||3||—||—||—|
|11th||+4||7||4||Puppet School Feature||4||3||3||—||—|
|12th||+4||7||4||Ability Score Improvement||4||3||3||—||—|
|16th||+5||9||5||Ability Score Improvement||4||3||3||2||—|
|18th||+6||10||5||Puppet School Feature||4||3||3||3||1|
|19th||+6||11||5||Ability Score Improvement||4||3||3||3||2|
|20th||+6||11||5||One with the strings||4||3||3||3||2|
Some of your class features require you to use a set of strings – threads of magical force used for controlling your puppets and other creatures. A set of strings comprises of five threads, attached from each of your fingers on one hand to the limbs and head of a target puppet or creature. You must have an empty hand to use one set of strings: thus if you have two empty hands you can control two sets of strings. Strings are intangible and invisible and cannot be severed by creatures within the Material Plane. Beings within the Ethereal Plane can see, manipulate, and sever these strings as if they were normal threads.
At 1st level the length of your strings is 60 feet. You lose control of the subject of the strings if you are separated from it by a distance longer than the length of the strings. You can dismiss one or both sets of strings on your turn: this does not require an action. The strings also disappear if you fall unconscious.
You can craft an arcane puppet as a using the "crafting a magic item" downtime activity (DMG p. 128). At 1st level you can craft a common puppet. If you begin play as an arcane puppeteer (but not when you multi-class into arcane puppeteer) you start with one common puppet. (At 5th, 10th, 15th, and 20th level you can craft the next level of puppet respectively).
An arcane puppet is a small animated object with the following statistics:
- 25 HP, AC 16, Str 6, Dex 14, Con 10, Int 3, Wis 3, Cha 1, speed 30 ft.
- The size of this puppet, when unfolded, is Medium.
- Gains as much HP as you do when you level up.
- Unlike other animated objects, it does not have blindsight, instead sharing your senses.
- It can make a slam (melee weapon) attack that deals 1d8 + your Dexterity Modifier in bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus. It does not roll for initiative, take its own turn, and cannot move or take actions or reactions on its own.
- 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.
- The Puppet is able to use items and weapons instead of its slam attack.
Puppet Saving Throw
Some features of your puppets require a target to make a saving throw against your puppet DC. This is equal to 8 + your Dexterity modifier + your proficiency bonus.
- Puppet Manipulation
You control a Puppet using a set of strings. While you are controlling a Puppet, you can sense what it senses.
If you are in control of a puppet, you can use your action to have the puppet take an Attack or Disengage action on your turn, or your reaction to have the puppet take a reaction. You can use your bonus action to allow the puppet to move on your turn.
- Repairing Puppets
Puppets that have less than their maximum hit points but greater than 0 hit points can be repaired. This can be done during a long or short rest, and requires your tinker's tools. It also requires materials worth 5 cp per hit point recovered for a common puppet, 1 sp per hit point for an uncommon puppet, 5 sp per hit point for a rare puppet, 5 gp per hit point for a very rare puppet, and 50 gp per hit point for a legendary puppet.
During a short rest, you can repair 2 hit points × your arcane puppeteer level. During a long rest you can repair all your puppets back to their maximum hit points.
A destroyed puppet cannot be repaired, but can be salvaged for parts for building a new puppet. It provides materials equal to half its original value.
You can attach a set of strings to a willing creature within 30 feet. On that creature's turn, if the creature is incapacitated, paralyzed, or stunned, then can use your reaction to allow the target to move and make an action. In addition, you can use your reaction to immediately stand the target up if they are knocked prone. If the creature is unconscious, you may use your bonus action during your turn to pull the creature equal to half your movement speed. The creature is still at risk of opportunity attacks.
Your choice of school grants you a benefit at 1st level, and again at 7th, 11th and 18th level.
By the time you reach 2nd level, you have learned to cast arcane spells.
You know two cantrips of your choice from the arcane puppeteer spell list. The Cantrips Known column of the Arcane Puppeteer table shows when you learn more Arcane puppeteer cantrips of your choice. Cantrips do not require spell slots to cast.
- Spell Slots
The Arcane Puppeteer table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these arcane puppeteer 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.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the arcane puppeteer spell list. The Spells Known column of the Arcane Puppeteer table shows when you learn more arcane puppeteer spells of your choice. Each of these spells must be of a level for which you have spells slots.
Additionally, when you gain a level in this class, you can choose one of the arcane puppeteer spells you know and replace it with another spell from the arcane puppeteer spell list, which also must be of a level for which you have spell slots.
- Cantrips: Blade Ward, Dancing Lights, Mage Hand, Prestidigitation, Minor Illusion, Resistance, True Strike, Eldritch Blast
- 1st level: Alarm, Expeditious Retreat, Feather Fall, Grease, Jump, Mage Armor,Sanctuary, Shield, Unseen Servant, Entangle, Illusory Script
- 2nd level: Barkskin, Blur, Cloud of Daggers, Cordon of Arrows, Enlarge/Reduce, Hold Person, Knock, Levitate, Magic Weapon, Rope Trick, Warding Bond
- 3rd level: Conjure Barrage, Counterspell, Dispel Magic, Fly, Glyph of Warding, Haste, Phantom Steed, Slow
- 4th level: Arcane Eye, Fabricate, Freedom of Movement, Faithful Hound, Stoneskin
- 5th level: Animate Objects, Arcane Hand/Bigby's Hand, Awaken, Creation, Hold Monster, Telekinesis
- Spellcasting Ability
Charisma is your spellcasting ability for your arcane puppeteer spells. 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 an arcane puppeteer 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
- Puppet Somatics
If you are in control of a puppet, you can have your puppet perform the somatic component of a spell you cast. Thus you do not need an empty hand to cast such a spell, so long as you are using a set of strings to control a puppet.
From 3rd level onward, you can project your voice through a puppet you control. You can convince another creature that your puppet is talking by making an Charisma (Deception) contested by their Intelligence (Investigation) check.
In addition, when you can make an Charisma (Performance) check to entertain others with a nonmagical puppet (such as a hand puppet or shadow puppet). When you do so, you are considered proficient in the Performance skill and add double your proficiency bonus (instead of your normal proficiency bonus).
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.
At 6th level, the length of your strings increases by 30 feet.
In addition, the AC of all your puppets increases by 1.
Starting at 10th level, you can use an action or a bonus action to allow a puppet you control to take an Attack or Disengage action. One puppet you control may move on your turn without you having to use a bonus action.
From 14th level onward, you can spend 1 hour preparing a nonmagical chest as an arcane travel trunk. You can only have one such trunk at a time: when you prepare a new trunk, the old trunk reverts to a nonmagical chest. puppets treat the interior of the trunk as nondimensional: you can place folded-up puppets into the trunk, up to its carry capacity of 300 lbs, regardless of the size of the puppets. If the trunk only contains puppets, it has a fixed weight of 25 lbs.
If the trunk is destroyed, its contents spill out unharmed.
Once per turn, 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.
At 15th level, if you are in control of two puppets and they are within 5 feet of each other, you can use your bonus action to have them combine 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 you still require two sets of strings to control it. 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.
- 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 its remaining hit points between the two component puppets (up to that puppet's maximum hit points).
One with the strings
At 20th level, the length of your strings increases to 120 feet. In addition, your puppets have resistance against bludgeoning, piercing and slashing damage from nonmagical weapons.
School of Aegis
You have learned the perfect combination of puppet manipulation and spell casting to protect yourself and others.
- The Show Must Go On
Your ability to stay focused while performing has translated into your arcane abilities. If you must make a Concentration check to maintain a spell, if you are controlling a puppet you have advantage on the saving throw.
- Puppet Bond
At 1st level, you learn a ritual that creates a magical bond between yourself and a puppet. You perform the ritual over the course of 1 hour, which can be done during a short rest. The puppet must be within your reach throughout the ritual, at the conclusion of which you touch the puppet and forge the bond. If it is on the same plane of existence, you can summon that puppet as a bonus action on your turn, causing it to teleport instantly to an unoccupied space within 5 feet of you. You can have only one bonded puppet. If you attempt to bond with a second puppet, you must break the bond with the first one.
- Bonded Strike
At 7th level, you learn how to make your puppet's weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a puppet's weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
- Arcane Charge
At 11th level, you gain the ability to teleport up to your puppet or magically switch places it. As an action you can do one of the following options. You can magically switch places with one of your controlled puppets that is within 60 feet of you, or you can use your strings to teleport to one of your puppets within 60 feet of you.
- Improved Puppet Control
Starting at 18th level, when you control two puppets, you can use your action to make both puppets attack once. You can also allow one puppet to move without using your bonus action.
School of Adroitness
You have studied minutiae and fine construction of puppetry.
You know the mending cantrip. This allows you to fix puppets that haven't been destroyed. This also replaces the monetary repair requirement. In addition, you can repair 4 hit points × your arcane puppeteer level on a short rest.
- Master Tinkerer
Starting at 7th level you gain the following benefits.
- You craft puppets at a rate of 75 gp per day (instead of 25 gp).
- You have the ability to craft rare puppets.
- 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 a 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 18th level you can build puppets of almost any size. When building your puppets you can following the rules in the Animated Object Statistics chart from the spell Animate Objects (Adjust AC and HP accordingly for the Master Craftsman Feat). The puppets you create with these statistics also have all of the benefits of the type of puppet they are.
School of Simulacra
You seek to perfect lifelike appearances and behavior in your puppets.
- Disguise puppet
You can cast the disguise self on your puppet. You must finish a long rest before you can cast it again.
- Full-Sized puppets
From 7th level onwards, when you construct a puppet, you can choose to make it Medium-sized instead of Small. A Medium puppet has the following base statistics: 40 HP, AC 13, Str 10, Dex 12, Con 10, Int 3, Wis 3, Cha 1, speed 30 ft. Its slam attack deals 2d6 + 1 bludgeoning damage. It weighs 80 lbs., and can fold up into a Small package when not in use.
- Spell Mimicry
At 11th level, if you have one set of strings attached to your puppet, you may use the following benefit. When you cast a spell targeting yourself, you can also affect your puppet with the spell if it is within 30 feet of you.
- Perfect Puppet
At 18th level, you have created a puppet that so uncannily mimics your own physical and emotional being, that your soul transfers to it. It is assumed that you have been working on the puppet during your downtime throughout your adventuring career, and that it is stored in your travel trunk. Once, at any point you choose, your original body dies, and you emerge from the trunk in your new form.
Your statistics remain unchanged except for the following changes:
- Your type changes to Construct. This makes you immune to certain spells, such as hold person or dominate person. You do not age, and you do not need to breathe. You still require food (although your new diet consists of oil, metal, ivory, gems and the like) and sleep.
- You gain a +1 bonus to AC
- Choose one feature from a puppet. You gain that feature.
School of Furtiveness
You cling to the shadows as your puppet strikes with deadly precision.
- Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction caused by the connection you have with your puppet. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack that is within 5 feet of your puppet. The attack must use a finesse or a ranged weapon and you must have control of your puppet at the time of attack. The sneak attack damage is negated if you have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class is as follows: lvl 5 - 2d6, lvl 9 - 3d6, lvl 13 - 4d6, lvl 17 - 5d6. Along with this you may take the Hide action as your bonus action if your puppet is engaged in combat.
- Miniature Puppet
At 7th level, you can craft a finely detailed puppet only 3 inches in height. It is a Tiny construct with the following base statistics: 1 HP, AC 8, Str 2, Dex 18, Con 10, Int 3, Wis 3, Cha 1, speed 10 ft. It cannot make an attack. It weights 1 lb., and can fold up into a walnut-sized orb. It can squeeze through gaps as small as 1 inch. In addition, you have advantage on ability checks made to manipulate tiny, delicate objects if your miniature puppet has access to them. For example, if you control your miniature puppet and have it climb into a keyhole, you could have advantage on a Dexterity check made to pick the lock.
Starting at 11th level, you are at your deadliest when you get the drop on your enemies. Due to your deadly accurate control of your puppet, you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
- Nimble Puppets
Starting at 18th level, your puppets have a Dexterity of 18, and AC of 18. A puppet you control has proficiency in Dexterity saving throws, and has a +2 bonus to damage rolls made with weapons.
13 Dexterity and 13 Charisma.
When a feature says that a puppet can use an action, bonus action or reaction, it can only do so via your puppet manipulation feature. You only benefit from the following features if you are manipulating the 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 and your puppet is within 5 feet of the target (The target of the attack cannot be your puppet) you can use your reaction to impose disadvantage on the attack roll.
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.
Common (100 gp)
A puppet resembling an Artisan, with slender hands and delicate tools.
- Journeyman. The rate at which you craft arcane puppets is increased by 25 gp per day.
Common (100 gp)
This puppet resembles a regal acolyte dressed in a gown.
- Healer. As an action, you may cast Cure Wounds. You can use this ability a number of times equal to your Charisma Modifier per long rest.
Uncommon (500 gp)
Boreas resembles a old man with snakes for feet and arms.
- Snake-limbed. When a Boreas puppet makes a grapple, you add double proficiency bonus to the check. If this puppet is grappling a Medium or smaller humanoid, you can use your action to attempt to control the target on your turn. The target makes a Strength saving throw using your puppet DC. On a failure, you can move the target (and puppet) up to 10 feet and have it make a melee attack.
- Poison Bite. When a Boreas puppet makes an attack its arms and legs make a bite attack, taking 2d6 piercing if hit. On a successful hit the target must a Constitution saving throw against your Puppet DC. On a failed save the target takes 4d4 poison damage, and half as much on saved throw.
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, it becomes immune to bludgeoning, piercing and slashing damage from nonmagical weapons.
- Guardian. When taking the shove attack action you add double your proficiency bonus to the Athletics check.
Uncommon (500 gp)
Telchine has flippers instead of hands, and the head of a dog. You can use it to work metals and alloys quickly, and into detailed or precise shapes. The oil from its bite is a mixture of abyssal water and sulfur.
- Adept. The rate at which you craft arcane puppets is increased by 45 gp per day.
- Stygian Spit. It can use its action to spit at a creature within 30 feet. The target must make a Dexterity saving throw, using your Puppets DC. On a failed save, the target takes 3d10 acid damage. On a successful save, damage is halved.
Uncommon (500 gp)
This puppet resembles a masked Shinobi with dark garbs.
- Shuriken. As an action you can shoot two shuriken out of the Shinobis' elbows. Make two ranged attacks, adding your Dexterity modifier and proficiency bonus. Shurikens deal 1d6 + your Dexterity Modifier.
- Substitution. As a bonus action, your Shinobi can enter a substitution stance. If a spell or attack would hit the Shinobi, it is instead replaced with a log, and the Shinobi teleports 20ft in a direction within string range of its original location. This does not provoke attacks of opportunity.
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 puppet can cause the puppet 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 puppet.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 puppet 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.
Rare (5,000 gp)
A manticore puppet, whilst humanoid, resembles its namesake with an upright lion's body and the head of a wild man. It can open its mouth to fire a volley of needles.
- Needle-mouth. It can use an Attack action to make two ranged melee attacks, range 20/60, 4d4 piercing damage.
- Tough. It has +2 Constitution and an additional 15 hit points.
- Wings. It has a fly speed of 40 feet.
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 puppet must succeed a DC 14 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 15 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 4d10 piercing damage and 3d6 psychic damage on a failed save, or half as much on a successful save. 4d10 hours after it's "end" it's shards can be reformed into the Phrike during a short rest, however the puppet's health is permanently halved (stacking indefinitely).
Very Rare (10,000 gp)
Medusa resembles a humanoid with snake tendril hair and glossy stone eyes that will turn those foolish enough to look into her eyes to stone.
- Petrifying gaze. The puppet uses its gaze to turn any creatures in a 30ft range cone to stone. (No save if eye contact/multi-eyed being)
If they are shielding their eyes or otherwise blocking their eyesight, they must make a Wisdom saving throw with a DC 5
- Beauty beyond compare. The puppet uses its unearthly beauty in order to charm (1 min) opponents in a 30ft cone, using the puppet save DC. Works on both genders. Can be used twice per long rest.
- Venomous hairdo. The puppet Stretches her hair out to bite the opponents, dealing 5d6 piercing plus 4d6 poison on a failed puppet DC saving throw, or half as much on a successful save.
- Slippery. The puppet is able to use her reaction to slip out of a grapple or dodge an attack roll made against her. Against a grapple, make an Athletics/Acrobatics using Puppet DC as the requirement, on a success the grapple fails (this must be used before the grapple check). Against an attack, the attacker gets disadvantage on the attack roll.
Very Rare (10,000 gp)
Dragon resembles a typical dragon you would usually see in the monsters manual with scaly skin and different kinds of colors and breaths.
- Wings. It has a fly speed of 40 feet and is able to use its wings to move creatures nearby 15 feet and move up to half of its flying speed.
- Breath attack. It can use its action to use its breath attack,3d8(refer damage to type),depending on the type of dragon puppet you have. Wyvern=Arcane Breath, Other Dragons=different breaths.
- Sharp Fangs. It can use its action and/or its bonus action to bite its opponent, 3d6+5 piercing.
- Roar of the Furious. It can use a action or bonus action to roar loudly frightening others around you in a 20ft diameter for 3 minutes, puppet DC. Disadvantage on kobolds, goblins, dryads and all creatures under size: "Large".
Legendary (30,000 gp)
This puppet is a hallowed 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 puppet and when using it's slam attack it has advantage to attacking undead.
- Spell casting ability. The spell casting ability of the puppet makes your own spells or the puppet,more powerful and able to hit,+3
- 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 18 Wisdom Throw or become frightened by this puppet. 3 uses a day, recharging 1d4+1 on a short rest or long rest in order to use this ability again.
Extra charges are stacked, once they reach ten or more, the lich gains sentience and if defeated can be remade into a puppet with two additional spells.
- Necromancy Spell book. It has a certain spell book that you are able to write spells from the necromancy wizard spell list up to Level 6.
- Commander of the undead. It has the Create,Destroy,and the Command undead spells at will and is able to use them as cantrips.
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 a action,The commanded creature does not use its action when commanded or used in this way. Charisma Saving Throw (Puppet DC+Puppeteer CHA)
- Royal presence. It's 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 3d10 plus your Charisma modifier. You can do this only 1 + your charisma modifier (with a minimum of 1) times per day.
- Checkmate. When the puppet 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 puppet tosses money around itself distracting all within 25ft of it. These creatures must make an Charisma saving through equal to your spell save DC, on a failed save the creature is knocked prone grabbing as many coins as the creature can physically hold.