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The Puppeteer[edit]

based-of of https://www.dandwiki.com/wiki/Puppeteer_(5e_Class) with changes to fit my campaign more themematically

Annie_Splash_1.jpg
https://www.weststudio.com/project/league-of-legends-splash-art

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 stealthily 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 Intelligence. 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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, Finesse weapons, Crossbows
Tools: Tinker’s tools, Leatherworker’s tools, Weaver’s tools, Carpenter's tools
Saving Throws: Charisma, Intelligence
Skills: Choose three from History, Religon, Arcana, Deception, Insight, Intimidation, Performance, Persuasion

Equipment

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

  • (a) A weapon with the Finesse property or (b) Any simple weapon or (c) Any crossbow
  • Child's Marionette Doll
  • 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
Bonus
CR Limit Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 1 Personal PuppetDying Effigy
2nd +2 2 Spellcasting 2
3rd +2 2 Arts of Puppetry 3
4th +2 2 Ability Score Improvement 3
5th +3 3 Extra Attack 4 2
6th +3 3 Psychic Ensare 4 2
7th +3 4 Charming Continuance • Art of Puppetry Feature 4 3
8th +3 4 Ability Score Improvement 4 3
9th +4 5 Robust Stringing 4 3 2
10th +4 5 Razor Strings 4 3 2
11th +4 6 Art of Puppetry Feature 4 3 3
12th +4 7 Ability Score Improvement 4 3 3
13th +5 7 Concentrated Contingency 4 3 3 1
14th +5 8 Invasive Strings 4 3 3 1
15th +5 8 Tied Lives 4 3 3 2
16th +5 8 Ability Score Improvement 4 3 3 2
17th +6 9 Art of Puppetry Feature 4 3 3 3 1
18th +6 9 SnappedMaster Marionette 4 3 3 3 1
19th +6 9 Ability Score Improvement, Follow the Horde 4 3 3 3 2
20th +6 10 Unhinged 4 3 3 3 2

Personal Puppet[edit]

PZO1132-VentriloquistDummy.jpg
https://www.pinterest.com.au/pin/440367669807077263/

Puppet Rules: You can possess two puppets at any given time. At 7th level, you can hold up to three, and at 15th level you can hold up to four. You can create or raise a puppet that has a CR equal to or less than your CR Limit. Furthermore, the total CR of all puppets added together must be equal to or less than your CR Limit. For example, at 20th level, you have the ability to hold up to four puppets. You could have four CR 2 creatures, two CR 4 creatures, one CR 8 creature, or any other combination. When you create a puppet, you decide its challenge rating. Depending on its challenge rating, its stat block is altered in the ways specified in the type of puppet (rounding down). You cannot excede more than 20 in a given stat with this method.

When you select this class, you begin with a Child's Marionette Doll, which acts as your personal puppet. It may be any one of the five puppet options, as seen in the tables below. This puppet, as well as all puppets you control or create, have the following traits:

  • Its type is Construct
  • Its size is Small
  • It has immunity to poison damage
  • It has immunity to the poisoned condition.
  • It has Darkvision out to a range of 60ft
  • It can speak in your voice, or in a monotone, in languages you know.
  • It shares your initiative and goes directly after you. If you control multiple puppets, they go in the order they were created.
  • It has a fixed list of spells and spell slots appropriate for your Puppeteer level.
  • Once given an order, the Puppet continues to follow it until its task is complete.
  • It adds your proficiency bonus to their attack rolls and saving throws, and use your Spell Save DC.
  • If you are incapacitated, absent, or your psychic string breaks, the puppet is unable to act on its own. You may use your reaction upon the string breaking to reestablish a connection with them or choose to do so action on your turn.
  • It doesn’t need to sleep and doesn’t suffer the effects of exhaustion due to lack of rest, and magic can’t put it to sleep. Instead of sleeping, it enters an inactive, motionless state. In this state, they appear inert, but aren't rendered unconscious and can hear and see as normal.

Your proficiency bonus is used in part to determine the stats of your puppet, as described and shown below. The table for each puppet also shows the puppet's armor and weapon proficiencies, as well as it's AC. You can see through the eyes of your puppets, with no action required by you. Starting at 5th level, this puppet, as well as all other puppets you create or take control over, adds half your proficiency bonus (rounded down) to their damage rolls. At 10th level, your puppets add your full proficiency bonus to your damage rolls.

If the Puppeteer is knocked unconscious or killed, all puppets immediately enters the inactive state. (Broken puppets still explode upon being destoryed, even in an inactive state).

Creating Puppets

You may create as many puppets as you can control during Long Rests, otherwise puppets take (360 dividied by Puppeteer levels + Proficiency bonus) minutes. You may rush the creation process, make a DC (18 - Puppeteer levels to a make of 10) to shorten the crafting period by half. If you fail this check, you instead make a Broken Puppet. You may also choose to create a Broken Puppet without making an ability check, though it still takes the required time to make.

Repairing Puppets

As an action, you may repair or use another puppet's action to repair a damaged puppet (you or another puppet must be within 5ft), make a DC 10 Intelligence ""(Arcana)"" check with a set of either: Tinker’s tools, Leatherworker’s tools, Weaver’s tools or Carpenter's tools, it heals the difference of the roll above the DC + your proficiency bonus, and cannot lose hp if the check is failed except on a critical fail, the puppet takes the difference below the DC in damage and you must make a DC 15 ""(Arcana)"" check to maintain control of the puppet. Upon a puppet's hp being reduced to 0, the puppet becomes incapacitated, and can only be repaired by the Puppeteer or another puppet using the aforementioned method. At 7th level, other creatures with the tools required may attempt to repair a puppet.

On Long Rests, you can choose to repair your puppets to full hp, destory them, create new ones or to leave them as be.

Duelist Puppet
Proficiencies: Non-Heavy Weapons, Armor, and Shields
Armor Class: 12 + Dexterity Modifier + Proficiency Bonus (Natural Armor), HP: 1d10 per Puppeteer level + (Constitution Modifier x Proficiency Bonus) ,  Speed: 35 ft. 
Warrior: This creature gains a bonus equal to your proficiency bonus to its damage rolls and Strength, Dexterity, and Constitution saving throws.
STR 14 + 1/2 CR(+2) DEX 14 + 1/2 CR(+2) CON 14 + 1/2 CR(+2)  INT 4 (-4) WIS 4 (-4) CHA 4 (-4) 
 
Magician Puppet
Proficiencies: No Weapons, Light Armor
Armor Class: 10 + half of your Proficiency bonus (rounded down) (Natural Armor), HP: 1d6 per Puppeteer level + (Constitution Modifier x Proficiency Bonus) , Speed: 20 ft. 
Magical Study: This creature knows an amount of cantrip from the Wizard spell list equal to its Charisma modifier. Charisma is its spellcasting ability for those spells. This creature has a number spell slots equal to half of the Puppeteers + 1/2 CR(rounding down)
STR 4 (-2) DEX 4 (-2) CON 8 (-1) INT 14 + 1/2 CR(+2) WIS 14 + 1/2 CR(+2) CHA 14 + 1/2 CR(+2)
First Aid Puppet
Proficiencies: No Weapons, Armor
ARMOR Class 11 + your proficiency bonus (Natural Armor), HP: 1d8 per Puppeteer level + Constitution Modifier x Proficiency Bonus , Speed: 30ft.  
Healing Spirit: As an action, this puppet may expend a spell slot to heal (proficiency + Constitution Modifier + 1/2 CR) x level of spell slot, This creature has a number spell slots equal to half of the Puppeteers (rounding down)
STR 4 (-3) DEX 4 (-3) CON 14 + 1/2 CR(+2) INT 10 (+0) WIS 8 (-1) CHA 10 (+0) 
Broken Puppet
Proficiencies: No Weapons, Armor, and Shields
Armor Class 6 + your proficiency bonus (Natural Armor), HP: 1d6 per Puppeteer level Speed: 10ft. 
Volatile Components: When this puppet dies,  the target must make a DC (1/2 CR + half of the puppeteer levels or take a number of d8s equal to half your level + 1/2 CR (rounded down) of force damage, or half as much on a pass. 
STR 4 (-3) DEX 4 (-3) CON 4 (-3) INT 4 (-3) WIS 4 (-3) CHA 4 (-3) 
Psychic Strings

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 the string is attached to their puppets. These psychic strings are only visible upon a Perception Check (DC = 8 + Proficiency Bonus + Charisma modifier). These strings can go through walls and other objects, and are incorporeal, the length of these strings are equal to your (Puppeteer levels + your proficiency bonus) x 10ft, when the Puppeteer takes damage, make a DC (5 + Damage taken, to a max of 20 - Proficiency Bonus). The range of your strings is equal to (proficiency bonus x 10) + (Charisma Modifer x 10) ft.

Command Puppet

On each of your turns, you can telepathically command any Puppet you make or take control over 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 or different commands to each one). You may control one puppet when you select this class. The number of puppets you can control at one time increases to two at level 5, three at level 10, and four at level 15.

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 or according to your last command but cannot interpret meanings for itself, e.g. "attack the bad guys", it must be specified which object/being is the target.

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 60 feet and line of sight. This ability can be used a number of times equal to your proficiency bonus. The puppet then appears in an unoccupied space within 5ft of you.

Spellcasting[edit]

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

You may prepare a number of Puppeteer spells equal to your Charisma modifier + half Puppeteer level. 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. When your puppet's cast a spell, it uses your spell slots, unless the puppet has it's own pool of spell slots. You may still choose to use your own spell slots instead of the puppets.

Any spells that require a material to be cast, can still be casted without said requirement at the cost of the Puppet's hp, ranging from:

level 1: 1/12, level 2: 1/12, level 3: 1/10, level 4: 1/8, level 5: 1/5

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

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.

  • The Ventriloquist
  • The Dollmaker

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.

Extra Attack[edit]

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. Your puppets also gain this feature, though it does not stack with existing Extra Attack or Multi Attack features.

Psychic Ensare[edit]

Starting at 6th level, As a bonus action you can project your psychic strings to ensare a creature and limit it's movement, the creature must make a Charisma saving throw against your own normal Charisma roll, otherwise the creature is now considered to be grappled. At 11th level, your puppets gain advantage in attack rolls against the ensared creature.

Charming Continuance[edit]

Starting at 7th level, if damage reduces a puppet to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from a critical hit. On a success, the puppet drops to 1 hit point instead. Furthermore, upon death, puppets do not make saving throws, and are incapacitated until repaired by a Puppeteer, a puppet or on a DC 10 Intelligence ""(Arcana)"" check with a set of either: Tinker’s tools, Leatherworker’s tools, Weaver’s tools or Carpenter's tools, it heals the difference of the roll above the DC + your proficiency bonus and is no longer incapacitated, if failed, the puppet is destroyed.

Robust Stringing[edit]

Starting at 9th both you and your puppets add your Charisma modifier to initiative rolls. Furthermore, you and your puppets attacks become magical for the purpose of overcoming damage resistances and immunity.

Razor Strings[edit]

Starting at 10th level, you can now materialize incredibly sharp strings designed for slowing down and injuring your enemies. These strings act as both a hazard and difficult terrain. Creatures you designate to see the string can avoid its effects, thought the area occupied by your strings still count as difficult terrain for them. Any creature unaware of these strings must pass a Constitution saving throw against your Spell Save DC when it enters a space they occupy or take damage equal to your level. A creature repeats this saving throw each time it enters a new 5ft space your Razor Strings occupy, though it makes both Perception checks to perceive the string and Constitution savings throws to avoid taking damage at advantage.

These strings last for 1 hour, until destroyed, or until you dismiss them (no action required). You can use this feature a number of times equal to your proficiency bonus, and regain all uses on a long rest.

Contingency[edit]

Starting at 13th level, you become more psychically connected to your puppets, gaining advantage on saving throws to maintain control of your puppets. You may also use a bonus action to activate a incapacitated puppet's contingency to restore it to half hp. You may only use this ability once per long rest, at 16th level, you gain another use. (A single puppet cannot be affected by this ability twice)

All charges are restored upon a long rest.

Invasive Strings[edit]

Starting at 14th level, 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, and it then becomes your puppet. While this creature is your puppet, you control its actions. At the beginning of each of its turns, it must make a Charisma saving throw + half of it's level/CR against your spell DC. On a success, the creature breaks free from your grasp. This spell ends after a Charisma modifier amount of rounds. This ability can be used only once every 24 hours on the same creature. You may use this ability three times per long rest. You regain one use on short rest, and all uses on a long rest.

This CANNOT be used on anything that has a legendary resistance, no matter what.

Tied Lives[edit]

Starting at 15th level, as an action, you may attach a string between two creatures or one object and one creature within 120ft of you that you can see. You may target yourself with this ability. This string remains for 1 minute, until it is destroyed, or you dismiss them (no action required). If you target an unwilling creature, it must pass a Charisma saving throw or be attached to one end of this string. A target can attempt to break the connection if aware of it, making a Charisma Saving throw against you Spell Save DC. If a creature attempts to walk out of the strings range while attached to it, it must pass on a Strength save against your Spell Save DC. On a pass, the string breaks. On a fail, the creature fails to move out of range. While this string attached, these bonus actions can be taken on each of your turns:

  • Energy Flow: You attach each end of the string to one creature of your choice within range. As a bonus action, you can siphon the life energy out of one of the creatures and send it through the string to the other. When you do so, the target loses an amount of HP equal to half your level + your profieceny bonus, and the other creature regains that many hit points.
  • Shared Vitality: You attach each end of the string to one creature of your choice within range. When one creature is healed, you can use your reaction to split the amount healed (rounded down) in half and heal both creatures for that amount.
  • Hook, Line, and Anchor: You anchor one end of the string to an object, and the other to a creature you can see within range. On each of your turns, you may take a bonus action to force the creature to make a Dexterity saving throw. On a fail, the creature is pulled 10 feet closer to the object. Once a creature has been reeled in, the string shortens by 10 feet, lessening the distance the creature can travel.
  • Pain Slit: You attach each end of the string to one creature of your choice within range. When one of the creatures you can see takes damage, you can use your reaction to half that damage (rounded up) and send it to the creature on the other end of the string.

You may use this feature twice before needing a long rest.

Snapped[edit]

Starting at 18th level, as an action, you can force a puppet to lose one fifth of its maximum hit points and cause an effect to occur, based on the model:

Duelist

The puppet can make a single attack roll against any number of enemies within 5ft of it, with a separate roll for each attack. The puppet adds your Charisma modifier to the damage rolls of the weapon.

Magic Attacker

The Puppet can unleash a torrent of magical energy, and all creatures within 10ft of itself must pass a Charisma save against your Spell Save or suffer an effect. This effect is decided by the result of a d4, as shown below.

  • 1: The target is Blinded for 1 minute
  • 2: The creature is Deafened for 1 minute
  • 3: Target is Frightened for 1 minute
  • 4: The target is Charmed for 1 minute

At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself.

First Aid Puppet

The puppet heals all creatures, aside from itself, within a 10ft radius of itself for an amount equal to your level in addition immunity to disease and curses for 1 minute.

Broken Puppet

The puppet sends out a surge of dark, ominous energy out to everything within a 10ft radius of itself. Each creature, friend or foe, must pass a Charisma saving throw against your Spell Save DC or be Petrified for 1 minute.

This feature can be used twice per long rest.

Master Marionette[edit]

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Starting at 18th level, when choosing to make a puppet, you can instead destroy all current puppets, and create a single puppet with a CR equal to your level, you cannot control or create any other puppets other than the ones controlled by the Master Marionette until it is destroyed. This puppets stats are not restricted to a max of 20. If this Puppet is destroyed, you may not create another Puppet until a long rest. It's size is Large.

This Puppet is NOT affected by the Art of Puppetry bonuses.

Master Marionette
Proficiencies: None
Armor Class: 12 + Dexterity Modifier + Proficiency Bonus (Natural Armor), HP: 1d12 per Puppeteer level + (Constitution Modifier x Proficiency Bonus),  Speed: 30 ft. 
Master of Strings: This creature can control it's own psychic strings though their lengths are only 60ft, as an action this creature can use the Invasive Strings ability without needing to hit a ranged spell onto any creature within 60ft of it up to a max of 6, any creatures that fail it's Saving throws, their actions can be controlled by the Puppeteer controlling this Puppet. It may only use this ability 2 times per long rest. The Puppeteer may sacrifice 1/4 of this creatures hp to regain 1 charge. If this puppet is destroyed, all creatures under it's control must make a Charisma saving throw + half of it's level/CR against the Puppeteers DC. On a success, the creature breaks free. Otherwise, apply regular rules of Invasive strings to that creature.
STR 14 (+2) DEX 14 (+2) CON 14 + 1/2 CR(+2)  INT 4 (-4) WIS 4 (-4) CHA 16 + 1/2 CR (+2)

Follow the Horde[edit]

Starting at 19th level, your puppets are able to help expand your legion. As an action on their turn, they can designate any creature it can see within 30ft of itself to make a Constitution saving throw. On a fail, the creature is beguiled by the dark, infectious energy seeping from the puppet, and is charmed for one minute. While charmed in this way, it is under the effects of Dominate Monster. This effect requires both you and the puppet to concentrate on it and ends if either of you breaks your concentration. You can only have one creature under this effect at one time.

Unhinged Souls[edit]

At 20th level, as an action, you are able to release control of your puppets for a brief moment of time. When you do so, the following effects occur:

  • The puppet's hit point maximum permanently decreases to half its current maximum
  • Each puppet is treated with the effects of Dispel Magic and Counterspell as a 9th level spell for the purposes of overcoming magical effects on itself
  • Each puppet gains resistance to all damage and immunity to all conditions
  • Each puppet is granted the effects of Magic Resistance
  • Each puppet is can take a second action, gains a bonus to AC equal to your charisma modifier, and gains a bonus to speed equal to your current speed
  • Puppets cannot concentrate during this time
  • Puppets attack the closest thing in the vicinity to itself, including you

As part of this action, you may draw a 5ft circle in a location you can see. A puppet under the effects of Unhinged will not attack a creature within the space.

This effect lasts for 1d4 + 1 rounds, and puppets cannot act for the same amount of turns afterward.

Additionally, you may cast Magic Jar and Soul Cage once each per long rest.

This feature can be used once per long rest.

Arts of Puppetry[edit]

The Ventriloquist[edit]

Deadly Trickster

Starting at 3rd level. Additionally, as an action, you can cast Disguise Self on a Puppet and speak or act through it. When you cast Disguise Self with this ability, you can 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. While disguised in this way, the puppet gains advantage on all checks made to influence an ally of the person they are imitating.

Charming Voice

Starting at 7th level, your puppet can attempt to charm a creature that can hear it and is within 60ft of the puppet. Only one creature can be targeted by a puppet at a time. The target must pass a Charisma saving throw or be charmed for 1 minute. While charmed in this way, the creature is friendly to you, your puppets, and your allies. While charmed in this way, they can follow basic commands, such as "Go over there" or "Attack that creature." They are not, however, hostile to their allies. Any order that would inflict harm on the creature's allies or itself causes the effect of Charming Voice to immediately end. While the puppet is disguised as an ally of the target due to the effects of Deadly Trickster, they make the saving throw at disadvantage.

Illusory Mimicry

Beginning at 11th 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 while it is disguised. When attacking from a disguised or in a hidden position in this form, the puppet can make both attacks before being revealed. It gains advantage on the attack roll and does bonus damage equal to your Charisma modifier. The illusion ends for a creature when a puppet attacks it, though it does not end for other creatures unless they pass a successful Intelligence (Investigation) check against your spell save DC. If a creature sees the puppet attack one of its allies while in its disguised form, it gains advantage on the check.

The Dollmaker[edit]

Puppet Ledgerdomain

Starting at 3rd level, you can temporarily dismiss your Puppets from the world. They disappear into a pocket dimension where they await your summon. As an action, while they are temporarily dismissed, you can cause them to re-appear in any unoccupied space within 30 feet of you, with the effects of Dying Effigy.

Raggedy Doll

Starting at 7th level, your puppets count as one size larger when determining their carrying capacity and the weight they can push, drag, or lift. 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.

Death Marionette

Starting at 11th 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. In addition, any hit they score against a creature that is surprised is a critical hit.

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 grants allies advantage on attack rolls against that target. The first time a creature is hit with this effect, it must pass an Intelligence saving throw against your spell save DC or be Surprised until the end of its next turn. When the enemy is Surprised in this way, any hit scored against them is a critical hit. When you use this feature, the puppet cannot move nor act, and can only serve as a distraction.

Puppeteer Spell Table[edit]

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
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 Spike, Nystul's Magic Aura, Tasha's Mind Whip
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
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, Death Ward
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, Enervation
Duelist Puppet Spells
Spell Level Class Spells
1 Shield, False Life
2 Blur, Magic Weapon
3 Haste
4 Stoneskin
5
Magician 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
First Aid Puppet Spells
Spell Level Class Spells
1 Purify Food and Drink
2 Enhance Ability
3 Revivify, Counter Spell
4 Death Ward
5 Mass Cure Wounds


Master Marionette Spells
Spell Level Class Spells
1
2 Enhance Ability
3
4 Death Ward
5 Dominate Monster

Multiclassing[edit]

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

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



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