Puppet Creator (5e Class)

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Puppet Creator[edit]

Life of a Puppet Creator[edit]

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


Creating a Puppet Creator[edit]

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

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


Quick Build

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

Class Features

As a Puppet Creator you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor, medium armor, and shield
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose any two skills

Equipment

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

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

Table: The Puppet Creator

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

Puppet[edit]

Beginning at 1st level, you have mastered your transmutation magic to create magnificent puppets to do your bidding. Many puppet creators spend years discovering the secrets to bringing their puppets to life, and how to imbue them with magical abilities.

Creation

You can spend time during a short rest to create a puppet of size tiny or small, gaining no special properties. During a long rest, you can make two of these puppets. A puppet can be made of any material that isn't flesh or an enchanted material, and it must have at least four movable limbs and one head.

There is no limit on the number of enchanted puppets.

Activation

You use magical inviable strings to grant life-like movement to your puppets. Over the course of 1 minute, you can spend a spell slot of 1st level or higher to attach magical strings to any of your puppets, turning them into an enchanted puppet. Each of your enchanted puppets have five strings attached to them; one for each limb, and one for the head. Once enchanted, they ready for you to take control. These magical strings are invisible and cannot interact with anyone except you.

Puppet Stat
Construct
Armor Class: 13 + PB (natural armor)
Hit Points:Puppet Creator level times three
Speed: 30 ft.
STR DEX CON INT WIS CHA
6 (-2) 8 (-1) 7 (-2) 1 (-5) 1 (-5) 9 (-1)
Damage Immunity: Poison and physic
Condition Immunity: Charm, exhaustion, poison, and frighten
Proficiency: Clubs, daggers, and shortswords.
Senses: Passive Perception 5
Languages: Mute
Challenge: PB/2 (rounded up)
Construct: This creature does not require sleep, food, or water. Additional, they do not need to breathe.
Poor Eye Coordination: This creature is unable to make a ranged attack.
Actions
Attack Melee Weapon attack: Depends on wielded weapon.
Controlling a Puppet

You can control up to two enchanted puppets, or a single Elite Puppet, at a time. You require an empty hand for each enchanted puppet you are currently controlling. You can control your puppets from up to 60 feet away. If you attempt to control a third active puppet, the first puppet falls down and is no longer controlled by you. As an action, you can move and command all puppets to use their actions. At the end of your turn, any puppet that has not taken its action takes the Dodge action.

Repairing a Puppet

When a puppet is reduced to 0 hit points, it can no longer be controlled until it is repaired, however, it still keeps its enchanted status. If an attack damages enough of a puppet's body, the puppet is damaged beyond repair and becomes impossible for you to repair without magical means.

Puppets cannot be healed by magic, potions, or any other normal methods of healing. If the mending cantrip is cast on a puppet, it regains a number of hit points equal to 1 + your Charisma modifier. After a short rest, you can spend a hit die or a spell slot of 1st level or higher to fully repair a puppet.

Elite Puppet[edit]

Also beginning at 1st level, you can empower one of your puppets with a greater level of magic. During a short or long rest, you can upgrade your existing puppets by giving it more material and magical energy. You may choose to increase the size of the puppet by one category (small to medium, for example). You can only have one enchanted Elite Puppet at a time. You cannot control any other puppets when you are controlling an Elite Puppet.

Elite Puppets have the same ability scores of a normal puppet, except that it has hit points equal to seven times your Puppet Creator level.

Spellcasting[edit]

At 2nd level, you have begun to experiment with transmutation magic to create your puppets. In the process, you have learned some of the more tame aspects of casting, allowing you to cast spells.

Cantrips

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

Spell Slots

The Puppet Creator table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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

Spells Known of 2nd Level and Higher

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

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

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

Spellcasting Ability

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

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

Spell attack modifier = your proficiency bonus + your Charisma modifier


Spellcasting Focus

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

Spellcasting and controlling puppets

You can use the same hand to control a puppet and make the somatic material requirement for a spell.

Puppet creation paths[edit]

At 3rd level, you choose a Puppet Creation Studies. Choose between Doppelganger, Army, Pretty, Leader, Living, Undead, Real, Summon, Clockwork, Mystical, and Brute, all detailed at the end of the class description. Your choice grants you features at 3nd level and again at 7th, 11th, 15th and 18th level.

Ability Score Improvement[edit]

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.

Elite Combo[edit]

At 5th level, you become an expert on controlling your elite puppet and attacking at the same time. Whenever you use your action to control your elite puppet, you may use your bonus action to make on weapon attack.

Puppet Specialization[edit]

Starting at 5th level, you have learned to imbue your puppets with greater levels of skill. During a short or long rest, you can train your puppet into a specialization. You can retrain your puppets, changing their current specializations during a short or long rest. Choose one of the following specializations to train your puppet into:

Indentured

Requirement: At least one mouth You have trained your puppet to use mysterious magic that is not that their own. When you train your puppet in this way, the magic imbued within them creates a magical contract, binding the puppet's magic to you.

Spellcasting: As an action, you can cast cantrips through this puppet. This puppet counts as a valid target for your spells with a range of self.

Knight

You have trained your puppet to wield weapons in your name, making them a stronger combatant. This puppet gains proficiency in light armor, shields, and simple weapons.

Accurate Strikes: This puppet has a +1 to all attack and damage rolls.

Stat Increase: The puppet's Strength or Dexterity score increases by 4.

Performer

Requirement: A musical instrument You have trained your puppet in the art of song, dance, and overall entertainment. This puppet gains proficiency in the musical instrument used to train it.

Inspiration: You can order the puppet to use its action to cast Inspiration from the bard class. It has as range of 30 feet and uses a d6. This feature can be used once per short rest.

Stat Increase: The puppet's Charisma increases by 1.

Savage

You have trained your puppet to be a berserk savage on the battlefield. This puppet gains proficiency in light armor and simple weapons.

Rage: As a bonus action, all puppets with this specialty gain resistance to nonmagical piercing, bludgeoning and slashing until the start of your next turn.

Stat Increase: The puppet's Strength score increases by 4.

Savant

Requirement: At least one mouth

You have trained your puppet to channel the magic that you have imbued within it. When you train your puppet in this way, a magical trinket appears on their person, serving as an arcane focus.

Spellcasting: As an action, you can cast non-cantrips spells through this puppet. This puppet counts as a valid target for your spells with a range of self.

Scout

You have trained your puppet to have keen senses and versatile movement. This puppet gains proficiency in light armor, simple weapons, and ranged weapons. This puppet is capable of making ranged weapon attacks with ranged weapons.

Nimble Climber: This puppet gains a climbing speed equal to double its base walking speed and ignores difficult terrain.

Stat Increase: The puppet's Dexterity score increases by 3.

Shamastic

Requirement: At least four legs and must not be made of metal

You have trained your puppet to channel the magic of nature and bend it to carry out your will. This puppet gains proficiency in light armor that isn't made of metal.

Natural Weapons: This puppet gains natural weapons in the form of claws, bite, tail, or horns.

Claws deal 1d8 + the puppet's Dexterity modifier in slashing damage.

A bite deals 1d8 + the puppet's Strength modifier in piercing damage.

A tail has a reach of 10 feet and deals 1d6 + the puppet's Strength modifier in bludgeoning damage.

With a horn, if the puppet moves at least 20 feet straight forward toward a target, it can make a horn attack that deals 1d10 + the puppet's Strength modifier in piercing damage.

Stat Increase: The puppet's Strength score increases by 3.

Templar

Requirement: A holy symbol

You have trained your puppet to channel a crude mimicry of divine magic through yours. This puppet is proficient in light armor, shields, and simple weapons.

Healing Touch: You can order this puppet to use its action to use healing touch. Healing touch heals a creature that it touches a number of hit points equal to your Puppet Creator level. This ability can be use once per long rest.

Beacon of Hope: As an action, you can cast the light cantrip on this puppet.

Stat Increase: The puppet's Strength score increases by 2.

Trickster

You have trained your puppet to be sneaky and swift. This puppet gains proficiency in simple weapons.

Quick Thinking: As a bonus action, all puppets with this specialty can use the Dash, Disengage, or Hide action.

Stat Increase: The puppet's Dexterity score increases by 2.

Puppet Magic[edit]

Starting at 10th level, your manipulation of transmutation magic and your puppets has improved. Whenever you use your action to control any of your puppets, you can use your bonus action to cast one of your Puppet Creator spells.

Puppet improvement[edit]

At level 10, you learn to improve your puppet. Your puppets gain +2 to all abilities and increased speed by 15 feet. Additionally, you can you your reaction to make attack of opportunity with one of your puppets.

Elite Multi-specialization[edit]

At 14th level, your elite puppet becomes much smarter than a normal puppet. Elite puppet's Intelligence and Wisdom ability score is increased by 2. Additionally, your elite puppet can have two specializations.

Improved puppet specialization[edit]

At 14th level, you learn to further improve your specialized puppets. Each puppet specialization gains the new following abilities:

Indentured

Your puppets with the indentured specialty gain the following:

Invocation: Choose one eldritch invocation that does not grant addition spells or casting spells at will from the warlock class.

Magically Contracted: This puppet as advantage on saving throws against spells and other magical effects.

Knight

Your puppets with the knight specialty become proficient with medium armor and all martial weapons.

Action Surge: On your turn, this puppet can take one additional attack action. Once this feature is used, it cannot be used again until after a long rest.

Stat Increase: The puppet's Strength or Dexterity score increases by 4.

Performer

Your puppets with the performer specialty become proficient in light armor.

Jack-of-all-Trades: This puppet gains a bonus to all skill checks equal to half your proficiency bonus (rounded down).

Wondrous Voice: This puppet gains the ability to sing. This singing cannot contain any lyrics or words.

Stat Increase: The puppet's Charisma score increases by 3.

Savage

Your puppets with the savage specialty become proficient in medium armor, shields, and all martial weapons.

Reckless Attack: When this puppet makes the attack action, you can order it to attack recklessly. Doing so gives the puppet advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against this puppet have advantage until the start of your next turn.

Stat Increase: The puppet's Strength score increases by 4.

Savant

Your puppets with the savant specialty gain the following:

Return: As a reaction, all or any puppets with this specialty teleport on top of you, in your backpack, or within 5 feet of you.

Magically Warded: Spell attacks have disadvantage to hit this puppet.

Scout

Your puppets with the scout specialty gain proficiency in medium armor, shields, and all martial weapons.

Favored Foe: This puppet deals an extra 1d4 damage of the weapon's type on a hit.

Stat Increase: The puppet's Dexterity score increases by 3.

Shamastic

Your puppets with the shamastic specialty gain the following:

Wild Shape: You can order this puppet to use its action to use Wild Shape from the druid class. This wild shape must be of a CR 1 or lower creature that cannot swim nor fly. Once used, this ability cannot be used again until after a short or long rest.

Thick Skin: The puppet's natural armor is increased by 1.

Stat Increase: The puppet's Strength score increases by 3.

Templar

Your puppets with the templar specialty gain proficiency in medium armor.

Smite: When this puppet hits a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st.

Stat Increase: The puppet's Strength score increases by 2.

Trickster

Your puppets with the trickster specialty gain proficiency in light armor and the stealth skill.

Sneak Attack: Once per turn, the puppet can deal an extra 1d6 damage to one creature the puppet hits with an attack if it has advantage on the attack rolls. The attack must use a finesse weapon.

The puppet doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and the puppet doesn't have disadvantage on the attack roll.

Stat Increase: The puppet's Dexterity score increases by 3.

Puppet Master[edit]

At level 20, you have discovered a method to control more than one puppet with one hand. You can control a total of two puppets per hand (four puppets in total), or one Elite Puppet per hand (two Elite Puppets in total).

Additionally, all of your puppet's ability scores are increased by 2.

Puppet Creation Studies[edit]

A puppet creator sees a puppet in a variety of ways, every single one being unique in their own right. Puppet creator can spend years crafting, building, and designing their perfect creations. These are often referred to as Creation Studies. Choose one of the following studies that help determine how your puppets are unique, and what they can do.

Doppelganger[edit]

Puppet Creator of the Doppelganger study are known for making very life-like puppets that can even confuse the most astute minds. These puppet creator excel at making life-sized, puppet versions of themselves, often confusing others, while fulfilling purpose for themselves.

I look just like you[edit]

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

I can see, hear, and speak just like you

At level 3, your mind can enter a doppelganger puppet. As your bonus action, you can hear and see what your doppelganger puppet can see and hear. You can speak through this puppet. Your normal body is blind and deafen. While you are doing this, you may use ranged weapon or make spell attack (not spells that causes saving throw spells) with this puppet. If this puppet leaves 60ft from your orginal body, the connection is broken and you return back to your original body.

I am a spellcaster just like you[edit]

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

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

I am a trickster just like you

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

I am a puppeteer just like you[edit]

At level 11, when you use I can see, hear, and speak just like you on one of your doppelganger puppets with the Savant specialization, you can control your other puppets from this puppet. In other words, puppets must be within 60 feet of this doppelganger puppet instead of you in order to control them.

I am pretty just like you

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

I am alive just like you[edit]

At level 15, you and your doppelganger puppets appear to be the same from the five senses. Not even the strength of true sight can differentiate you from your puppets. Your doppelganger puppets become living constructs, meaning they can be effected by healing spells and abilities like a normal creature. Doppelganger puppets require 4 hours of sleep, one meal per day, air to breath, and water to remain alive. They cannot be healed by the mending cantrips nor be repaired during a rest.

I can feel, smell, and taste just like you

At level 15, when you use I can see, hear, and speak just like you, you can feel, smell, and taste though this puppet. Your original body falls unconscious and cannot detect anything while you are using this ability.

I am just like you... but better[edit]

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

  • You keep your skills and non-racial abilities, but now use your puppet's hit point maximum, armor class, and ability scores.
  • You no longer are limited to having to be within 60 feet of your original body.
  • If your original body is killed or on a different plane of existence than you, you cannot cast spells.
  • You can control your original body just like you would an active, savant doppelganger puppet. It has your original hit point maximum, armor class, racial abilities, and ability scores.

Army[edit]

Puppet creator of the Armada study have dedicated themselves to crafting smaller puppets in greater numbers. An army of small and attentive mimics can become the life of the show or bring doom down upon those who have scored the puppet creator's ire.

Power in numbers[edit]

At level 3, whenever you create puppets, you can instead make up to three army puppets. Army puppets are tiny size and have hit points equal to your puppet creator level. They are proficient in light armor and stealth skill.

Power in reinforcements

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

Power in squads[edit]

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

Defining squad

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

Squad size

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

At level 15, three army puppets fit in one squad. At level 20, you can control up to 4 squads at a time.

Power in defense

At level 7, you teach your puppets better defensive strategy. Your army puppets are proficient in medium armor, shield, and all saving throws. They also double their proficiency bonus made for Dexterity (Stealth) checks.

Power in ranged weapons[edit]

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

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

Power in heavy weaponry

At level 11, Your army puppets can use weapons with the heavy property without suffering disadvantage. When an army puppet is equipped with a weapon with the heavy property, they must use both hands, regardless of the weapon's type, and their speed is reduced by half.

Power in dodging[edit]

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

Power in world domination[edit]

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

Pretty[edit]

Puppet creators of the Elegance study prioritize appearance and beauty over combat and function. When it comes to beauty, Elegant Puppets take the crown. Very few puppet creators have been known to craft elegant puppets for devious purposes. The majority have been observed only ever wanting to bring something amazing into the world, albeit in an odd way.

Do I look pretty?[edit]

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

Do I look real person?[edit]

At 3rd level, pretty puppet can vary in appearance greatly. Whenever you make a normal puppet into an elegant puppet, they appear much like a beautiful doll. When you make an Elite Puppet an elegant doll, they appear as a normal person, almost indistinguishable from a real person.

Do I look like a friend?[edit]

At level 3, your pretty puppets are great at making new friends. You learn the friends cantrip. You can cast this cantrip through your pretty puppets.

Do I look charming?[edit]

At level 7, Pretty puppets have magical ways to get people on their side. Pretty puppet cast charm person, silvery barbs, or animal friendship spell without any spell slots once per long rest. Pretty puppet with performer specialization can use this feature until a short or long rest.

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

Do I look like a doll?[edit]

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

Your maximum range on your control on pretty puppets is increased to 240 ft and through walls. This does not increase range of normal puppets.

Do I look like a royalty?[edit]

At level 11, your puppet looks as wealthy as the the royalty themselves. Pretty puppet cast enthrall or animal friendship spell without any spell slots once per after long rest. Pretty puppet with performer specialization can use this feature after a short or long rest.

Do I sound like a person?[edit]

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

Do I look like a best friend?[edit]

At level 15, your puppet looks as the most friendliest puppet in town. Pretty puppet cast fast friends spell without any spell slots once per after long rest. Pretty puppet with bard specialization can use this feature after a short or long rest.

I am perfection[edit]

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

Obey Your New Ruler[edit]

At level 18, you puppet looks as wealthy as the the royalty themselves. Pretty puppet cast dominate monster or dominate person spell without any spell slots once per after long rest. Pretty puppet with bard specialization can use this feature after a short or long rest.

Follower[edit]

Puppet creators of Zealous study are often considered crazed fanatics that not even the most power hungry of cultists would follow them. With this realization, they decide to create their own followers, giving them the semblance of living gods. Some are simply lonely, and want a devoted friend.

I am alive, just for You[edit]

At level 3, whenever you turn a puppet into an enchanted puppet, you may instead "borrow" a soul and place it into a puppet to create a follower puppet. Follower puppet must have a mouth and name. When you remove activated status from an activated follower puppet, its soul escapes to the afterlife.

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

Follower puppet knows that you are their creator. Follower puppet knows that if you die, they will die too. Follower puppet have free will. Most Follower puppets treat their creator as their parent, master, or God.

Follower puppet stats

Follower puppets have +3 to intelligence, +3 to wisdom, and +2 to charisma.

The First Law

When you gain this study, create a five or less worded law about combat that all of your zealous puppets must obey. During combat, if you give your zealous puppets no commands, they will try to fulfill this law to the best of their abilities.

I Learn Cantrips, just for you[edit]

At level 3, your puppets desire to get your attention. Each Follower puppet learns and cast one warlock cantrip of their choice.

I Cast Spells, just for you[edit]

At level 7, Follower puppets are infused with your magic. Followers puppets can cast spells as long as they are in your control. They use your spell slots to fuel their spells.

Indentured Follower puppet cast Arms of Hadar or Hex spell without any spell slots once per long rest.

Follower puppet with Savage specialization does not get their Improved puppet specialization ability.

I Made a Pact, just for you[edit]

At level 11, you Follower puppets are willing to use dark arts to help your cause. Follower puppet gain any Pact Boon except Pact of Chains.

I Fight your Enemies, just for you[edit]

At level 11, your Follower puppets are ready to enter battle with you. Indentured follower puppet can cast Phantasmal Force or Shadow Blade spell without any spell slots once per after long rest.

I do Good Deeds, just for you[edit]

At level 15, your followers preform good deeds in an attempt to get your attention. Whenever your follower puppets do a good deed (determined by GM), all of your puppets and you gain the effects of Nystul’s Magic Aura which causes the effected creature to appear to be of the good alignment and not have any magical properties or items.

I Open Portals, just for you[edit]

At level 15, indenture follower puppet cast Enemies Abound or Hunger of Hadar spell without any spell slots once per long rest.

I Spread the Good News, just for you[edit]

At level 18, your follower puppets has ascended to the next level. level, your zealous puppets begin to spread the doctrines of their creation. Their desire to follow you has converted all zealous puppets into worshipers. A worshiper gains free will the moment they leave your area of control. While they have free will, they still have a strong desire to worship you. Your worshipers can cast spells regardless how far away they are from you.

When they desire to use your spell slots, in your mind you will hear "I desire to use your strength", knowing the worshiper's name and what exactly they are asking for. You may use your reaction to grant them access to use your spell slots.

I Convert Others, just for you[edit]

At level 18, level, your worshipers have the ability to convert others to your will. Your worshipers inscribe arcane runes upon the ground, placing the initiate into the circle's center. The worshipers attach five strings to the initiate: one for each limb, and one for the head. The lead worshiper begins to speak the ancient tongue. At the end of the 1 hour ritual, the leader worshiper sacrifice a doll and seals their fate.

If they are unwilling, that creature makes a Wisdom saving throw against your spell save DC. On a failed save, they are under a permanent effect of the suggestion spell, becoming one of your follower puppets. On a success, they are under the normal effects of suggestion, worshiping you.

New follower puppets keep all of their features and racial traits. They only gain new traits that the worshiper puppet gains from the Follower Puppeteer. This ritual can be performed once per week.

I Summon Our Demon Lord, just for you[edit]

At level 18, your worshipers, much like a proper cult, desire to summon their God. Your worshipers can perform a ritual, sacrificing a living creature to call your presence. When the summoning ritual begins, you can hear in your head that the summoning ritual has begun and you know its exact location. When the ritual has persisted for 30 minutes, you can use your action to see and hear through the sacrificed creature. At the end of the ritual, you hear in your head: "Your worshipers desire to see you. Do you want to see them?". If you decide to heed their call, you switch places with the sacrificed worshiper. If you say no, you may send a 50 word message that your sacrificed creature will speak out loud.

Regardless of the choice, the sacrificed creature will gently touch the ground. They wake up and have no memories of what has transpired.

This ritual can be don in a variety of ways, require the following possible items:

  • A doll to be sacrificed to the Puppeteer
  • The blood of each performer
  • An associated object with the Puppeteer
  • The skull of a fiend or celestial creature

This ritual can only be performed once per long rest. If done a second time, you are unable to heed their call but you are still able to send the 50 word message.

Living[edit]

A universal goal of all puppet creators is to give their works of art life, or at least a semblance of it. Puppet creators of the Living study exemplify this desire, creating puppets that resemble a real creature in most every way. The fact that they are alive is not what is in question here, but the morals behind it are what stand on trial in most circumstances.

What is life?[edit]

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

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

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

Living puppet stats

Living puppets receive a +5 to their Intelligence and a +3 to their Wisdom. Living puppets have resistance against physic and poison damage, as well as advantage against the charmed and frightened conditions. Living puppets require food, water, and need to breath. A living puppet can not be magically put to sleep, however they do require 10 hours of sleep.

Starting at 11th level, a living puppet requires only 8 hours of sleep.

Controlling a Living Puppet

Living puppets, unlike your normal puppets, act after your turn. You do not require an empty hand to "control" a living puppet. As your bonus action, you can strongly suggest an action for your living puppet to take on their turn, but they are not required to follow your commands directly.

A specialized living puppet's abilities no longer require your action, bonus action, or reaction. Instead it uses the living puppet's action, bonus action, or reaction.

Healing a Living Puppet

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

When a living puppet is reduced to 0 hit points, they start to die and must make death saving throws like a normal character.

Stage of Life Toddler.

You have begun to keep track of your living puppets, and how that functionally act at certain stages of their life. At this stage, your living puppet acts like a 4 year old mentally. They cannot leave 10 feet from you and will start to cry if they cannot see you.

Additionally, at this stage only, your living puppet has disadvantage to resist being frightened.

What is life?[edit]

At level 3, You can bring back a dead living puppet. You can spend at least a 1st-level spell slot to bring them back to life. They come back with 1 hit point and remain unconscious until they are healed or after a short rest. You can only use this ability on a living puppet if it has been dead no longer than a minute.

What is music?[edit]

At 7th level, your living puppet has begun to broaden its knowledge of the material world. Your living puppets with the Performer specialization now have the ability to sing. These living puppets also gain proficiency in the Performance skill.

Living puppets can cast spells as long as they are within 60 feet of you, using your spell slots to fuel their spells.

A living puppet with the Savage specialty cannot gain the additional features received from their Improved Puppet Specialization.

Stage of Life Child.

Your living puppet has grown up over the time that they have been with you. Living puppets will act in similar relation to an 8 year old child. They cannot leave 30 feet from you and are constantly curious.

Additionally, living puppets receive a +1 to their Intelligence and Wisdom.

What is after life?[edit]

At level 11, Starting at 11th level, you have found a way to restore life to your living puppet's soul. You can cost the revivify spell on your living puppet, requiring no material components.

Stage of Life Preteen

Your living puppet has grown further. Your living puppet know acts more in relation with a human preteen. They cannot leave 60 feet from you. Additionally, living puppets receive a +1 to their Intelligence and a +2 to their Wisdom.

What is war?[edit]

At level 15, At 15th level, you have begun to train your living puppet on how to defend itself. They become proficient in daggers and light armor. They are able to make ranged weapon attacks.

Stage of Life Teenager

Your living puppet has matured into a teenager. Depending on how you raised them, you might be lucky enough to not deal with the rebellious phase. They cannot leave more than 120 feet from you.

Additionally, living puppets receive a +1 to their Intelligence and a +2 to their Wisdom.

What is free will?[edit]

At level 18, you have reached your ultimate goal: your living puppets are humanoid, rather than constructs. They have become real, living creatures, receiving a +3 to Strength, a +1 to Dexterity, and a +2 to Constitution.

Your living puppets lose their resistance to psychic and poison damage, and no longer have advantage against the charmed and frightened conditions.

Additionally, during a long rest you may remove enchantment from your living puppet. When you do so, they lose all abilities and features from your puppet creator and this subclass. They gain all racial abilities other than ability score increase from closest race to what they have become. They may gain class levels that best matches their specialties. This living puppet is no longer a puppet and as such, no long feel compelled to follow your commands.

Stage of Life Adult

Your living puppet has matured into a full functioning adult. They gain proficiency in simple weapons. The living puppet is only now required to be on the same plane as you. Finally, you living puppet receives a +1 to Intelligence and a +2 to Wisdom.

What is a sibling?[edit]

At 18th level, you can replicate the ritual to create a living puppet. During a long rest, you can create a new living puppet. When you do so, you may choose what stage of life they will start at and they gain the appropriate features to match their life stage. They will naturally (GM decides) grow up to the next life stage.

Undead puppet[edit]

Puppet creators of the Undead study are often misidentified as necromancers, but the differences between the two appear to be very minor. The creative spark in these puppeteers have been twisted into a horrific shadow of its former self, creating undead puppets to wreak havoc.

Raise the undead[edit]

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

Raise the skeleton[edit]

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

Raise the shadow[edit]

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

Raise smarter skeletons

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

Raise the ghoul[edit]

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

Raise the ghast[edit]

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

Raise the Mummy[edit]

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

Real[edit]

Puppet creators of the real study are often the ones most at odds with others. Rather than craft and design puppets, these puppet cretors take on the more sinister aspect of controlling others. No mere enchanter or enchantress, but a binder of wills and destroyer of dreams.

A real living puppet[edit]

At level 3, whenever you enchant a puppet, you can instead give the enchanted status to a willing creature that you are currently touching. Creatures enchanted in this way are referred to as Real Puppets. This creature must be a humanoid with a CR rating or character level equal to or lower than your Puppet Creator level. A real puppet's abilities and statistics are mostly unaffected, except that they receives a permanent +1 to Intelligence, Wisdom, and Charisma saving throws. They do not gain any of the normal puppet's statistics, nor can a real puppet be an Elite or specialized puppet.

Controlling a Real Puppet.

A real puppet still has a free mind and act normally on their turn. You can "control" your real puppets with your voice and with one of your empty hands. As a bonus action, you can speak an order aloud to the real puppet. The order is one sentence long and it must be related to what they will do on their turn. They can refuse any order by making an Wisdom (Insight) check against your spell save DC. On a failed save, they must follow your order to the best of their ability. You can only control one real puppet at a time, but you can still control normal puppets at the same times as a real puppet.

Freeing a Real Puppet

At anytime, you can release a real puppet from its service. A real puppet is automatically freed when they move more than 60 feet away from you.

A real attack[edit]

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

A real helping hand

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

A real multitasker[edit]

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

A real hard hitter

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

A real evasive manuavers[edit]

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

A real life saver

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

A real chase for a new living puppet[edit]

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

A real runner

At level 18, all real puppets gain additional 15 speed and increase one of their ability score of your choice by 1.

Summon[edit]

Puppet creators of the Summoning study take it upon themselves to study the planes of the multiverse. Within them lies the vast untold secrets of unlimited knowledge, and the creatures that know how to unlock them. Puppet creators search for beings other than humans and puppets to serve as the vessels for their creation.

I choose you, puppet[edit]

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

I choose you, familiar[edit]

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

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

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

I choose you, beast[edit]

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

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

I choose you, fey[edit]

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

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

I choose you, elemental[edit]

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

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

I choose you, celestial[edit]

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

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

Clockwork[edit]

Not completely dissimilar to the common artificer, puppet creator of the Clockwork study are more aligned with the advancement of technology, rather than magic. This goes the same for their puppets. Rather than magical life, artificial life is their ultimate goal when designing their puppets, perhaps looking to even recreate the great Primus himself.

Order: Activate[edit]

Starting at 3rd level, whenever you make a puppet, you may instead make a clockwork puppet. Your clockwork puppets are made of metal, gears, and wires, requiring water and fuel to function. When you finish creating a clockwork puppet, choose two words. During combat, when you give no orders, instead of defaulting to the Dodge action, the clockwork puppet will try its best to follow the single word order you assigned it.

A clockwork puppet cannot have the Shamastic puppet specialization.

Order: Magic[edit]

At 3rd level, you pick up a few tricks from the artificer. Whenever you learn a new cantrip or spell, you may pick it from the artificer spell list. You can only have up to your proficiency modifier of artificer spells.

Order: frenzy[edit]

At level 7, your Clockwork savage puppet has frenzy ability. As your bonus action, Clockwork savage puppet enter frenzy from berserker barbarian. This ability only can be used once per long rest.

Order: defend[edit]

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

Order: regenerate[edit]

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

Order: kill all organics[edit]

At level 18, you have begun to see the flaws in organic, living beings, and you have infected your clockwork puppets with this same directive. Your clockwork puppets deal an additional 1d12 damage of the weapon's or spell's type to all creatures that lack the Construct and Undead creature types.

Mystical[edit]

Puppet creators of the Mystical study are those that have become obsessed with not only the mysteries of magic, but also the mystery of true magical animation. The imbue their puppets with aspects of the weave, even further beyond the average puppet creator.

I cast Create Mystical Puppet[edit]

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

I cast Gain Knowledge

At level 3, your focus on magic has unlocked new spells. At 3rd level, and again at 7th, 11th, 15th, and 18th level, you gain access to Arcane Spells related to your puppeteering craft. You always have these spell prepared, and they don't count against the number of spells you can learn each level. If you gain access to a spell that doesn't appear on the puppet creator spell list, the spell is nonetheless a Puppet creator spell for you.

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

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

I cast Enlarge puppet[edit]

At level 7, you modify your Enlarge/ reduce spell to make your Mystical puppets massive. When you cast Enlarge/Reduce spell on Mystical puppets, its normal effect is replaced with this: "The target's size quadruple in all dimensions, and its weight is multiplied by 16. This growth increases its size by two category-- from small to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d8 extra damage."

Your Mystical savage cannot gain Improved puppet specialization.

I cast Fly[edit]

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

I cast Shield of Faith

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

I cast Stone Skin[edit]

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

I casr Magic Weapons

At level 15, your magic from your Mystical puppets bleed into their weapons. Your Mystical puppet's weapon, natural, and unarmed attacks are count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, whenever your Mystical puppets is under any spell effect, it gains 1d4 to any weapon damage.

I cast Magic Puppet[edit]

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

Brute[edit]

Puppet creators of the brute study are those who sacrifice enough of their magic to make the strongest puppet to exist. It is no longer a matter of aesthetic or purpose. It is a matter of who stands after a deadly battle.

Tough[edit]

At level 3, whenever you make a puppet, you may instead make a Brute puppet. A brute puppet's hit point maximum is increased by half its current max and receives a +5 to its Constitution.

Arcane Degradation

Due to the strain at power it takes to create a brute puppet, you are incapable of casting any spell higher than a cantrip as long as you have an enchanted brute puppet.

Healing Power

You have found a way to use the spell slots that you still retained to heal your brute puppet. As a bonus action, you can heal your brute puppet for 1d8 per spell slot plus your Constitution modifier.

Healthy[edit]

At level 7, your brute puppet's hit point maximum increases by an amount equal to its Constitution modifier times your Puppet creator's level.

An alpha puppet with the indentured, savant, or templar specialty cannot gain the additional features received from their Improved Puppet Specialization.

Big[edit]

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

Block[edit]

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

Kill[edit]

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

Multiclassing[edit]

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

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

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