Master of Puppets (5e Class)
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- 1 Master of Puppets
- 1.1 Creating a Master of Puppet
- 1.2 Class Features
- 1.2.1 Table: The Master of Puppets
- 1.2.2 Personal Puppet
- 1.2.3 Dying Effigy
- 1.2.4 Grim Harvest
- 1.2.5 Mind and Matter
- 1.2.6 Art of Puppetry
- 1.2.7 Shared Knowledge
- 1.2.8 Ability Score Increase
- 1.2.9 Improved Puppet
- 1.2.10 Weakened Will
- 1.2.11 Mental Manipulation
- 1.2.12 Roll Call
- 1.2.13 Magical Fusion
- 1.2.14 Fallen Marionette
- 1.2.15 Unnatural Senses
- 1.2.16 Switch-a-roo
- 1.2.17 Soul Collector
- 1.2.18 Armour Up
- 1.2.19 Strung Up
- 1.2.20 Necromantic Rite
- 1.2.21 Parasitic Strings
- 1.2.22 Puppet Pack
- 1.2.23 Monkey See Monkey Do
- 1.2.24 Sheer Havoc
- 1.2.25 Master of Puppets
- 1.3 Magical Manipulation
- 1.4 Maniacal Mutations
- 1.5 Puppeteer Spell List
- 1.6 Multiclassing
Master of Puppets
Dark and enigmatic, varied in form and function, puppeteers are driven by an insatiable need for knowledge and power over others, which compels them to shape their lives. By mastering control over their own craft, they gain insight into their foes and the ability to manipulate them from the inside. They enjoy making things into puppets then using them for their daily lives or adventures. Most puppeteers distance themselves from others, instead preferring the company of their own making. Very few have seen puppeteers, most being recluses who prefer to let their puppets do the work for them. The few that have lived to see a puppeteer do their best not to anger them, lest they risk becoming a puppet themselves. The magic of puppeteers is long forgotten, and the many that have learned to practice it do so with limited power and range.
Creating a Master of Puppet
Puppeteers excel at the art of manipulation, either through direct control or subtle deception. Their primary tool and defining characteristic is a puppet. Focusing their obsessive need to micromanage the world around them into designing these dolls, puppeteers customize and improve their unusual puppets to represent their distinct needs and personalities.
If forced to fight, the puppeteer prefers to stay out of the fray and let their wordless machinations do the "talking". Using their threads to guide their manikins and direct the flow of battle, puppeteers, masters of performance, always have a trump card up their sleeve, just in case. Skillful in stealthfully manipulating their puppets from afar, they preside like an unseen conductor where the world is playing along to their every whim.
- Quick Build
You can make a Master of Puppets quickly by following these suggestions. First, <!-Charisma-> should be your highest ability score, followed by <!-Dexterity->.
As a Master of Puppets you gain the following class features.
- Hit Points
Armor: Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Tinker's tools, Leatherworker's tools, Smith's tools
Saving Throws: Charisma, Dexterity
Skills: Choose 3 from Sleight of Hand, Performance, Deception, Persuasion, Insight, Arcana, Intimidation, Acrobatics
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scale Mail or Leather Armor or (b) A Magical Item GM Discretion
- A Journal to puppet crafting (Includes 5 examinations of puppets) and a Puppet
- A Set of Tools you are Proficient In
|Features||—Spell Slots per Spell Level—|
|1st||+2||Personal Puppet, Dying Effigy||2||—||—||—||—||—||—||—||—|
|2nd||+2||Mind and Matter, Grim Harvest||3||—||—||—||—||—||—||—||—|
|3rd||+2||Shared Knowledge, Art of Puppetry||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement, Specialization Feature||4||3||—||—||—||—||—||—||—|
|6th||+3||Weaken Will, Mental Manipulation||4||3||3||—||—||—||—||—||—|
|7th||+3||Roll Call, Magical Fusion||4||3||3||1||—||—||—||—||—|
|8th||+3||Ability Score Improvement, Fallen Marionette||4||3||3||2||—||—||—||—||—|
|10th||+4||Switch-a-roo, Unnatural Senses||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement, Strung up||4||3||3||3||2||1||1||1||—|
|18th||+6||Parasitic Strings, Puppet Gang||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement, Monkey See Monkey Do||4||3||3||3||3||2||1||1||1|
|20th||+6||Master of Puppets, Sheer Havoc, Specialization Feature||4||3||3||3||3||2||2||1||1|
You have the ability to create puppets out of corpses and objects and give them life your puppet is an Undead creature and you must make a Dexterity (Sleight of Hand) check with a set of Tinker's tools, Leatherworker's tools, or Smith's tools. With enough time you can build an army of puppets designed to overcome any situation. In order to gain a puppet from a raised corpse you must first succeed in charming the creature upon success. It copies the same stats that it had in life as well as some of it's ability's this is done at the GM discretion. Your puppet no longer needs food water or oxygen. It cannont feel the temperature and is immune to disease and poison. There are 5 base puppet types you can make. Your Personal Puppet is special and you have the ability to change it's size at will though it is the only puppet that can do this it can be a small or large creature and you can ride it if it is considered large.
Proficiencies: All Weapons Saving Throws: Strength, Dexterity Armor Class: 20 (Natural Armor), HP: 14 (1d12 + 5), Speed: 35 ft. Warrior: This creature gain +2 to attack and damage rolls. STR 20 (+5) DEX 20 (+5) CON 20 (+5) INT 1 (-5) WIS 1 (-5) CHA 1 (-5)
Magic Attacker Puppet:
Proficiencies: No Weapons Saving Throws: Charisma, Intelligence Armor Class: 15 (Natural Armor), HP: 8 (1d8 + 2), Speed: 25 ft. Overflowing Magic: Your Charisma modifier is added to this puppet's spell damage. STR 1 (-5) DEX 1 (-5) CON 14 (+2) INT 20 (+5) WIS 20 (+5) CHA 20 (+5)
Puppet of All Trades:
Proficiencies: Simple Weapons Saving Throws: Charisma, Strength, and Constitution Armor Class 18 (Natural Armor), HP: 11 (1d12 + 1), Speed: 30ft. Well Rounded: This creature gains +1 on attack, damage, and ranged spell attack rolls. STR 12 (+1) DEX 12 (+1) CON 12 (+1) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)
First Aid Puppet:
Proficiencies: Simple Weapons Saving Throws: Charisma, Wisdom ARMOR Class 17 (Natural Armor), HP: 10 (1d10 + 3), Speed: 30ft. Healing Spirit: This Puppet heals an additional 4 HP when it heals someone. STR 1(-5) DEX 1 (-5) CON 16 (+3) INT 16 (+3) WIS 16 (+3) CHA 20 (+5)
Proficiencies: No Weapons Saving Throws: Two of your choice Armor Class 10 (Natural Armor), HP: 5, Speed: 10ft. +5 to its DC and saving throws. Volatile Components: When this puppet dies, the target must make a Strength saving throw or take damage equal to your level + Proficiency bonus + Charisma modifier. STR 1 (-5) DEX 1 (-5) CON 1 (-5) INT 1 (-5) WIS 1 (-5) CHA 1 (-5)
- Strings of Puppetry
A Puppeteer might be brilliant in their craft, honing it throughout the years of their lives. As you hold your hands with your fingers spread, thin psychic strings shoot forth from your outstretched fingertips. A Puppeteer may only control their Puppets as long as they remain within visual range. These psychic strings are only visible upon a Perception Check (DC 15).
- Command Puppet
On each of your turns, you can use a Bonus Action to mentally Command any Puppet you made with this feature within 60 feet of you (if you control multiple Puppets, you can Command any or all of them at the same time, issuing the same Command to each one). The maximum number of Puppets you may have equals to your Charisma modifier.
Puppets under your control, obey your commands to the best of their ability. You may fiddle with their strings, controlling them. Doing so allows you to choose the life-sized Puppet's actions and bonus actions. You decide what action and bonus action the Puppet will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands on your turn, it acts only in self-defense.
- Once given an order, the Puppet continues to follow it until its task is complete.
- The Puppet adds your proficiency bonus to its weapon attack and damage rolls in addition to ranged spell attacks. Puppets use your spell save DC for their spells.
- The Puppet's attacks count as magical for the purpose of overcoming resistance and immunity to non-magical damage.
- If you are incapacitated or absent, the Puppet is unable to act on its own.
At 1st level, you learn to pull the threads of magic laced in the puppet to bring it forward and take blows instead of yourself. After taking damage, you can instead use your reaction to have a puppet take the damage instead if it is within 100 feet and line of sight.
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain three hit points per level for each creature killed. You don't gain this benefit for killing constructs or undead.
Mind and Matter
At 2nd level, you gain the ability to hear, see, and feel through the use of your puppet as well as the ability to speak through it. You now exchange your physical tethers for mental ones using psychic energy to control your puppets. You no longer need line of sight as long as they are within 100 feet of you.
Art of Puppetry
Beginning At 3rd level, you chose a A Puppetry Art. Choose between Maniacal Mutation, or Magical Manipulation detailed at the end of the class description. Your choice grants you features at 4th Level and again at 9th, 14th and 20th
At 3rd level, you gain the ability to peer into the mind of your puppets. Roll a Wisdom (Insight) check to learn memories about a puppet's life. You can use this feature a number of times equal to your Charisma modifier and you regain all uses after a long rest.
Ability Score Increase
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.
Starting at 5th level Your puppet can now be healed with use of magic and potions and you now have the ability to upgrade your puppet with enough time you can now imbue your puppet with the ability's, weapons, or armor that you have collected (i.e. if you have animal parts you can imbue physical puppets with those parts to grant them the attacks of those animals also changing their appearance. lion claws would give it a lion claw attack you may also spend time for you puppet to get ability's like pounce)
Starting at 6th level, when you bring a creature back to life it has disadvantage on saving throws against being charmed by you. Additionally charms on that creature last double the duration. Once you use this feature, you can't use it again until you finish a short or long rest.
At 6th level, you have become accustom to your puppets mental tether, you now may use mental tethers for half of the puppets under your command. You may now preform maneuvers with those puppets that my have been impossible with physical tethers such as increasing their jump height or even making creatures without a fly speed float through the air or creatures without a burrow speed dig underground such things require a Charisma check DC 14
This can be used instead of Mind and Matter and the mental tethered puppets get the special maneuvers while the others fall back to physical tethers and rely on the physical tethering rules.
Starting at 7th level, you can take your bonus action to call the puppets toward you. They move an amount closer to you equal to double their Dash distance. This consumes their next turns.
At 7th level Spending a long rest with your puppet, you can fuse any weapon or magical item or scrolls into your puppet. You may only fuse one weapon at a time. You gain proficiency with this weapon upon fusion. If it is magical, your puppet gains its ability.
Starting at 8th level, the moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being unconscious or dead. You grant a bonus to the attack roll and damage roll of the cursed creature’s attack equal to your Charisma modifier (minimum of 1).
Starting at 10th level, you can open your awareness to magically sense the presence of the undead within 60 feet of you. Additionally, you can make a Perception check to detect all creatures within 30 feet of you, but you will be unable to know who is friendly and who is hostile. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Starting at 10th level You gain the ability to switch positions with your puppet as a bonus action or reaction (to avoid damage or take damage)
Starting at 11th level, puppets regain a number of hit points equal to one fifth the damage they deal to all creatures (rounded down).
At 13th level you gain the ability to wear one of your puppets like armor you chosen puppet's body surrounds you and you gain their armor class and their hit points as temporary hit points upon the puppets "death" it falls limp useless your armor class returns to normal and the puppet is now a broken puppet and will need to be repaired during a long rest upon taking a short rest you can partially repair the puppet restoring half its hit points and AC
At 16th levrl, though you have evolved beyond the need of physical strings and now control your puppets using mental tethers you can now use those physical strings to attack and entangle an enemy on a successful attack these strings deal 2d6 necrotic damage and if a creature fails a DC 20 Constitution saving throw, it bleeds. A bleeding creature takes 1d6 necrotic damage until it passes the throw or These strings can stretch between any two objects that are at least 3 inches off the ground. If both objects are 6 or less inches off the ground, a target must roll a Dexterity (Acrobatics) check with a DC of 15 or trip and fall prone after walking into it. A creature can destroy a string after noticing it by roll a Strength check with a DC of 20 or upon successful attack you can deal 2d6 necrotic damage and instead of bleed you can choose to disarm or entangle a creature an entangle creature must either be cut free or succeed a DC 20 strength check
Beginning at 17th level, you have spent so much time dealing with undead forces that animate them that you have become inured to some of their worst effects. You have resistance to necrotic damage, and your hit point maximum can't be reduced.
Starting at 18th level, you can make a ranged spell attack against one Large or smaller creature. On a hit, a string is attached to that creature. It then becomes your puppet. On each of your turns, it must make a Charisma saving throw against your DC. On a fail, it remains your puppet. This spell ends after 3 rounds if the creature doesn't break free.
Starting at 18th level. Your puppets now all gain pack tactics as an ability as well as multiattack.
Monkey See Monkey Do
Starting at 19th level, a Puppet can attempt to persuade a creature within a 10-foot radius of itself to follow its lead. You roll at advantage if your puppet is the same creature type or disguised as the same creature type the target. You need to roll 10 + the creature's modifier (whether it is positive or negative) and roll that number or higher in order to persuade the creature. On a fail, aside from a 1, nothing happens. On a 1, the creature makes an attack of opportunity against the puppet. On a roll of 20 on the d20, all creatures within a 10-foot radius are persuaded.
At 20th level, as your bonus action, you can declare you are using this bonus action. During the next round of combat, you go before all others and immediately cut ties with all puppets. This consumes your entire turn. The Puppets then ignore initiative and go directly after you, in the order they were created. All Puppets go all out, destroying themselves after this ability ends. You cannot act for 1d6 turns after this and cannot make puppets nor control others as puppets for the remainder of the battle. The following Puppets take the following Actions:
Duelist Puppet: Additional +5 to Attack and Damage rolls. Critical hits land on a roll of 15 or higher. They can make an attack to all creatures within a 10-foot radius. This deals 15 force damage to all creatures in the radius. All enemies must make a DC 20 Strength saving throw or fall prone. The Puppet can alternatively take a multi-attack against one creature. This attack deals 3d12 + all bonuses. It also deals a critical hit on a roll of 15 or more.
Magic Attacker Puppet: An Additional +5 to Ranged Spell Attacks and to DC. You gain two 5th level spell slots. They can use any 2 spells at 5th level spell slots. In addition, all creatures in a 10 foot radius must succeed on a DC 20 Charisma saving throw or fall asleep for one round.
Puppet of All Trades: The doll explodes. You gain advantage on all rolls for two rounds. All enemies in a 10-foot radius must roll a Charisma throw. On a fail, they have disadvantage on all rolls for two rounds. On a pass, they gain disadvantage for one round. They also suffer from fear for one round if they fail the save.
First Aid Puppet: You heal for the doll's maximum hit points. You can then either give yourself temporary hit points equal to half of the amount or heal an ally by connecting a string to them and sending the life energy into their bodies. The next time you cast a healing spell, you need not roll. It heals the maximum possible amount.
Broken Doll: The doll simply explodes. All creatures within a 40 foot radius must make a DC 25 Strength check. On a fail, they take 2d10 + 40 force damage. On a pass, they take half as much. This damage cannot be healed and can only be restored via a long or short rest.
Master of Puppets
At 20th level after spending so much time with your puppet, you barely need to think when using it. It has almost become indistinguishable from a living creature. Both you and your puppets can use an individual action and bonus action on your turn.
The Magical Manipulation subclass is for those who wish for their puppets to have the highest spell casting ability's
- Magic Majesty
Starting at 4th level All of your puppets can now cast spells and you can use your spells trough your puppet so always be aware of you puppets position because while you may not be able to hit an enemy with that spell from where you are standing your puppet might be able to you also gain 2 more cantrips and 3 spell slots to be used as you see fit and you can temporarily dismiss your puppets from the world. They disappear into a pocket dimension where they await your summon. As an action while they are temporarily dismissed, you can cause them to re-appear in any unoccupied space within 30 feet of you, with the effects of Dying Effigy.
- Magical Specialty
At 9th Level, you get a better feel for magic as you begin to unlock your inner potential. You have found your greatest strength within yourself. Choose a school of Magic, Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. You now have the ability to learn any spell from your selected school, even ones not listed in the Puppeteer Spell List.
- Magic Mania
Starting at 14th level you can also use an extra spell slot to cast a spell that would normally take an action as a bonus action and still be able to command your puppet.
- Magical Savant
At 20th level your prowess with magic unlocks the ability to no longer need a tether to animate your puppet. As long as you are within 100 ft of your puppet, you can use it how you wish. You have also gained the ability to cast spells without the need for your puppet to amplify your ability, though at a greater cost. Whenever you cast a spell yourself without aid from the puppet, you expend 2 spell slots instead of one. and you have split your soul entirely with your puppet. If you fall unconscious within 200 ft of your puppet, your half of your soul is transferred to the puppet. You will still make death saving throws if your body is not aided, but you will still be able to fight through the use of your puppet Your puppet may act normally while holding your soul, however, if you leave the 200 ft to range from your body, your puppet instantly falls to 0 hit points and your character automatically fails a death save. If you find yourself on the brink of life and death, you can drop your puppet's hit points to 0 within the 200 ft range, and your character will regain consciousness with 1 hit point, but your puppet will be unrepairable until completing a long rest.
Magical creatures and beast are on every corner of this world each with their own unique ability's and resistances and you want them all to be a part of your puppet
- Bestial Prowess
Starting at 4th level your puppet has gained the cunning of the beast you have sewn into it and can now move stealthily at a normal pace. They have advantage on attack rolls against any creature that hasn't taken a turn in combat yet Additionally You have advantage in Performance and Deception checks As an action, you can cast Disguise Self on a puppet and speak or act through it.By doing so, you will create a perfect copy of a person that you have seen and studied for at least 1 minute. The puppet imitates the voice, and physical behaviors of that person perfectly. while in this trance you are vulnerable to attack as you cannot see or hear from your physical body and anything that attacks you has advantage on their attacks until you are out of the trance you cannot react to their attacks (Though before your trance you can command your other puppets to protect you and they will do so to the best of their ability while you are in your trance and until you give them another order.
- Danger Lurks in every Corner
Beginning at 9th level when a creature makes an attack roll against you, as a natural reaction to danger, you can create an illusory duplicate of yourself by expending one spell slot of your choice. The attack automatically misses, as if you were never there. Once you use this feature, you can't use it again until you finish a short or long rest. Your also have the ability to choose an element for your puppet whatever element you select your puppet now does 1d10 of that elemental damage as part of its attack. Your puppet takes half damage if hit from attacks of opportunity.
- Living Puppet
Beginning at 14th level you have the ability to control living creatures making them your puppets. A Living creature charmed by you must make 3 Charisma saving throws. After three failed Charisma saving throws it becomes your puppet until the next day where it can attempt 3 more Charisma Saving throws. It becomes a living puppet attached to psychic tethers you can control it as you would your normal puppets. Once a creature is under your control it cannot break your strings unless it passes one of three Charisma saving throws. This enslavement will continue until the creature either passes it's Saving throws or the Puppet Master is knocked unconscious or killed. The Puppet Master can use all of the enslaves creatures spells and ability's as they see fit.
- Apex Predator
At 20th level, your Puppets gain the ability to distract your enemies. As a bonus action on your turn, you can designate a creature within 10 feet. Doing so, gives you advantage on attack rolls against that creature on each of your turns in combat. You have mastered the ability to change your puppet’s attunement. You can add half of the damage your puppet deals as Poison, Fire, Thunder, or Radiant damage.
You know all of the spells on the basic spell list and additional spells based on your subclass.
Puppeteer Spell List
These are the spells you may choose from as you level up.
If You are a Maniacal Mutator you are a Half-Caster and can pick half of the spells from the list you get 3 cantrips though. If you are a Magical Manipulator you are a full caster, you can learn any of these spells each time you gain a level. In addition to learning a new spell, you may also choose to change a spell you know to another spell on this list when you level up. Once you reach level 20 you may not change your spells known as you have peeked your magical ability.
- 1st Level
armor of agathys, burning hands, chromatic orb, color spray, create or destroy water, disguise self, fog cloud, grease, hail of thorns, magic missile, shield, thunderwave, witch bolt, bane, feather fall, hex, charm person, detect magic, silent image, identify, sleep, dissonant whispers
- 2nd Level
acid arrow, blur, cloud of daggers, darkness, flame blade, gust of wind, heat metal, invisibility, scorching ray, shatter, web, detect thoughts, mirror image, invisibility, phantasmal force, see invisibility, shatter, silence, suggestion
- 3rd Level
create food and water, daylight, dispel magic, fireball, lightning bolt, sleet storm, vampiric touch, wind wall, feign death, fear, bestow curse, clairvoyance, hypnotic pattern, nondetection, major image, sending, speak with dead
- 4th Level
- 5th Level
- 6th Level
- 7th Level
- 8th Level
- 9th Level
|Duelist Puppet Spells|
|Spell Level||Class Spells|
|1||Shield, False Life|
|2||Blur, Magic Weapon|
|3||Haste, Vampiric Touch|
|4||Stoneskin, Locate Creature|
|5||Dominate Person, Hold Monster|
|Magic Attacker Puppet Spells|
|Spell Level||Class Spells|
|1||Magic Missile, Chromatic Orb|
|2||Acid Arrow, Flaming Sphere|
|3||Fireball, Lightning Bolt|
|4||Black Tentacles, Ice Storm|
|5||Cloudkill, Arcane Hand|
|Puppet of All Trades Spells|
|Spell Level||Class Spells|
|1||Charm Person, Bane|
|2||Calm Emotions, Enhance Ability|
|3||Plant Growth, Tongues|
|4||Greater Invisibility, Polymorph|
|5||Geas, Animate Object|
|First Aid Puppet Spells|
|Spell Level||Class Spells|
|1||Purify Food and Drink, Cure Wounds|
|2||Prayer of Healing, Lesser Restoration|
|3||Remove Curse, Revivify|
|4||Death Ward, Guardian of Faith|
|5||Raise Dead, Mass Cure Wounds|
|Broken Puppet Spells|
|Spell Level||Class Spells|
|1||Hellish Rebuke, Expeditious Retreat.|
|2||Shatter, Ray of Enfeeblement|
|3||Dispel Magic, Fear|
|5||Hold Monster, Dream|
Prerequisites. To qualify for multiclassing into the Master of Puppets class, you must meet these prerequisites: ave the ability to cast at least one Cantrip or Spell. You must also have 12 Dex or proficiency in Sleight of Hand or Performance and have a 13 Charisma
Proficiencies. When you multiclass into the Master of Puppets class, you gain the following proficiencies: All Above except for skill you only get to choose 1