Puppet (5e Class)
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- 1 The Puppet
- 1.1 Leaders and followers
- 1.2 Creating a Puppet
- 1.3 Class Features
- 1.4 Puppet Transformation
- 1.5 Puppet's Blessing
- 1.6 Puppet's Curse
- 1.7 Pact magic
- 1.8 Master invocations
- 1.9 Master Essence
- 1.10 Freedom Choice
- 1.11 Severance
- 1.12 Second Mind
- 1.13 Cursed Form
- 2 Masters
- 2.1 Dao; genies of the earth
- 2.2 Efreeti; the genie of fire
- 2.3 Djinni; the genie of air
- 2.4 Marid; the water genie
- 2.5 Invocations
- 2.5.1 Boulder blast
- 2.5.2 Burning blast
- 2.5.3 Electrifying blast
- 2.5.4 Aquatic blast
- 2.5.5 Armour of the elements
- 2.5.6 Blazing shield
- 2.5.7 Earths knowledge
- 2.5.8 Water walker
- 2.5.9 Wind wall
- 2.5.10 Hearts blade
- 2.5.11 Close combat caster
- 2.5.12 Outsiders perspective
- 2.5.13 Holders will
- 2.5.14 Blood of the sea
- 2.5.15 Destroyers deflection
- 2.5.16 Earthen hand
- 2.5.17 Reality sight
- 2.5.18 Sniping blast
- 2.5.19 Concussive blast
- 2.5.20 Protective shield
- 2.5.21 Repelling blast
- 2.5.22 Truly burning hands
- 2.5.23 Puppets persistence
- 2.5.24 Magical movement
- 2.5.25 Eldritch beam
- 2.6 Multiclassing
Leaders and followers
The puppet is someone who is a conduit for a power more than themselves. The 'thing' that guides a puppet would not actually be a god, for a cleric would have a lot more control over their destiny whilst a puppet is totally guided by their patron, that would normally be a type of elemental, or a being of incredible magical strength that is not a deity.
Creating a Puppet
The question that would define the life of a puppet would be why did the link be forged between the guide and the puppet, Were you someone who happened to stumble into a different plane and to get out you had to make a deal, or were you a noble knight who was supposed to fight the powerful creature but ended up making a deal? Or perhaps you sought the being out, hoping to trade your servitude in exchange for something else?
What is your relationship with your patron? Do you regret becoming a puppet?
- Quick Build
You can make a Puppet quickly by following these suggestions. First, Charisma should be your highest ability score, followed by constitution. Second, choose the urchin background.
As a Puppet you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons
Saving Throws: Charisma, Wisdom
Skills: choose three from arcana, deception, history, intimidation, medicine, nature, perception, religion and survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) martial weapon or (b) two simple weapons
- (a) padded armor and a simple weapon or (b) leather armor
- spell focus, 5d4 X 10g
|Cantrips known||Spells known||Invocations known||Features||—Spell Slots per Spell Level—|
|1st||+2||2||2||-||patron of the elements, pact magic.||2||—||—||—||—||—||—||—||—|
|4th||+2||3||5||2||Ability Score Improvement||4||3||—||—||—||—||—||—||—|
|6th||+3||3||7||3||Thrall of the Elements feature||4||3||3||—||—||—||—||—||—|
|8th||+3||3||9||4||Ability Score Improvement||4||3||3||2||—||—||—||—||—|
|9th||+4||3||10||5||Representative of The Elements feature||4||3||3||3||1||—||—||—||—|
|10th||+4||4||10||5||Will of the Elements feature||4||3||3||3||2||—||—||—||—|
|12th||+4||4||11||6||Ability Score Improvement||4||3||3||3||2||1||—||—||—|
|13th||+5||4||12||6||Will of the Elements upgrade||4||3||3||3||2||1||1||—||—|
|14th||+5||4||12||6||Will of the Elements feature||4||3||3||3||2||1||1||—||—|
|15th||+5||4||13||7||Will of the Elements upgrade||4||3||3||3||2||1||1||1||—|
|16th||+5||4||13||7||Ability Score Improvement||4||3||3||3||2||1||1||1||—|
|17th||+6||4||14||7||Will of the Elements upgrade||4||3||3||3||2||1||1||1||1|
|19th||+6||4||15||8||Ability Score Improvement, Freedom Choice||4||3||3||3||3||2||1||1||1|
At 1st level you have made a deal with a entity of great strength. Some common beings are a Dao, a Djinni, a Efreeti, or a Marid, but if you want to, you could make it more exotic, but the being would have to be able to grant minor wishes, or accomplish something such as destroying a mountain magically, and be able to control and manipulate it's own soul or control it's essence in a major way. Your choice will give you extra spells and will grant extra features at 1st, 6th, 10th and 14th level. You have been infused with the essence of your master, altering your alignment. You either become purely neutral, or you take on one of the alignment traits of your master. Dao; neutral, evil. Djinni; chaotic, good. Efreeti; lawful, evil. Marid; chaotic, neutral.
You ask for the being you have made a deal with, for a blessing. This could be used to permanently protect a town from disaster, or escape a plane of existence, or any number of things, however the entity will often use the literal or figurative meaning of what you wished your blessing to be against you.
At 1st level, you are paying your end of the deal you made with your entity. The essence of the entity within you gives you tasks to do, that would be of benefit to your deity, and you have no choice but to do them. However, the curse allows you to add a third of the entity's Charisma, Constitution, Intelligence, or Wisdom score to your own when making a roll, but this can only be used three times per long rest.
At 1st level your patron has forced it's own essence within you. You spell casting modifier is charisma. You learn from the warlock spell list. You get all your spell slots back after a long rest.
Spell casting DC = 8 + proficiency bonus + charisma bonus
Spell attack modifier = proficiency bonus + charisma bonus
At 2nd level you have learned to invoke the powers of your patron to a greater extent. You gain access to invocations that will alter your abilities. These are detailed at the end of the page.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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 11th level you can momentarily gain a burst of your master's power. You now have access to the element or abilities of your patron. You also can enter an state where you are in unity with the essence being dominant, but it allows you to use all the features and spells of your patron for a time of half your level (rounded down) in minutes. Once you use this ability you must take a long rest before you can use it again. This upgrades at 13th, 15th and 17th level. At 13th level, when in the elemental rage, if your master cannot be charmed or frightened, you gain that ability. At 15th level when you enter the rage, you gain the uses of your patrons non-physical stats to replace your own, if the stat is higher, if not, use your own. At 17th level you must take a short rest before you can use the ability again.
At 19th level, you gain the ability to manipulate your inner essence into reworking the foundations of your deal, giving you either giving you the following changes, if you choose them or any options the DM presents:
You free yourself from your master's influence, changing yourself from a puppet into a sorcerer of the power that your former master had, and you get to keep some of your warlock spells. However, this halves your total exp, and any problems that a sorcerer would have containing his power are abnormally increased.
You no longer have to obey your master, but you can be possessed by your new second mind, which is a part of your soul that you have fused with your master's essence, and severed from yourself. You can commune with your second mind, which is a part of you, so it can sense your thoughts, and you can sense it. It has the alignment of your master. However, having that second mind can temporarily allow you to merge with it, allowing you to gain your old powers and alignment for a minute, while retaining your new abilities as well.
You force the part of your master's essence that commands you and forces you to do things into your physical form, cursing you, but freeing you. You transform into a being that is related to your master. You could become a Fire Elemental if you once served an Efreeti, the DM decides what form you take.
Your master is the one who gave you your powers in the first place, the creature that is with you at all times, the power tingling through your arms when you cast your magic.
Dao; genies of the earth
Your patron is a Dao; a powerful genie of the elemental plane of the earth. A creature of power and strength that wields a large hammer. (Neutral Evil)
Extended spell list
These spells do not count against the list of spells you know.
1st: Tensers floating disc, Entangle. 2nd: Spike growth, Heat metal. 3rd: Meld into stone, Plant growth. 4th: Stone shape, Stone skin. 5th: Conjure elemental (earth only), Wall of stone.
At 1st level as a puppet of a Dao you can now burrow through non-magical, non-worked, earth and stone at full speed. When you do this you don't disturb the material as you move through it.
At 6th level, when you get hit you can use your reaction to lessen the damage by 1d6 per your proficiency bonus, as long as the damage is dealt by a non-magical weapon.
At 10th level your skin hardens and grows a near indestructible resistance. You gain resistance to bludgeoning, slashing and piercing damage.
At 14th level you can summon elemental power from the plane of earth. You can make a creature within 60ft make a dexterity saving throw, against your warlock spell save DC. On a failure the creature takes 10d8 bludgeoning damage as you make a tear through reality into the elemental plane of earth, causing boulders to fall and crush the creature, on a successful save the creature takes half damage.
Efreeti; the genie of fire
Your patron is an Efreeti; a powerful creature that originates from the elemental plane of fire, a wielder of swords and fire. (Lawful Evil)
Extended spell list
These spells don't count against your spells known.
1st: Burning hands, Hellish rebuke. 2nd: Flaming sphere, Flame blade. 3rd: Fireball, Elemental weapon (fire only). 4th: Flame shield, Wall of fire. 5th: Conjure elemental (fire only), Flame strike.
At 1st level your link with fire and heat allows you to reek vengeance on your foes. You can use your reaction to send fire through the air towards your target when you are hit, dealing half your level rounded up in d4s.
At 6th level you have learned to absorb heat, even that which is meant to be harmful. You have gained resistance to fire and you can your bonus action to become competently immune to fire damage for the next 3 turns.
At 10th level your control over fire has gone to levels beyond your power. You gain the ability to spend your reaction when you take fire damage and to return the same amount of damage back at the caster, and this damage can go through a creatures resistance and immunity.
Disks of hate
At 14th level you can manifest your hatred and power into pure fire. You can make a 2 spell attacks with 2 disks that manifest in your hands, and on a hit they take 5d10 fire damage. You cannot use this again until after a long rest.
Djinni; the genie of air
Your patron is a Djinni; a light and quick adversary that primarily grants wishes. (Chaotic Good)
Expanded spell list
These spells don't count against your spells known.
1st: Feather fall, Witch bolt. 2nd: Gust of wind, Levitate. 3rd: Fly, Wind wall. 4th: Dimension door, Polymorph. 5th: Conjure elemental (air only), Telekinesis.
Words on the wind
At 1st level you have attuned to the wind, and has gained the ability to hear the wind its self. You have gained the ability to spend 1 minute to, essentially meditate, and listen in on conversations that have happened there of your chose. This only works in places with a wind flow.
At 6th level you have merged your body with the wind itself. When you take damage you can use your reaction to teleport up to 60ft, this cannot be used again until you finish a short or long rest.
At 10th level you can momentarily become fog when struck at. You can choose to use your reaction to impose disadvantage on a physical attack used against you. You can use this an amount of times equal to your charisma modifier before you need to take a short or long rest to be able to use this ability again.
At 14th level you can cause a powerful gust to pick up, throwing everything, except you, everywhere. You gain the ability to make a whirlwind in a 5ft radius and a 30ft cylinder of 5 turns. Everything except the caster must make a saving throw against your puppet spell save DC, and on a failure be lifted into the air, and if something other than the creature is in the whirlwind, it takes 5d10, and then they remain in the whirlwind for the rest of the time that whirlwind is active, on the start of the creatures next turn roll 1d4, on a 1-2 you get thrown out of the whirlwind, taking 2d10 per amount of turns spent in the whirlwind, on a 3-4 the creature remains within the whirlwind, if the creature is still in the whirlwind and it ends, the creature suffers from the effect of rolling a 1-2 on the d4.
Marid; the water genie
Your patron is a Marid; a powerful fish creature that will always try to bend the wishes it grants to its own benefit. (Chaotic Neutral)
Expanded spell list
1st: Grease, Tashas hideous laughter. 2nd: Ray of enfeeblement, Calm emotions. 3rd: Create food and water, Water walk. 4th: Control water, Ice storm. 5th: Cone of cold, Conjure elements (water only).
At 1st level your link with water has made it so drowning is not a problem. You now have the amphibious feature, and have a swim speed of 30ft.
At 6th level your ability to alter water has gone to the level of altering your own blood. When you roll a 1 on any type of check you can re roll it, and you must take the new roll, even if it is also a 1. You must take a short or long rest before you can use this ability again.
Weapon of the water
At 10th level you have learned to extract water from the air to form a weapon. You can create a weapon in a free hand that deals at slashing or piercing damage, this creation deals the damage of the weapon and an extra 1d6 of the type of damage.
At 14th level you have learned to use water as a weapon. You can use a bonus action to make a whip, you make a creature you can see withing 50ft to make a Dexterity saving throw against your spell save DC, on a failed save the creature takes 4d10 damage and you can make them prone or pull them 25ft towards you. You cannot use this ability again until you take a long rest.
If an invocation has a prerequisite, you need to meet them before you can use it.
Prerequisites: having Eldritch blast as a cantrip, having a Dao as your patron. You deal bludgeoning damage equal to your Charisma modifier when you cast Eldritch blast.
Prerequisites: having Eldritch blast as a cantrip, having a Efreeti as your patron. You deal fire damage equal to your Charisma modifier when you cast Eldritch blast.
Prerequisites: having Eldritch blast as a cantrip, having a Djinni as your patron. You deal Lightning damage equal to your Charisma modifier when you cast Eldritch blast.
Prerequisites: having Eldritch blast as a cantrip, having a Marid as your patron. You deal Force damage equal to your Charisma modifier when you cast Eldritch blast.
Armour of the elements
You can cast mage armor at will, without using a spell slot and without using material component.
Prerequisites: Having mage armor as a spell, having a Efreeti as your patron, being 10th level
When you cast mage armor your spell increases in power so that if you take physical damage, the creature takes 1d10 fire damage.
Prerequisites: having a Dao as your patron.
You can cast speak with plants at will, without expending a spell slot.
Prerequisites: having a Marid as your patron, being 12th level
You can step into a body of water that is big enough to hold your entire body, and then you can teleport to any body of water that you are aware of and you have seen. You cannot use this ability again until you take a long rest.
Prerequisites: having a Djinni as your patron, being 15th level.
You can now cast gust of wind at will, without using a spell slot or material components.
Prerequisites: the Wish of the weapon, having a Efreeti as your patron, 10th level.
When you summon your pact weapon from the extra dimension, you can summon it from someones chest, making an enemy make a wisdom saving throw, on a fail the creature takes an extra 3d10 psychic damage in addition to the weapons original weapon damage, and on a success you just summon your weapon without dealing damage to the creature. You can only use this once before you need to take a long rest before you can use this ability again.
Close combat caster
Prerequisites: the wish of the weapon, 15th level.
You can spend a bonus action to imbue your wish weapon with a spell or cantrip for 30 seconds, so that when you hit a creature with the weapon whilst its imbued the weapons normal effect happens and the spell effect happens at the same time.
Prerequisites: the wish of companionship
You can now spend your bonus action to see through your companions eyes, whilst doing this you can cast spells through your companion and can speak with your own voice.
Prerequisites: the wish of companionship
You can now cast hold monster on the same type of creature that is your companion. You must take a long or short rest before you can use this again.
Blood of the sea
Prerequisites: wish of magical might, having a Marid as your patron, 5th level
You can use your own blood as a weapon, by taking 4d4 necrotic damage, you can make your own blood into razors to attack the enemy, dealing 4d4 piercing damage, you can increase the amount of damage dealt and damage dealt to yourself by 1d4, up to a maximum of 10d4.
Prerequisites: wish of magical might, 12th level
When you are targeted by a spell attack that you will take damage from you can choose to be automatically hit but you can deflect it back at the caster, dealing the same amount of damage dealt to you. You cannot use this ability again until you take a short or long rest.
Prerequisites: 8th level
you can cast grasping vine once, without using a spell slot or material components. You must take a short or long rest before you can use this again.
Prerequisites: 15th level
You now have true sight out to 30ft.
Prerequisites: Eldritch blast as a cantrip
When you cast Eldritch blast, its range is now 200ft
Prerequisites: Eldritch blast as a cantrip, 5th level.
When you hit with Eldritch blast you can choose to make the target make a constitution saving throw, against your puppet DC, else be stunned until your next turn. You can use this once before you must take a short or long rest to use this ability again.
Prerequisites: having a Dao as your patron.
You can now use a one of the spells listed below as a reaction when you are hit with a =n area of effect attack to completely block the damage, this still uses the spell slots and the material components.
Wall of stone, Wall of force, Wall of ice.
Prerequisites: Having a Djinni as your patron, having Eldritch blast as a cantrip.
When you cast Eldritch blast and it successfully hits you can repel the creature back 20ft in a straight line.
Truly burning hands
Prerequisites: Having a Efreeti as your patron.
You can light your hands ablaze, shedding light out in a 60ft range, and you now deal 1d4 damage when you use an unarmed strike.
Prerequisites: 12th level
You are now immune to being charmed and freighted
Prerequisites: 5th level
You can now fly at half your movement speed, at 10th level you can fly at your movement, and at 15th level you fly twice your movement.
Prerequisites: 5th level, having Eldritch blast as a cantrip
When you cast eldritch blast and you use more than one beam, you can turn it into a singular beam, making it so that you only need to roll a single attack roll, but you combine all the damage of all the separate beam into one attack. e.g at 5th level you have 2 beams, which means that when you combine them, it equals 2d10.
Prerequisites. To qualify for multiclassing into the Puppet class, you must meet these prerequisites: 13 Charisma
Proficiencies. When you multiclass into the Puppet class, you gain the following proficiencies: arcana and survival