Puppeteer, 3rd Variant (5e Class)

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The Puppeteer (Credit from this class goes to the original Puppeteer this is just to not turn your DM Crazy)[edit]

Dark and enigmatic, varied in form and function, puppeteers are driven by an insatiable need for knowledge and power over others, which compels them to shape their lives. By mastering control over their own craft, they gain insight into their foes and the ability to manipulate them from the inside. They enjoy making things into puppets then using them for their daily lives or adventures. Most puppeteers distance themselves from others, instead preferring the company of their own making. Very few have seen puppeteers, most being recluses who prefer to let their puppets do the work for them. The few that have lived to see a puppeteer do their best not to anger them, lest they risk becoming a puppet themselves. The magic of puppeteers is long forgotten, and the many that have learned to practice it do so with limited power and range.

Putting on a Show[edit]

Puppeteers excel at the art of manipulation, either through direct control or subtle deception. Their primary tool and defining characteristic is a puppet. Focusing their obsessive need to micromanage the world around them into designing these dolls, puppeteers customize and improve their unusual puppets to represent their distinct needs and personalities.

If forced to fight, the puppeteer prefers to stay out of the fray and let their wordless machinations do the "talking". Using their threads to guide their manikins and direct the flow of battle, puppeteers, masters of performance, always have a trump card up their sleeve, just in case. Skillful in stealthfully manipulating their puppets from afar, they preside like an unseen conductor where the world is playing along to their every whim.

Quick Build[edit]

You can make a Puppeteer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Most people see puppeteers as menacing, or even villainous, due to the close association with death. Not all of them are evil, but the forces they manipulate are considered taboo by many societies.

Class Features

As a Puppeteer you gain the following class features.

Hit Points

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


Armor: Light armor
Weapons: Simple weapons, Martial weapons
Tools: Tinker’s tools, Leatherworker’s tools, Weaver’s tools
Saving Throws: Charisma, Dexterity
Skills: Choose three from Acrobatics, Arcana, Deception, Insight, Intimidation, Performance. Persuasion, Sleight of Hand


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

  • Two daggers
  • (a) Child's Marionette Doll or (b) Pocket Watch
  • A Necromancer's Journal to Puppet Crafting (notes include 5 examinations of dolls)
  • Leather armor
  • (a) Explorer's Pack or (b) Entertainer's Pack

Table: The Puppeteer

Level Proficiency
Spells Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 2 Personal Puppet • Dying Effigy
2nd +2 3 Grim Harvest 2
3rd +2 4 Shared Knowledge • Art of Puppetry 3
4th +2 5 Ability Score Improvement, Crimson Gift 3
5th +3 7 Handiwork 4 2
6th +3 8 Weaken Will • Art of Puppetry feature 4 2
7th +3 9 Manmade Mania, Roll Call 4 3
8th +3 10 Ability Score Improvement, Fallen Marionette • Art of Puppetry feature 4 3
9th +4 11 Nimble Fingers 4 3 2
10th +4 13 Unnatural Senses 4 3 2
11th +4 14 Life Long Debt, Soul Collector 4 3 3
12th +4 15 Ability Score Improvement, Sacrificial Rite 4 3 3
13th +5 16 Puppet Gang, Spirit Strength 4 3 3 1
14th +5 17 Allured Animation 4 3 3 1
15th +5 19 Tied Lives, Razor Strings 4 3 3 2
16th +5 20 Ability Score Improvement, Snapped 4 3 3 2
17th +6 21 Necromantic Rite • Art of Puppetry feature 4 3 3 3 1
18th +6 22 Parasitic Strings 4 3 3 3 1
19th +6 23 Ability Score Improvement, Follow the Horde 4 3 3 3 2
20th +6 24 Strings of Undeath, Sheer Havoc 4 3 3 3 2


You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items.

Preparing and Casting Spells

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

You know three of the five following Cantrips. You learn one more at level 8 and the final one at level 16:

  • Chill Touch
  • Toll the Dead
  • Mind Sliver
  • Message
  • Mage Hand

You prepare the list of artificer spells that are available for you to cast, choosing from the Puppeteer spell list. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your puppeteer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a puppeteer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Puppeteer Spells
Spell Level Class Spells
1 Bane, Charm Person, Detect Magic, Dissonant Whispers, Shield, Hex, Identify, Silent Image, Sleep, Hideous Laughter, Puppet, False Life, Expeditious Retreat, Feather Fall, Id Insinuation, Mage Armor, Shield, Chromatic Orb
2 Blur, Detect Thoughts, Hold Person, Invisibility, Mirror Image, Phantasmal Force, See Invisibility, Shatter, Silence, Suggestion, Crown of Madness, Darkness, Jim's Glowing Coin, Gift of Gab, Locate Object, Magic Weapon, Mental Barrier, Mind Thrust, Mind Spike, Nystul's Magic Aura
3 Bestow Curse, Clairvoyance, Fear, Feign Death, Hypnotic Pattern, Major Image, Nondetection, Sending, Speak With Dead, Animate Dead, Bestow Curse, Blink, Catnap, Enemies Abound, Haste, Vampiric Touch, Leomund's Tiny Hut, Fireball
4 Dominate Beast, Compulsion, Confusion, Dimension Door, Greater Invisibility, Hallucinatory Terrain, Confusion, Charm Monster, Divination, Ego Whip, Fabricate, Otiluke's Resilient Sphere, Locate Create, Phantasmal Killer, Shadow of Moil, Storm Sphere, Vitriolic Sphere
5 Awaken, Dominate Person, Dream, Mislead, Modify Memory, Telekinesis, Geas, Antilife Shell, Commune, Danse Macabre, Destructive Wave, Hold Monster, Legend Lore, Mislead, Modify Memory, Insect Plague, Negative Energy Flood, Reincarnate, Seeming, Scrying, Synaptic Static, Telepathic Bond, Teleportation Circle, Telekinesis
Duelist Puppet Spells
Spell Level Class Spells
1 Shield, False Life
2 Blur, Magic Weapon
3 Haste, Vampiric Touch
4 Stoneskin, Locate Creature
5 Dominate Person, Hold Monster
Magic Attacker Puppet Spells
Spell Level Class Spells
1 Magic Missile, Chromatic Orb
2 Acid Arrow, Scorching Rays
3 Fireball, Psionic Blast
4 Black Tentacles, Ice Storm
5 Cloudkill, Arcane Hand
Puppet of All Trades Spells
Spell Level Class Spells
1 Charm Person, Bane
2 Calm Emotions, Enhance Ability
3 Plant Growth, Tongues
4 Greater Invisibility, Polymorph
5 Geas, Animate Object
First Aid Puppet Spells
Spell Level Class Spells
1 Purify Food and Drink, Cure Wounds
2 Prayer of Healing, Lesser Restoration
3 Remove Curse, Revivify
4 Death Ward, Guardian of Faith
5 Raise Dead, Mass Cure Wounds, Heal
Broken Puppet Spells
Spell Level Class Spells
1 Hellish Rebuke, Expeditious Retreat.
2 Shatter, Ray of Enfeeblement
3 Dispel Magic, Fear
4 Banishment, Blight
5 Hold Monster, Dream

Personal Puppet[edit]

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You have been given the gift to make puppets from corpses and imbue them with a foul mimicry of life, raising it as an Undead creature. To make a Puppet, you must make a DC 15 check with a set of either: Tinker’s tools, Leatherworker’s tools or Weaver’s tools. It takes 1 minute to create a puppet. You can try to raise an undead creature, you must successfully charm the creature in order to make it your Puppet. The dead creature's spirit rolls a Charisma saving throw against your DC adding +2 for every level difference between you and the creature. If it fails, it becomes your puppet after 1 minute of reanimating itself. If it passes, you fail to create a puppet and he becomes inmune. You can create 1 puppet per day, 2 al level 5, 3 at level 10 and so on. The creature keeps it's AC and it's Ability Scores, but it's HIT POINTS, SPELLS and PASSIVES are replaces by the puppet it turns into. At level 4, missing limbs are replaced and nonmagical diseases are removed. At level 8, all curses and diseases are lifted in addition to gaining maximum HP equal to your Puppeteer level. There are four puppet types you can create. Whenever a puppet gets reduced to 0 hit point you can make a DC 12 check to turn it into a broken puppet. Note: Puppets can only wear armor or shields if the creature originally used them. You can equip a siper with a sword.

Duelist Puppet:

Proficiencies: All Weapons
Saving Throws: Strength, Dexterity
HP: 12 (1d12 + 5) 
Warrior: This creature gain +2 to attack and damage rolls.

Magic Attacker Puppet:

Proficiencies: No Weapons
Saving Throws: Charisma, Intelligence
HP: 8 (1d8 + 2)
Overflowing Magic: Your Charisma modifier is added to this puppet's spell damage.

Puppet of All Trades:

Proficiencies: Simple Weapons
Saving Throws: Charisma, Strength, and Constitution
HP: 11 (1d12 + 1) 
Well Rounded: This creature gains +1 on attack, damage, and ranged spell attack rolls. 
STR 12 (+1) DEX 12 (+1) CON 12 (+1) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)

First Aid Puppet:

Proficiencies: Simple Weapons
Saving Throws: Charisma, Wisdom
HP: 10 (1d10 + 3),  
Healing Spirit: This Puppet heals an additional 4 HP when it heals someone.  
STR 1(-5) DEX 1 (-5) CON 10 (+0) INT 16 (+3) WIS 16 (+3) CHA 20 (+5) 

Broken Puppet:

Proficiencies: No Weapons
Saving Throws: Two of your choice
Armor Class 10 (Natural Armor), HP: 5, Speed: 10ft. +5 to its DC and saving throws. 
Volatile Components: When this puppet dies,  the target must make a Strength saving throw or take damage equal to your level + Proficiency bonus + Charisma modifier. 
STR 1 (-5) DEX 1 (-5) CON 1 (-5) INT 1 (-5) WIS 1 (-5) CHA 1 (-5) 
Strings of Puppetry

A Puppeteer might be brilliant in their craft, honing it throughout the years of their lives. As you hold your hands with your fingers spread, thin psychic strings shoot forth from your outstretched fingertips. A Puppeteer may only control their Puppets as long as they remain within visual range. These psychic strings are only visible upon a Perception Check (DC = 8 + Proficiency Bonus + Charisma modifier).

Command Puppet

On each of your turns, you can use a Bonus Action to mentally Command any Puppet you made with this feature within 60 feet of you (if you control multiple Puppets, you can Command any or all of them at the same time, issuing the same Command to each one). The maximum number of Puppets you may have equals to your Charisma modifier (minimum of 1). (Even inactive Puppets count toward this total)

Puppets under your control, obey your commands to the best of their ability. You may fiddle with their strings, controlling them. Doing so allows you to choose the life-sized Puppet's actions and bonus actions. You decide what action and bonus action the Puppet will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands on your turn, it acts only in self-defense. You need both hands free to control a Puppet.

  • Once given an order, the Puppet continues to follow it until its task is complete.
  • The Puppet use your proficiency bonus.
  • The Puppet's attacks count as magical for the purpose of overcoming resistance and immunity to non-magical damage.
  • If you are incapacitated or absent, the Puppet is unable to act on its own.

Dying Effigy[edit]

You learn to pull the threads of magic laced in the puppet to bring it forward and take blows instead of yourself. After taking damage, you can instead use your reaction to have a puppet take the damage instead if it is within 100 feet and line of sight. This ability can be used two times, regaining all uses after a long rest. You gain 4 uses at 10th level, and 5 at 15th.

Grim Harvest[edit]

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain three hit points per level for each creature killed. You don't gain this benefit for killing constructs or undead.

Art of Puppetry[edit]

Beginning at 3rd level, Puppeteers begin to study their craft extensively, bringing forth various Arts of Puppetry. They offer the practitioner the one thing that binds their craft together. You learn an Art of Puppetry feature at 3th, 6th, 8th & 17th levels. You are also able to warp your Puppets into a parallel dimension where they become inactive.

  • The Ventriloquist
  • The Dollmaker

Shared Knowledge[edit]

At 3rd level, you gain the ability to peer into the mind of your puppets. Roll a Wisdom check (Insight) to learn memories about a puppet's life. You can use this feature a number of times equal to your Charisma modifier.

Crimson Gift[edit]

Beginning at 4th level, you're able to extend your innate magic to others. As an action, you may expend a spell slot to grant one of your Puppets 1d4 temporary hit points until they're depleted - taking necrotic damage instead equal to the number rolled. This damage ignores resistance, immunity, and vulnerability. You can use this feature a number of times equal to your Charisma modifier. At higher levels the die increases by 1d4 when you reach 8th level (2d4), and again at 12th level (3d4), 16th level (4d4), and 19th level (5d4). At higher levels, you may choose a roll between 1d4 and the available options when granting a puppet temporary hit points.

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.


Starting at 5th level, you gain proficiency in Sleight of Hand after how much delicate craftsmanship you have performed. You also gain expertise in your three tool proficiencies. If you are already proficiente in sleight of hand you can choose any of the proficiencies listed on the cretion chart.

Weaken Will[edit]

Starting at 6th level, when you bring a creature back to life it has disadvantage on saving throws against being charmed by you. Once you use this feature, you can't use it again until you finish a short or long rest.

Madmade Mania[edit]

Starting at 7th level, the amount of Puppets you may control increases to Charisma modifier + Proficiency bonus. The range you control puppets has increased by 120 feet.

Roll Call[edit]

Starting at 7th level, you can take your bonus action to call your puppets toward you. Th You may choose to call one, all, or some of your puppets. They move an amount closer to you equal to their walk speed. You can choose to have them Dash towards you, moving double their walk speed towards you. If you do so, they cannot move on their next turn. This movement does't provoke ant oportunity attacks.

Fallen Marionette[edit]

Starting at 8th level, the moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being unconscious or dead. You grant a bonus to the attack roll and damage roll of the cursed creature’s attack equal to your Charisma modifier (minimum of 1).

Nimble Fingers[edit]

Starting at 9th level, you have mastered perform delicate work with your hands. You now have Expertise in Sleight of Hand

Unnatural Senses[edit]

Starting at 10th level, you can open your awareness to magically sense the presence of the undead within 60 feet of you. Additionally, you can make a Perception check to detect all creatures within 30 feet of you, but you will be unable to know who is friendly and who is hostile. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Life Long Debt[edit]

Starting at 11th level, you can force a puppet to disadvantage on its next roll. It also loses 3 AC. You gain 3 AC and advantage on your next roll. This effect lasts until the end of your next turn.

Soul Collector[edit]

Starting at 11th level, Puppets heal back one fifth the damage they deal to all creatures.

Sacrificial Rite[edit]

At 12th level, you can use a bonus action and sacrifice one of your Puppets to regain Hit Points equal to 1d6 + Constitution ability modifier. You can use this feature twice per short rest. This increases to 1d8 + Constitution ability modifier at level 16 and 1d12 + proficiency + Constitution ability modifier at level 20. You can use this feature three times at level 16 and five times at level 20.

Puppet Gang[edit]

Starting at 13th level, when you surround a small group of creatures (a maximum number equal to your proficiency bonus) with your Puppets, they gain advantage and a bonus to their damage roll equal to your charisma modifier.

Spirit Strength[edit]

Starting at 13 level, you've reaped so much life energy from others that you have become naturally more resilient. Your hit die increases from 1d6 to 1d8.

Allured Animation[edit]

Starting at 14th level, you can briefly control a creature’s actions against their will. As an action, you must target a Large or smaller creature within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move in any direction of your choice or make a single weapon attack against a creature of your choice within range. Dead or Unconscious creatures automatically fail their saving throw. At 20th level, you can now target up to a Huge or smaller creature.

Tied Lives[edit]

Starting at 15th level, you may attach a string between 2 objects or creatures, including yourself. Enemies must make a DC 20 Perception (Observation) check. If they fail, they notice nothing. If they pass, they notice a string has been attached to them. A target can attempt to attack the string if they learn of its existence. If they pass a DC 20 Strength check, the string is cut. This string cannot be burned or destroyed by any means except for an attack roll made against it by a victim of it or by being dismissed by the puppeteer. This string stretches 120 feet. If a creature attempts to walk away from the object it is tied to, it must pass a DC 20 Strength check or fail, resulting in neither object nor creature moving. While this string is connected to two objects or creatures, these actions can be taken:

  • Energy Flow: Roll a 3d8. This amount of HP is transferred from one target to the other.
  • Shared Vitality: When one creature is healed, you can choose to split the amount healed (rounded down) and heal both creatures for that amount. This lasts until the target is healed.
  • Hook, Line, and Anchor: You can anchor the string to the earth itself or a massive object. On each of your turns, you may take an action to reel the creature closer by 10 feet. If they are difficult terrain, they move at a speed of 5 feet per action. If they are immobilized in any way, they are dragged at a speed of 5 feet.
  • Share the Pain: The next time a creature or object affected by this string is attacked, you can use this action to reduce the damage by half (rounded down) and send that damage to the other target

This effect lasts 1 minute.

Razor Strings[edit]

Starting at 16th level, you can now create special strings. These strings deal 2d6 slashing damage and if a creature fails a DC 20 Constitution saving throw, it bleeds. A bleeding creature takes 1d6 necrotic damage until it passes the throw. These strings can stretch between any two objects that are at least 3 inches off the ground. If both objects are 6 or less inches off the ground, a target must roll a Dexterity (Acrobatics) check with a DC of 15 or trip and fall prone after walking into it. A creature can destroy a string after noticing it by roll a Strength check with a DC of 20. This ability can only be used once every 10 minutes.


Starting at 16th level, as an action, you can reduce a puppet's maximum HP by half (rounded up). Based on the model, an effect occurs:

Duelist: Gains advantage on next attack roll and target must make a Charisma saving throw or be frightened until the end of its next turn

Magic Attacker: Gains advantange on its next ranged spell attack roll and target must make a Charisma saving throw or become blind until the start of your next turn

Puppet of All Trades: Target is granted disadvantage for two rounds.

First Aid Puppet: Puppet now heals for the maximum amount until the end of its next turn.

Broken Puppet: The next time a creature attacks this puppet and kills it, it is paralyzed for 1 round in addition to the normal effects.

Necromantic Rite[edit]

Beginning at 17th level, you have spent so much time dealing with undead forces that animate them that you have become inured to some of their worst effects. You have resistance to necrotic damage, and your hit point maximum can't be reduced.

Parasitic Strings[edit]

Starting at 18th level, you can make a ranged spell attack against one Large or smaller creature. On a hit, a string is attached to that creature. It then becomes your puppet. On each of your turns, it must make a Charisma saving throw against your DC. On a fail, it remains your puppet. This spell ends after 3 rounds if the creature doesn't break free. This ability can be used once, and use is regained after a short or long rest.

Follow the Horde[edit]

Starting at 19th level, a Puppet can attempt to presuade a creature within a 10-foot radius of itself to follow its lead. You roll at advantage if your puppet is the same creature type or disguised as the same creature type the target. You need to roll 10 + the creature's modifier (whether it is positive or negative) and roll that number or higher in order to persuade the creature. On a fail, aside from a 1, nothing happens. On a 1, the creature makes an attack of opportunity against the puppet. On a nat 20 the creature is convinced. This ability fails automatically ir the creature's CR is higher than the puppet's. You can only use this ability once per long rest.

Strings of Undeath[edit]

At 20th level, you learn the lethal secrets of necromancy. Creatures who return to life as your Puppets are raised as more powerful beings than they were before. They are resistant to necrotic damage and they add your charisma to their attack and damage modifier.

Sheer Havoc[edit]

At 20th level, as your bonus action, you can declare you are using this bonus action. During the next round of comabt, you go before all others and immediatly cut ties with all puppets. This consumes your entire turn. The Puppets then ignore initiative and go directly after you, in the order they were created. All Puppets go all out, destroying themselves after this ability ends. You cannot act for 1d6 turns after this and cannot make puppets nor control others as puppets for the remainder of the battle. The following Puppets take the following Actions:

Duelist Puppet: Additional +5 to Attack and Damage rolls. Critical hits land on a roll of 15 or higher. They can make an attack to all creatures within a 10-foot radius. This deals 15 force damage to all creatures in the radius. All enemies must make a DC 20 Strength saving throw or fall prone. The Puppet can alternatively take a multi-attack against one creature. This attack deals 3d12 + all bonuses. It also deals a critical hit on a roll of 15 or more.

Magic Attacker Puppet: An Additional +5 to Ranged Spell Attacks and to DC. You gain two 5th level spell slots. They can use any 2 spells at 5th level spell slots. In addition, all creatures in a 10 foot radius must succeed on a DC 20 Charisma saving throw or fall asleep for one round.

Puppet of All Trades: The doll explodes. You gain advantage on all rolls for two rounds. All enemies in a 10-foot radius must roll a Charisma throw. On a fail, they have disadvantage on all rolls for two rounds. On a pass, they gain disadvantage for one round. They also suffer from fear for one round if they fail the save.

First Aid Puppet: You heal for the doll's maximum hit points. You can then either give yourself temporary hit points equal to half of the amount or heal an ally by connecting a string to them and sending the life energy into their bodies. The next time you cast a healing spell, you need not roll. It heals the maximum possible amount.

Broken Doll: The doll simply explodes. All creatures within a 40 foot radius must make a DC 25 Dexterity check. On a fail, they take 2d10 + 40 force damage. On a pass, they take half as much. This damage cannot be healed and can only be restored via a long or short rest.

Arts of Puppetry[edit]

The Ventriloquist[edit]


Starting at 3th level, while a Puppet is within 100 feet of you, you can see through its eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the puppet has. During this time, you are deaf and blind with regard to your own Senses.

Deadly Trickster

Starting at 6th level, you have advantage in Performance and Deception checks. As an action, you can cast Disguise Self on a Puppet without expending a spell slot and speak or act through it. By doing so, you will create a perfect copy of a person that you have seen and studied for at least 1 minute. The Puppet imitates the voice, and physical behaviors of that person perfectly.

Illusory Mimicry

Beginning at 8th level, when a creature makes an attack roll against you, as a natural reaction to danger, you can dissipate an illusory duplicate of yourself by expending one of your spell slots. The attack automatically misses, as if you were never there. Once you use this feature, you can't use it again until you finish a short or long rest.

Artisan Killer

Starting at 17th level, a Puppet under the effects of Deadly Trickster may attack twice per round. When attacking from a disguised or in hidden position in this form, the puppet can make both attacks before being revealed. If the target is surprised it gains advantage on the attack roll and does bonus damage equal to your Charisma modifier.

The Dollmaker[edit]

Puppet Ledgerdomain

Starting at 3th level, your puppets count as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.

Raggedy Doll

Starting at 6th level, when they take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. You can only use his ability once per short rest.

Death Marionette

Starting at 8th level, your Puppets can move stealthily at a normal pace. They have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.

Sewn Chaos

At 17th level, your Puppets gain the ability to distract your enemies. As a bonus action on your turn, you can designate a creature within 10 feet of your puppet. Doing so, gives you advantage on attack rolls against that creature on each of your turns in combat. As a reaction, they can make an attack to a creature with the Death Marionette and deal an extra 1d6 damage on that roll.


Prerequisites. To multiclass into Puppeteer, you must meet these prerequisites: 13 Dexterity, 13 Charisma.

Proficiencies. When you multiclass into the Puppeteer class, you gain the following proficiencies: Light armor, Simple weapon proficiency

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