Puppeteer Sorcerer, Variant (5e Subclass)
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Puppeteer[edit]
Sorcerer Subclass
Your magic comes from ancient forbidden techniques of manipulating animated dolls. Dark magic is infused in your blood, and you know ways of controlling puppets to do your bidding.
Doll Master
At level 1, you gain the ability to summon puppets. As a bonus action action you can summon an animated doll of cloth and textiles, appearing however you choose, anywhere within 60 feet, lasting for 1 hour. You must use a hand to maintain control of the puppet(s) through an ethereal string, but maintaining them does not take concentration. Any or all puppets summoned can be dispelled as a bonus action. This feature can be used a number of times equal to your proficiency bonus before taking a long rest.
Puppets:
- Must be tiny or small size, and are considered constructs.
- Cannot speak or interact beyond basic movements expected from a puppet.
- Have general stats are equal to yours, including saving throws and ability checks.
- Have HP equal to 3 times your sorcerer level + your spellcasting ability modifier.
- Have AC equal to 10 + your dexterity modifier.
- if you are in combat, roll initiative for the puppet.
- the puppet has a movement speed equal to yours.
- The puppet(s) can perform these basic actions: Dash, Disengage, Use Object, Ready, Dodge, Escape, and Help.
- As an bonus action you can see through the eyes of your puppet until the start of your next turn. When you do this you would see and hear everything the puppet does and you would be blinded and deafened.
- The puppet has all the senses you do
Dexterous Maneuvers
At 6th level, you become adept at fine-tuning puppet movements. You learn Channel Spell and two more commands of your choice from the following list. You can instruct one puppet to execute a learned command, each command can only be used once per long rest. Additionally, the puppet gains expertise in stealth checks.
- Command: Channel Spell
When casting a spell, you can choose to cast it from the puppet instead. The puppet performs the somatic components while you perform the verbal/material components. If a puppet casts a concentration spell, the master maintains the concentration. Any range restrictions are considered from the puppet’s position; if a puppet's death would cause a concentration spell to leave range, the spell ends.
- Command: Disappear
As a action on the puppet's turn, the puppet becomes invisible for the next minute. This affect ends if another command is used.
- Command: Stalk
As a bonus action on the puppet's turn, the puppet can chose a creature within 20 ft until the end of the puppets duration you always know the direction of that creature from the puppet
- Command: Flight
As a bonus action on the puppet's turn, the puppet can gain a flying speed equal to its walking speed for 1 minute.
Duet
At level 14, you are able to control two puppets at once. Two can be summoned as a bonus action, and you can use each command twice but it must be on a different puppet each time.
Reanimation
At level 18, when you are reduced to 0 hit points and are not out right killed you can use your reaction if a puppet is with in 60 ft of you to instead drop to 1 hit point, the chosen puppet is then dismissed and cannot be summoned again until you take a long rest.
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