Path of the Puppetmaster (Shinobi World Supplement)
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Path of the Puppet Master[edit]
Puppet Masters are shinobi that use the Puppet Technique/Puppet Master Jutsu, which involves using chakra threads to control a metal or wooden construct of their own design.
Craftsman[edit]
At 3rd level, you gain proficiency in tinker's tools and either smith's tools or carpenter's tools. In addition, you make a puppet. The puppet has the statistics of a creature of CR 1/2 or below. This, along with any other puppets you create, only gains the creature's features if they are a humanoid (i.e. Pack Tactics). It has the following modifications:
- It is a construct.
- It cannot be charmed, frightened, or poisoned.
- It has immunity to poison and psychic damage.
- It has the same proficiency bonus as you.
- It adds its proficiency bonus to its AC, damage rolls, and Strength, Dexterity, and Constitution saving throws.
- As a reaction, when you are hit by an attack or the target of a saving throw that does not target both you and your puppet, it can move up to 30 feet throwing itself in front of the attack. It is the target of the attack instead.
- It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.
- When you gain a level, it gains an additional hit die and hit points as appropriate.
- It is incapacitated and prone while you aren't controlling it.
- It can cast jutsu using your chakra pool. Any effect that would affect the puppet's chakra target's you instead.
Chakra Threads[edit]
At 3rd level, you can create threads of chakra as an action for 2 chakra points. These threads of chakra have a range equal to your movement speed. When you take the Attack action, you can replace an attack with a grapple check against a creature large or smaller in size, in addition you can push and pull objects with it as if you were at its range.
As an action or bonus action, you control 1 puppet within your movement speed with the threads. While controlling your puppet(s), you can choose whether you or one puppet takes your action, bonus action, and/or reaction, and both you and your puppet can take their movement. If your puppet leaves the range of your movement speed, you lose control of it. If you can make more than 1 attack when you take the Attack action, you may make an attack with multiple puppets or multiple attacks with a single puppet.
While chakra threads are active, you have to concentrate on them. Chakra threads have a number of hit points equal to your Intelligence modifier and immunity to all damage except magical slashing.
Expert Puppeteer[edit]
At 7th level, you gain double proficiency in the tools you are proficient in. In addition, you create an additional puppet, and can control a second puppet using Chakra Threads. This puppet has the statistics of a creature of CR 1 or below. You can control all of your puppets as one bonus action. It has the following modifications:
- It is a construct.
- It cannot be charmed, frightened, or poisoned.
- It has immunity to poison and psychic damage.
- It has the same proficiency bonus as you.
- It adds its proficiency bonus to its AC, damage rolls, and Strength, Dexterity, and Constitution saving throws.
- As a reaction, when you are hit by an attack or the target of a saving throw that does not target both you and your puppet, it can move up to 30 feet throwing itself in front of the attack. It is the target of the attack instead.
- It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.
- When you gain a level, it gains an additional hit die and hit points as appropriate.
- It is incapacitated and prone while you aren't controlling it.
Improved Chakra Threads[edit]
At 10th level, your chakra threads have a range of 60 feet or your movement speed whichever is higher. When you grapple a creature with them, it can be huge or smaller in size, it is restrained, and it can be an Arcana check instead of an Athletics check.
While chakra threads are active, you no longer have to concentrate on them.
Your chakra threads have a number of hit points equal to your shinobi level.
Master Puppeteer[edit]
At 15th level, you create an additional puppet, and can control a third puppet using Chakra Threads. This puppet has the statistics of a creature of CR 3 or below. You can control all of your puppets as one bonus action. It has the following modifications:
- It is a construct.
- It cannot be charmed, frightened, or poisoned.
- It has immunity to poison and psychic damage.
- It has the same proficiency bonus as you.
- It adds its proficiency bonus to its AC, damage rolls, and Strength, Dexterity, and Constitution saving throws.
- As a reaction, when you are hit by an attack or the target of a saving throw that does not target both you and your puppet, it can move up to 30 feet throwing itself in front of the attack. It is the target of the attack instead.
- It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.
- When you gain a level, it gains an additional hit die and hit points as appropriate.
- It is incapacitated and prone while you aren't controlling it.
- When it is reduce to 0 hit points, you can make it explode (no action required). If it explodes, every creature in a 20 foot radius must make a Dexterity saving throw, taking 6d6 fire plus 6d6 thunder damage on a failure. Half as much on a success. If exploded in this way, you need 8 hours to repair the puppet. You cannot benefit from a long rest during that 8 hours.
Alternative Feature: Human Puppeteer[edit]
At 15th level, you have mastered controlling the inner workings of the human body. You may replace any of your previous puppets with humanoids who have not been dead for more than 24 hours over the course of 1 hour, and can control a third puppet using Chakra Threads. You can control all of your puppets as one bonus action. They retain their own actions, features, ability scores, chakra natures, etc., save for the following:
- It is a construct.
- It cannot be charmed, frightened, or poisoned.
- It has immunity to poison and psychic damage.
- It has the same proficiency bonus as you.
- It has a number of chakra points equal to half of your chakra points (rounded down).
- It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.
- It has half as many hit dice as you do (rounded down).
- When you gain a level, it gains an additional hit dice and hit points as appropriate.
- It is incapacitated and prone while you aren't controlling it.
Alternate Feature: Expert Craftsman[edit]
At 15th level, rather than mastering control, you have mastered the act of creation. The time required for you craft a non-magical poison or weapon is halved.
Automaton[edit]
At 20th level, using your craftsmanship you make yourself into a construct. You gain the following benefits:
- Your type becomes construct.
- You cannot be charmed, frightened, or poisoned.
- You have immunity to poison and psychic damage.
- You add your proficiency bonus to damage rolls and Strength, Dexterity, and Constitution saving throws.
- You can only regain hit points if you spend a least 1 hour repairing yourself during a short or long rest.
Alternative Feature: Master Strategist[edit]
At 20th level, you have mastered the coordination of your puppets, yourself, and your allies. You can control a fourth and fifth puppet using Chakra Threads. You, your puppets, and your allies have advantage on an attack rolls against a creature if you or at least one of your allies or puppets is within 5 feet of the creature and the ally isn't incapacitated. On a hit, it adds your Intelligence modifier to the damage roll.
In addition, when a creature is restrained by your chakra threads, as an action, you can make the creature move up to 60 feet and take an action. For this action, it is not considered restrained. This action cannot be an action you cannot take. For example, it can be a Jutsu you know, but not a spell you don't know.
Path of the Puppet Master Unique Jutsu[edit]
Black Secret Technique: Machine One Shot
Cost: 8 chakra
As an action, one puppet you are controlling detaches its limbs and swings wildly at one creature within its reach. The target must attempt an Intelligence saving throw. On a failure, their movements are impeded and their focus is distracted, granting them disadvantage on all checks and saving throws until the end of their next turn. A creature may choose to instead take the brunt of the assault, taking 2d8 + your puppet's Dexterity modifier magical slashing damage and automatically succeeding the saving throw.
Black Secret Technique: Machine Two Shot
Cost: 4 chakra
As an action while one puppet you are controlling is grappling a creature, you detach its limbs and turn them inward. On your next turn as another action, these limbs stab into the puppet, causing the target to take 2d10 + your puppet's Dexterity modifier magical slashing damage.
Black Secret Technique: Machine Triple Shot
Cost: 6 chakra
As an action while one puppet you are controlling is grappling a creature, you open slats across its body that would be used in Machine Two Shot. Until the beginning of your next turn or the creature escapes the grapple, any attacks against them automatically roll a 20.
Black Secret Technique: Salamander
Cost: 4 chakra
As an action, one puppet you are controlling with a burrowing speed settles itself just below the surface. Creatures may succeed a perception check to notice your puppet, otherwise it appears as normal ground. As a reaction when a creature steps above your puppet, you may cause it to spring up, causing the creature to become grappled.
Mechanical Light Shield Block
Cost: 1+ chakra
As a reaction when a creature within 5 feet of one puppet you are controlling would take damage, your puppet's arm splits open, releasing a flowing barrier of chakra, decreasing the damage taken by 2d4 + your Intelligence modifier. For every chakra point spent above 1, the damage the creature takes is reduced by 2.
Thousand Hands Manipulation Force
Cost: 6+ chakra
You modify one of your puppets to bear a number of seals containing numerous spring-loaded arms equal to your proficiency bonus. When a creature controlling this puppet makes a melee attack with this puppet, they may release one of these seals, causing the attack to target every creature in a 10 foot cone. You may increase the range of this cone by 5 ft. for every 3 additional chakra spent by releasing one additional seal. Once a seal is released, it can not be released again until the end of your next long rest.
Poison Mist Hell: Hundred Continuous Firing
Cost: 4+ chakra
When you take the Attack action, one puppet you are controlling makes an additional attack. You may make an additional attack for every 4 additional chakra spent to a maximum total number of attacks equal to twice the number of attacks you could normally make.
Puppet: Rotation Attack
Cost: 7 chakra
As an action, you separate the body of one puppet you are controlling from its legs and rotate it at incredible speeds, making an unarmed strike against every creature within your reach.
Red Secret Technique: Dance of a Hundred Puppets
Cost: 3+ chakra
At the beginning of your turn, you spin an additional chakra thread directly from your heart, allowing you to control 1 additional puppet until the beginning of your next turn. You may control 1 additional puppet for every 3 additional chakra spent.
Red Secret Technique: Machinery Triangles
Cost: 4 chakra
As an action, you reduce one of your puppets to 0 hit points as numerous projectiles, each with an explosive compound attached, explode from its body. All creatures within a 20 ft. radius of it must attempt a Constitution saving throw. On a failure, they take 6d6 + your Intelligence modifier fire damage. On a success, they take half as much damage.
Sealing Technique: Lion Closing Roar
Cost: 6 chakra
Weaving a complex sealing formula into the joints of your puppet that completely seals the target's chakra, one creature within the puppet's reach must make an Intelligence saving throw. On a failure, they become paralyzed and unable to spend chakra until the puppet is incapacitated, or you end this effect as a bonus action. While this is active, the puppet is restrained.
Three Jewels Suction Crushing
Cost: 16 chakra
Utilizing three puppets, you weave a tornado of chakra that draws in its targets before crushing and expelling them. Choose one point within 25 ft. of three puppets you are controlling. Any creatures within a 20 ft. radius of the point must attempt a Strength saving throw. On a failure, they are pulled to the closest open space within the radius and become stunned until the end of your turn, and take 4d10 thunder damage. For every 5 ft. from the center, creatures take 1d10 less thunder damage. At the end of your turn, any stunned creatures within the radius are moved to the closest open space within one point up to 60 ft. from the initial radius.
Ultra-Fast Regeneration
Cost: 1+ chakra
As a bonus action, you course chakra through one puppet you are controlling, rearranging its atoms into working order. The puppet regains twice as many hit points as chakra points spent. You may spend a maximum amount of chakra on this jutsu equal to your Shinobi level.
*Great Puppet Ascension*
Cost: 6 chakra
Duration: Concentration, up to 1 minute
As an action, you strengthen your chakra threads, allowing you to hoist your puppets high into the air. Any puppet you control while this jutsu is active gains a flying speed equal to its movement speed.
*Insidious Resurrection*
Requirements: Automaton
Cost: 7 chakra
As a reaction when you are reduced to 0 hit points, you manipulate your core into one of your puppets up to half your movement speed from, taking the hide action and returning to 1 hit point by reforming the puppet into a new version of your own body.
*Integrated Assault*
Cost: 10 chakra
You integrate a weapon into one of your puppets over the course of 1 minute. In order to make an attack with the weapon, you must spend an amount equal to 1/10th of its damage die's average (minimum 0). If the weapon requires ammunition, you may double its cost to remove its ammunition requirement (minimum 1).
*Puppet: True Form*
Cost: 5 chakra
As an action, you disassemble one puppet you are controlling, reducing it to 0 hit points until this jutsu ends, and rig its parts to another puppet you are controlling. Its size category increases by 1, it gains any Integrated Assault attacks the puppet had, its reach increases by 5 ft., and its AC increases by 1. You must spend 2 chakra at the end of each of your turns to maintain this effect.
*Rear Rotor Slipstream*
Cost: 6 chakra
You cause two large, bladed rotors attached to one of your puppets backs to begin spinning rapidly until the beginning of your next turn. The puppet's movement speed increases by 10 ft., and any creature that ends its turn within 5 ft. of the puppet takes 1d12 slashing damage.
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