Puppeteer, 4th Variant (5e Class)

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The Puppeteer, 2nd Variant[edit]

Puppeteers are crafstmen, workers that have learnt to shape different material into beings of their own control. Every puppeteer develops their craft in a very unique way. Having both knowledge of craft and magic puppeteers are able to suit a diverse number of rolls. There are some that prefer to use their power for evil and built infinate collections of corpses and some who preffer a more direct aproach. Being a puppeteer you will be able to choose which style suits you the most.

This iteration od the Puppeteer class tries to simulate accurately basic non-homebrew classes. It has up to six archtypes to shape and adapt your playstyle accordingly.


Build[edit]

All puppeteers have some knowledge of magic and use Charisma for their spells. Depending on your Craftsmanship you may consider raising other stats. Due to your proficienciy in light armor, building Dexterity is highly recommended.

Class Features

As a Puppeteer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Puppeteer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Puppeteer level after 1st

Proficiencies

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

Equipment

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

  • (a) Any melee weapon or (b) Any ranged weapon
  • (a) Studded Leather Armor or (b) A book of fantasy stories
  • (a) Explorer's Pack or (b) Entertainer's Pack
  • (a) Tinkerer's Tools or (b) Weaver's Tools or (c) Leatherworker's Tools

Table: The Puppeteer

Level Proficiency
Bonus
Features Puppet Points —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 SpellcastingPuppetry • Craftsmanship Feature 2
2nd +2 4 2
3rd +2 Mimicry 6 3
4th +2 Ability Score Improvement 8 3
5th +3 Life Influx 10 4 2
6th +3 Craftsmanship Feature 12 4 2
7th +3 14 4 3
8th +3 Ability Score Improvement, Craftsmanship Feature 16 4 3
9th +4 18 4 3 2
10th +4 Unbridled Skill 20 4 3 2
11th +4 22 4 3 3
12th +4 Ability Score Improvement 24 4 3 3
13th +5 26 4 3 3 1
14th +5 28 4 3 3 1
15th +5 30 4 3 3 2
16th +5 Ability Score Improvement 32 4 3 3 2
17th +6 Craftsmanship Feature 34 4 3 3 3 1
18th +6 36 4 3 3 3 1
19th +6 Ability Score Improvement 38 4 3 3 3 2
20th +6 40 4 3 3 3 2

Spellcasting[edit]

To move and direct your puppets you have learnt some magic, but you abilities are very specialised in the puppet control. This allows you to use your magic in a very unique way. For example, the puppeteer class grants you 3 specialised cantrips:

String Lash

You are able to materialise psychic strings from your fingertips and attack with them. Make a ranged spell attack against the target. On a hit, the target takes 1d8 psychic damage. The spell creates more than one string when you reach higher levels: two strings at 5th level, three strings at 11th level, and four strings at 17th level. You can direct the strings at the same target or at different ones. Make a separate attack roll for each string. Range: 90 feet

Sewing Bond

Your strings allow you to sew two things together. this ability has plenty of original uses (shutting doors, distracting enemies, improving your grip, etc). At the cost of an action, you are able to sew any two objects you want together and you can sew yourself to anything. The strings can be seen by anyone without the need of a perception check. They have 1 Hit Point and AC of 18, they can also be destroyed with a Strength check of DC 18. Range: Touch

Puppet Show

You are able to create up to five small illusions. Everyone knows they are illusions without the need of a perception check. The ilusion can sing, dance and talk. They can be both small creatures or small objects. Range 30 feet

These 3 cantrips are always in your spell list. You can learn one additional cantrip from the list below at 1st level, two at 5th level and three at 8th level.

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


Preparing and Casting Spells

You may prepare a number of Puppeteer spells equal to your Charisma modifier + half Puppeteer level (rounded down). 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. 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.

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
Ritual Casting

You can cast a Puppeteer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

Your hands are your pride and power. You can use an empty hand as a spellcasting focus for your spells

Puppetry[edit]

You know magic, but most of your real power comes from the ability to perform your art. You gain two Puppet Points per level up to a máximum of 40. Every short rest you regain Puppet Points equal to your Charisma or Dexterity modifier (pick the one that's higher). Every long rest you regain all your Puppet Points.

Craftsmanship[edit]

Beginning at 1st level, you can choose a Craftsmanship that will shape in what kind of person you will become. Will you turn into a maniac killer with the Corpse Hunter? Advocate for health with the Life Sewer? The choice is yours.

  • The Life Sewer
  • The Corpse Hunter
  • The Master Mind
  • The Artisan
  • The Ilusionist
  • The Puppet

You learn a Craftsmanship feature at 1st, 6th, 8th & 17th levels. Each Craftsmanship has a list of spells. Once you gain a Craftsmanship spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Mimicry[edit]

Starting at 3rd level, at the cost of 1 Puppet Point you can use the Help Action with your bonus action and a range of 60 feet.

Ability Score Increase[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.

Life Influx[edit]

Starting at 5th level, the moment a creature falls unconscious or dies within 60 feet of you, you can use your reaction to manipulate that creature. Make a ranged spell attack roll, if you succeed the creature immediately throws itself on to a nearby target (10 feet) and deals the same damage as your String Lash (all the possible activations: 2d8 at level 5, 3d8 at level 11, etc) but blunt damage instead. If this attack kills a creature you can use the ability again in the recent corpse. After the attack, the creature returns to being unconscious or dead. This ability consumes 5 puppet points (just the first activation, not couting the resets).

Unbridled Skill[edit]

At 10th level your skill has improved so much it can influence the battlefield. You add your CHA or DEX modifier (pick the one that's higher) to the damage of your String Lash. You can also add this modifier to the damage(or healing) rolls of your craftsmanship spells.

Crafstmanship[edit]

The Life Sewer[edit]

You add this spells to your prepared spell list.

Life Sewer Spells
Puppeteer Level Spells
1st Cure Wounds, Healing Elixir
5th Lesser Restoration, Healing Spirit
9th Haste, Revivify
13th Aura of Life, Death Ward
17th Greater Restoration, Raise Dead

The Life Sewer is an advocate of life, his powers are used for healing and restoration. He uses his control of strings to stitch wounds toguether and it's manufacturing skills to replace lost limbs. Life Sewers always fight for the living and despise those who cause harm.

Disciple of Life

Starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. You can use your Puppet Points to cast your craftsmanship spells. The cost equals 2 Puppet Points*Spell Level.

Proscetic Maker

Beginning at 6th level you can restore mising limbs with proscetics of your own creation. You can spend 10 Puppet Points to build a proscetic limb during the next two hours. You will need one additional hour to connect the limb to the person. The proscetic works as a normal limb but the person takes one week to learn how to use it. During that week all the rolls that require use of the limb are thrown with dissadvantage.

Sewing Life

Beginning at 8th level you become able to use your String Lash to heal your allies. As an action you can use 7 Puppet Points to send your strings to an ally healing half of the damage you would have dealt.

Doctor Puppet

Beginning at 17th level you can expend an action and 35 Puppet Points to summon a Healing Puppet. This Puppet is able to cast Mass heal or True Resurrection, after casting any of those spells the puppet vanishes. You can use this ability once every long rest. You can use True Resurrection free of charge once every month.

The Corpse Hunter[edit]

You add this spells to your prepared spell list.

Corpse Hunter Spells
Puppeteer Level Spells
1st Bane, Hunter's Mark
5th Hold Person, Misty Step
9th Protection from Energy, Non-detection
13th Locate Creature, Dimension Door
17th Hold Monster, Scrying

You love the idea of death and murder. Your absolute passion is collecting the bodies of your victims to portray them in your macarbe Workshop. You are driven by a desperate hunger for destruction. It doesn't mean you are evil, you just have to accurately pick your preys.

Collector

Starting at 1st level, you can store the bodies you collect in an alternate dimension called the Workshop. You can store an unlimited amount of bodies, but you can only turn into puppets a number of bodies equal to half your Charisma ability modifier (rounded up). To turn a body into a puppet it must be in the Workshop and you must do this actions while in a short or long rest. 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. 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 Puppets you create keep it's AC and Ability Scores.
  • They roll their own iniciative.
  • Their Hit Points equal to (Their Maximum Hit Points)/3 (rounded down and with a minumum of 6).
  • Is immune to being exhausted, charmed, frightened, and poisoned.
  • Is inmune to disease.
  • It deactives if you are unconcious or dead.
  • It cannot use Armour, Shields or Weapons unless it's previous form was capable of using it.
  • It can't cast spells and it can't multiattack.
  • Any other abilities aside from basic attacks can't be used (ex. Legendary Actions, Recharge Actions, etc).
  • Puppets can't be healed but the Workshop heals them fully every long rest.
  • Puppets can proc your Hunter's Mark.
  • Puppets can be healed by using the cantrip "Mending" on them.

Whenever you have a free hand, you can use your normal or bonus action to control your puppets. The orders will be executed in the Puppet's turn. You can issue individual orders or the same order to all of them. The puppets can move 90 feet appart from you and deactivate if they exceed that range. You need to see your puppets to be able to manipulate them.

You can use your Puppet Points to cast your craftsmanship spells. The cost equals 2 Puppet Points*Spell Level.

Dominion

Beginning at 6th level if the creature is your level or lower, when you attempt to bring it back to life it has disadvantage on its saving throw.

Killing Mania

Starting at 8th level your puppets can use their multiattack. But doing so consumes 5 of your Puppet Points for every extra attack they deal.

Unleashed

Beginning at 17th level you can expend an action and 35 Puppet Points to "unlock" one of your Puppets. They come back like under the effects of True Resurrection and you totally control them for a minute. They replenish all their Hit Points and they can use all their spells and abilities at it's full potential. After this the puppet is destroyed due to the extreme strain.

The Master Mind[edit]

You add this spells to your prepared spell list.

Master Mind Spells
Puppeteer Level Spells
1st Charm Person, Command
5th Suggestion, Mind Spike
9th Enemies Abound, Fear
13th Dominate Beast, Compulsion
17th Mislead, Modify Memory

You started studying puppetry as an alternative to your necesity to manipulate others. You like to see people warped in your strings playing your game. You aren't an active player, you prefer to step down and have others do your dirty work. It's your choice to be a leader or a tyrant.

Control Freak

At 1st level you can manipulate your companions in battle. Expending your action you can command a willing creature to take the attack action or cast a cantrip.

You can use your Puppet Points to cast your craftsmanship spells. The cost equals 2 Puppet Points*Spell Level.

Dead Manipulation

Beginning at 6th you expend your action and force a corpse within 60 feet to move up to 30 feet and take a single attack action against an enemy of your liking.

Parasyte

Beginning at 8th you can make a ranged spell attack against one Large or smaller creature within 120ft of you that you can see. On a hit, a string is attached to that creature, during your turn you are able to manipulate the creature into moving 30 feet and taking the attack action (it can multiattack once). The creature gets freed at the end of your turn

Absolute Dominance

Beginning at 17th level you can expend 35 Puppet Points to gain total control of a creature inflicted by Parasyte. You can only control them for 5 rounds. After this, they come back to their senses. You can only use this ability once a day.

The Artisan[edit]

You add this spells to your prepared spell list.

Artisan Spells
Puppeteer Level Spells
1st Catapult, Arcane Weapon
5th Alter-Self, Enlarge/Reduce
9th Tiny Servant, Fly
13th Fabricate, Stone Shape
17th Animate Objects, Creation

You like to build Puppets... that's basically it.

Builder

At 1st level you are able to create Puppets to do your bidding. You can only build puppets during a short or long rest and it takes you an hour to build a puppet. You can create a number of puppets equal to half your dexterity modifier (rounded up)+2. You can build a Range Puppet, a Melee Puppet or a Load Puppet.

Ranged Puppet

Small construct, yours


Armor Class 10 + your Proficiency Bonus (natural armor)
Hit Points 4 (1d8+you proficiency)
Speed 25 ft.


STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 8 (-1) 8 (-1) 8 (-1)

Saving Throws Dexterity +3
Senses passive Perception 9
Languages -


Range Proyectile. Ranged weapon attack +3 + your Proficiency Bonus to hit, reach 60 ft., one target.Hit:(1d8+3) piercing damage.



Melee Puppet

Medium construct, yours


Armor Class 12 + your Proficiency Bonus (natural armor)
Hit Points 6 (1d12+your proficiency ×2)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 8 (-1) 8 (-1) 8 (-1)

Saving Throws Strength +3, Constitution +2
Senses passive Perception 9
Languages -


Melee Attack. Melee weapon attack +3 + your Proficiency Bonus to hit, reach 5 ft., one target.Hit:(1d8+3) blunt damage.



Load Puppet

Large construct, yours


Armor Class 10 + your Proficiency Bonus (natural armor)
Hit Points 12 (2d12)
Speed 45 ft.


STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 16 (+3) 8 (-1) 8 (-1) 8 (-1)

Saving Throws Strength +5
Senses passive Perception 9
Languages -


Carry. He can carry your stuff or a person.



  • The Puppets roll their own iniciative.
  • They are immune to being exhausted, charmed, frightened, and poisoned.
  • They are inmune to disease.
  • They are inmune to psychic damage.
  • They deactive if you are unconcious or dead.
  • Puppets can't be healed but you can heal them fully every long rest.
  • These puppets can be afected by the arcane weapon spell as if they were your own wepons.
  • You can store your Puppets (not what they are carrying) in a special dimension called the Workshop.

Whenever you have a free hand, you can use your normal or bonus action to control your puppets. The orders will be executed in the Puppet's turn. You can issue individual orders or the same order to all of them. The puppets can move 90 feet appart from you and deactivate if they exceed that range. You need to see your puppets to be able to manipulate them.

You can use your Puppet Points to cast your craftsmanship spells. The cost equals 2 Puppet Points*Spell Level.

Magical Improvement

Beginning at 6th you can choose to upgrade one of your damage dealing puppets. The advanced model deals double damage and has double the Hit Points. All of your puppets can deal magic damage in order to overcome resistances.

String Shield

Beginning at 8th you can use your strings to protect your Puppets. Using your reaction you can use Puppet Points to mitigate the damage a Puppet recieves. One Puppet Point mitigates five damage.

Puppet Z

Beginning at 17th level you can expend an action and 35 Puppet Points to combine your three Puppets into one. This combination lasts ten minute, after it all the puppets are destroyed because of the strain.

Huge construct, yours


Armor Class 22 (natural armor)
Hit Points 200 (10d12 + 100)
Speed 40 ft., fly 40 ft.


STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 26 (+8) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Strength +8, Constitution +8
Damage Resistances fire, cold, lighting, acid, piercing, slashing, bludgeoning
Damage Immunities psychic, necrotic
Senses passive Perception 10
Languages -


Multiattack. The Puppet Z can use its Radical Beam. It then makes two Puppet Fist.

Puppet Fist. Melee weapon attack +8 + your Proficiency Bonus to hit, reach 5 ft., one target.Hit:(4d8+8) blunt magical damage.

Radical Beam (Recharge 5-6). Range weapon attack +8 + your Proficiency Bonus to hit, reach 5 ft., one target.Hit:(10d6+8) force damage.




The Illusionist[edit]

You add this spells to your prepared spell list.

Ilusionist Spells
Puppeteer Level Spells
1st Disguise Self, Silent Image
5th Invisibility, Mirror Image
9th Hypnotic Pattern, Major Image
13th Phantasmal Killer, Ilusionary Terrain
17th Dream, Seeming

The Ilusionist's objective is to charm the audience, create a fantastic performance that no one wants to break. Ilusion magic has his signature. Every good ilusionist needs a sidekick, but the best illusion would be not knowing who is the Puppet and who is the Puppetmaster.

Doppelgänger

At 1st level you can create a copy of yourself made of strings. You are able to disguise it with disguise self. Your clone and you are connected. All that he sees, you see. All that he knows, you know. People can tell you appart from your clone with a DC 18 insight check.

  • Your clone can't attack or use spells.
  • It has half your Hit Points.
  • It shares you Ability Modifiers and Proficiencies.
  • It shares your level and your cantrips.
  • It has an operating range of 200 feet with you at the center. If it exceeds this range, it banishes.
  • You can only create a clone every long rest.
  • It has it's own innitiative.

You can use your Puppet Points to cast your craftsmanship spells. The cost equals 2 Puppet Points*Spell Level.

Offensive Double

Beginning at 6th your clone gains the ability to use simple and martial weapons and is now able to attack.

Magic Double

Beginning at 8th the active range of your clone extends to 300 feet. Your clone gains the ability to cast cantrips. You can swap places with your clone at the expense of 2 Puppet Points. Both you and your clone can use their reaction to switch places and take damage in place of the other (this reaction consumes 5 Puppet Points).

There's always room for one more

Beginning at 17th level you can expend an action and 35 Puppet Points to cast Simulacrum without casting time or material components. You can only use this ability once a day and have only one Simulacrum active.

The Puppet[edit]

You add this spells to your prepared spell list.

Puppet Spells
Puppeteer Level Spells
1st Hex, Shield
5th Branding Smite, Blur
9th Elemental Weapon, Dispel Magic
13th Staggering Smite, Stone Skin
17th Destructive Wave, Banishing Smite

You are the Puppet now. A supreme entity controls you which allows you to improve your physical abilities. Maybe you did a bad deal, maybe you where searching for this all along, but now you are nothing but the will of someone else. Is the entity controling the strings? Or are you allowing it to do so? Only you can answer that question.

Ballerina

At 1st level you gain +1 to your AC. You also gain +1 to your attack and damage rolls. All your attacks count as magical in order to overcome magic resistances.

You can use your Puppet Points to cast your craftsmanship spells. The cost equals 2 Puppet Points*Spell Level.

Deadly Dance

Beginning at 6th you can attack twice, instead of once, whenever you take the Attack action on your turn. Your bond with you master amplifies. You gain +2 to your attack and damage rolls (instead of +1).

Evasion

Beginning at 8th you can use the strings that bind you to dodge attacks. You can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

When an attacker that you can see hits you with an Attack, you can use your Reaction and 5 Puppet Points to halve the attack's damage against you.

Terpsichora

Beginning at 17th level you can expend an action and 35 Puppet Points to become an Envoy Of Destruction. Your transformation lasts one minute and you are unable to move for 1 hour after using it. As an Envoy of Destruction you heal yourself fully and have resistance to all damage. Your AC amplifies to a maximum of 20. You can attack three times for turn as long as you take the attack action. You gain a flying speed of 90 feet. Your weapon attacks score a critical hit in a roll of 19 or 20 on the D20. You can only use this ability once a day.

Puppeteer Spell Table[edit]

Puppeteer Spells
Spell Level Class Spells
1 Bane, Charm Person, Detect Magic, Dissonant Whispers, Identify, Sleep, Hideous Laughter, Puppet, False Life, Expeditious Retreat, Feather Fall, Id Insinuation
2 Blur, Hold Person, Invisibility, Phantasmal Force, See Invisibility, Shatter, Silence, Suggestion, Crown of Madness, Darkness, Jim's Glowing Coin, Gift of Gab, Locate Object, Mental Barrier, Mind Thrust, Nystul's Magic Aura
3 Bestow Curse, Clairvoyance, Feign Death, Hypnotic Pattern, Nondetection, Sending, Speak With Dead, Animate Dead, Bestow Curse, Catnap, Vampiric Touch, Leomund's Tiny Hut, Tongues
4 Compulsion, Confusion, Dimension Door, Greater Invisibility, Hallucinatory Terrain, Charm Monster, Divination, Ego Whip, Otiluke's Resilient Sphere, Locate Create, Shadow of Moil
5 Awaken, Dominate Person, Telekinesis, Geas, Antilife Shell, Commune, Danse Macabre, Hold Monster, Insect Plague, Negative Energy Flood, Seeming, Synaptic Static, Telepathic Bond, Teleportation Circle, Telekinesis

Multiclassing[edit]

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, Martial weapon proficiency.



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