The Arcane Puppet Master
A beautiful elf dances in tandem with an intricately crafted mannequin. The woman's dance is captivating and a crowd gathers. The mannequin's movements are just as smooth and graceful as the woman controlling it and the crowd cheers.
A six-legged puppet crawls over a wall and onto the ceiling of a heavily guarded compound. It stays quiet and out of sight while recording the voices of the nobles inside. Once it gets the incriminating information needed, it sneaks away.
A group of goblins swarm and poke at an abandoned cart on the road. With no one in sight they begin to ransack the cart but are stopped in their tracks when one of their number screams and falls to the ground. The goblins shriek and scatter as a demonic puppet attacks with scythe like fingers. A human laughs quietly to himself from the bushes, controlling his puppet from afar.
Showmen and assassins
Arcane Puppet Masters can come from many walks of life but tend to be one of two extremes. Some live to perform in the spotlight, having made and used puppets for theater throughout their lives. This type of puppeteer enjoys putting on a show, either for laughing crowds or for the hardened warriors that they fight beside.
The other extreme is one of secrecy and cunning. These puppeteers will use their magic constructs to do their dirty work while they themselves stay hidden and safe.
Arcane Constructs
Arcane puppets are made with great skill through trial and error. Some may be crafted by a great puppet master and later imbued with magic to be controlled by a puppeteer. Others are made through rituals and tedious work with the intent of being a magical tool. Whether made by the current puppeteer or otherwise acquired by the current user, all arcane puppeteers take great pride in their puppet's looks, abilities and construction.
Creating an Arcane Puppet Master
When creating an arcane puppet master, think about your character's background and drive for adventure. Does the character have a desire to be in the spotlight? Do they use their powers of manipulation to harm others and advance their own standing? Did you character learn from a master puppeteer, or receive a flash of inspiration to create their first puppet?
Arcane Puppet Master
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Arcane Puppet, Puppet School | — | — | — | — | — | — | — |
| 2nd | +2 | Spellcasting | 2 | 2 | 2 | — | — | — | — |
| 3rd | +2 | Puppetry Expertise, Puppet Upgrade | 2 | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2 | 3 | 3 | ─ | ─ | ─ | ─ |
| 5th | +3 | Extra Attack | 3 | 4 | 4 | 2 | — | — | — |
| 6th | +3 | Improved Control, Puppet Upgrade | 3 | 4 | 4 | 2 | — | — | — |
| 7th | +3 | Puppet School Feature | 3 | 5 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 5 | 4 | 3 | ─ | ─ | ─ |
| 9th | +4 | Puppet Upgrade | 3 | 6 | 4 | 3 | 2 | — | — |
| 10th | +4 | Puppet Maestro | 4 | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Puppet School Feature | 4 | 7 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 7 | 4 | 3 | 3 | ─ | ─ |
| 13th | +5 | Travel Trunk | 4 | 8 | 4 | 3 | 3 | 2 | — |
| 14th | +5 | Puppet Upgrade | 4 | 8 | 4 | 3 | 3 | 2 | — |
| 15th | +5 | Puppet Fusion | 5 | 9 | 4 | 3 | 3 | 3 | — |
| 16th | +5 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 3 | ─ |
| 17th | +6 | Puppet Upgrade | 5 | 10 | 4 | 3 | 3 | 3 | 2 |
| 18th | +6 | Puppet School Feature | 5 | 10 | 4 | 3 | 3 | 3 | 2 |
| 19th | +6 | Ability Score Improvement | 5 | 11 | 4 | 3 | 3 | 3 | 3 |
| 20th | +6 | One with the strings | 5 | 11 | 4 | 3 | 3 | 3 | 3 |
Quick Build
You can make an arcane puppet master quickly by following these suggestions. Make your highest attribute Charisma, followed by Dexterity. Second, choose the Guild Artisan or Performer background.
Class Features
As an arcane puppet master, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per arcane puppet master level
- Hit Points at 1st Level: 5 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per arcane puppet master level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, simple ranged weapons
- Tools: Smith's tools, Tinker's tools
- Saving Throws: Charisma, Dexterity
- Skills: Choose two from Arcana, Deception, Investigation, Perception, Performance, Sleight of Hand, Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and quiver of 20 bolts or (b) any two simple weapons.
- (a) leather armor
- (a) tinker's tools
- (a) a dungeoneer's pack or (b) an explorer's pack
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Multiclassing
Prerequisites. To qualify for multiclassing into the arcane puppet master class, you must meet these prerequisites: Charisma 13.
Strings
Some of your class features require you to use a set of strings – threads of magical force used for controlling your puppets. A set of strings comprises of five threads, attached from each of your fingers on one hand to the limbs and head of a target puppet. You must have an empty hand to use one set of strings: thus if you have two empty hands you can control two sets of strings. Strings are intangible and invisible and cannot be severed by creatures or by magical means within the Material Plane. Beings within the Ethereal Plane can see, manipulate, and sever these strings as if they were normal threads. Additionally, your strings do not work in an anti-magic field but you are able to manipulate your puppet if you are on the Ethereal plane and your puppet is in the material plane.
At 1st level the length of your strings is 60 feet. You lose control of the subject of the strings if you are separated from it by a distance longer than the length of the strings. It takes an action to attach your strings to your puppet. You can dismiss one or both sets of strings on your turn: this does not require an action. The strings also disappear if you fall unconscious.
Puppets
Starting at 1st level, you have learned to connect your magic strings to a puppet you have made for the first time. This puppet could look like a simple doll or a four legged animal or even an creepy abomination. Though obviously a puppet, there are no visible strings attached to your puppet but the puppet registers as Enchantment magic to those who can see magical auras. You control your puppet on your turn and different abilities will use actions, bonus actions or reactions and will be detailed in the ability. If more than one Puppet Master attempts to attach their strings to the same puppet they must make contested charisma checks and the winner will control the puppet.
The puppet has its own proficiency bonus which matches your own. It increases in level whenever you gain levels in this class, and gains a new hit die, just as you do. Your puppet may spend hit dice to heal during a short rest, however you must be present and able to make the repairs. Puppets are considered to have a CR equal to half the level of the Puppet Master that controls them, rounded down. Additionally, whenever you gain an ability score increase from this class, your puppet gains an ability score increase of its own, however it’s Intelligence and Charisma scores cannot be increased through this feature.
If the puppet is reduced to zero hitpoints or partially destroyed, it can be returned to working order over a short or long rest. This will restore the puppet to full health but you will be unable to roll hitdice for yourself while you work, though you do gain the other benefits of a short or long rest. If the puppet is completely destroyed it can be remade by purchasing 1000 gp worth of materials and recreated over the course of 3 days. Alternatively, you may create a new puppet for 1500 gp worth of materials and 7 days of work.
If a puppet is traded to another Puppet Master or a Puppet Master finds a puppet, they can use that puppet normally as if it was their own puppet. If that puppet has any features or upgrades to it that are a higher level than what the current user has access to then those features and upgrades are locked until the user reaches the appropriate level.
Puppet Manipulation
You control a Puppet using a set of strings. While you are controlling a Puppet, you can sense what it senses and it share any special sights that you have.
If you are in control of a puppet, you can use your action to have the puppet take an Attack action or Disengage action on your turn, or your reaction to have the puppet take a reaction, such as an attack of opportunity for the puppet. You can use your bonus action to allow the puppet to move on your turn.
Additionally, when you Cast a Spell with a range of touch, your puppet can deliver the spell as if it had cast the spell. Your puppet must be within range of your strings, and it must use its Reaction to deliver the spell when you cast it.
Arcane Puppet
Medium Construct, Unaligned
- Armor Class 15 (natural armor)
- Hit Points at first level 8 + puppet's Constitution modifier
- Hit Points at Each Level After 1st 5 (or 1d8) + Constitution modifier
- Speed 30 feet
- Saving Throws. Your puppet has proficiency in two saving throws of your choice.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 3 (-4) 9 (-1) 1 (-5)
- Skills Two of the following skills: Acrobatics, Athletics, Intimidation, Performance, Sleight of Hand, Stealth
- Damage Immunities poison, psychic
- Condition Immunities exhaustion, charmed, frightened, poisoned, cannot be put to sleep by magical means,
- Senses Shares your senses
- Languages None
Built-in Weapons
When you create your puppet it has one weapon built in to its design, that it is proficient with. This weapon could be a set of jaws to bite, scythe-like claws, a club hand or tail, or something similar. You can choose to add its Strength or Dexterity modifier to the attack and damage rolls. The damage dealt by this weapon is 1d10, and the damage type can be bludgeoning, piercing, or slashing as appropriate to the weapon created.
Arcane Puppet Builds
The manner in which you build your puppet is just as important as its components and design. The build determines your puppet's strengths and weaknesses. When you create your puppet you choose one of the following builds. It takes 7 days of work (8 hour work days) and 1500 gold pieces to create a puppet.
Strong Build
- The puppet gains a Strength score of 16.
- The puppet gains either a Wisdom, Dexterity, or Constitution score of 13.
- Some Construct features require the target to make a saving throw to resist. The construct’s saving throw DC is calculated as follows: Puppet save DC = 8 + Puppet's proficiency bonus + Puppet's Strength modifier
Compact Build
- The puppet gains a Dexterity score of 16.
- The puppet's size is small
- The puppet gains either a Wisdom, Strength, or Constitution score of 13.
- Some puppet features require the target to make a saving throw to resist. The Puppet’s saving throw DC is calculated as follows: Puppet save DC = 8 + Puppet's proficiency bonus + Puppet's Dexterity modifier
Intricate Build
- The puppet gains a Wisdom score of 16.
- The puppet gains either a Strength, Dexterity, or Constitution score of 13.
- Some puppet features require the target to make a saving throw to resist. The puppet’s saving throw DC is calculated as follows: Puppet save DC = 10 + puppet's proficiency bonus + puppet's Wisdom modifier
Sturdy Build
- The puppet gains a Constitution score of 16.
- The puppet gains either a Strength, Dexterity, or Wisdom score of 13.
- The puppets natural armor is increased by 2.
- Some puppet features require the target to make a saving throw to resist. The puppet’s saving throw DC is calculated as follows: Puppet's save DC = 8 + puppet's proficiency bonus + puppet's Constitution modifier
Puppetry Productions
Puppet shows are often referred to as Productions, and there are three main Productions that arcane puppet masters tend to find themselves. The Production of Performance, the Production of Strings, and the Production of Magic.
Your choice of school grants you a benefit at 1st level, and again at 7th, 11th and 18th level.
Spellcasting
At second level, you are able to cast arcane spells. Most of the spells you are able to learn can be used in tandem with your puppet.
Cantrips
You know two cantrips of your choice from the arcane puppeteer spell list. The Cantrips Known column of the Arcane Puppeteer table shows when you learn more Arcane puppeteer cantrips of your choice. Cantrips do not require spell slots to cast.
Spell Slots
The Arcane Puppeteer table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these arcane puppeteer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a short or long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the arcane puppeteer spell list. The Spells Known column of the Arcane Puppeteer table shows when you learn more arcane puppeteer spells of your choice. Each of these spells must be of a level for which you have spells slots.
Additionally, when you gain a level in this class, you can choose one of the arcane puppeteer spells you know and replace it with another spell from the arcane puppeteer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Arcane Puppet Master spells. Your power comes from both training and study, but there's no substitute for the innate skill and passion that a puppet master possesses. 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 an Arcane Puppet Master spell you cast and when Making an Attack roll with one.
Ritual Casting
You can cast an Arcane Puppet Master spell as a ritual if that spell has the ritual tag and you have the spell learned.
Puppet Magic
If you are in control of a puppet you can use that hand to perform the somantic component of a spell. Thus you do not need an empty hand to cast such a spell, so long as you are using a set of strings to control a puppet.
Your puppet is your arcane focus and as long as you touch it or have a string attached to one of your puppets you are able to cast spells as if you were holding your arcane focus.
Ability Score Improvement
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.
Puppetry Expertise
Starting at 3rd level, you can project your voice through a puppet you control. You can convince another creature that your puppet is talking by making a Charisma (Deception) contested by their Intelligence (Investigation) check.
Additionally at 3rd level you improve your puppet by upgrading or adding components. You make three upgrades of your choice to your puppet from the Arcane Puppet Upgrades list. You choose an additional two upgrades each at level 6 and level 9, and one additional upgrade each at level 14 and level 17. If you have two puppets you may split the number of upgrades between your puppets.
Extra Attack
At 5th level, when you use your action to attack you may now attack twice. Additionally, you are able to split your attacks with any puppets you control and this will use the puppet's action. For example, at level 5 you may take the attack action to make one attack and have your puppet make one attack.
Improved Control
At 6th level, the length of your strings increases by 30 feet and it takes a bonus action to attach your strings to a puppet. The magic flowing through your strings has also become strong enough to transfer some of that magic into your puppets attacks. Your puppet's attacks count as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage.
Additionally, when you Cast a Spell, your puppet can deliver the spell as if it had cast the spell. You must have your strings attached to the puppet, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.
Finally, the AC of all your puppets increases by 1.
Puppet Finesse
Starting at 10th level, you can use a bonus action to allow a puppet you control to take the Disengage action or one attack. One puppet you control may move on your turn without you having to use a bonus action. Additionally, when you cast a spell, you can spend your reaction to have one puppet make an attack.
Travel Trunk
From 13th level onward, you can spend a short rest preparing a nonmagical chest or container as a magical arcane travel trunk. You can only have one such trunk at a time: when you prepare a new trunk, the old trunk reverts to a nonmagical chest. The interior of the trunk acts as a demiplane specifically for your puppets. You can place a number of puppets into the trunk equal to your charisma modifier, regardless of the size of the puppets. Whether the trunk contains puppets or is empty, it has a fixed weight of 25 lbs. If anything other than your puppets are stored in the chest, the item or creature will be immediately teleported directly outside the chest to the nearest unoccupied space.
If the trunk is destroyed, its contents spill out unharmed.
As a bonus action, if you are within 60 feet of the trunk, you can attach a set of strings to the chest. One puppet of your choice will immediately spring out of the trunk and you are able to attach your strings to the puppet as part of the same bonus action.
Puppet Fusion
At 15th level, if you are in control of two puppets and they are within 5 feet of each other, you can use your bonus action to have them combine into a single puppet. Two Small puppets become a Medium puppet, two Medium puppets become a Large puppet, two Large puppets become one Huge puppet. You cannot combine puppets that are not constructs.
Combined puppets are treated as a single puppet, although you still require two sets of strings to control it. Its statistics are as follows:
-
It has hit points equal to the total of the component puppet's hit points.
-
Each ability score is the better of the component puppet's scores.
-
Its AC is the better of the two component puppet's ACs.
-
It has all the special features of the two component puppets.
-
They remain combined until you separate them with a bonus action. When you do so, divide the combined puppets remaining hit points between the two component puppets (up to that puppet's maximum hit points).
One with the strings
At 20th level, the length of your strings increases to 200 feet. In addition, your puppets have resistance against magical and non-magical bludgeoning, piercing and slashing damage.
Additionally, you can now cast the Etherealness spell at 7th level once per long rest.
Schools of Puppetry
The Production of Performance
The Show Must Go On
Your ability to stay focused while performing has translated into your arcane abilities. If you must make a Concentration check to maintain a spell that affects only you and a puppet you control, you have advantage on the saving throw if you do not have disadvantage on the saving throw.
Puppet Performer
At 1st level, when you make a Charisma (Performance) check to entertain or trick others with one of your puppets, you are considered proficient in the Performance and deception skills and add double your proficiency bonus (instead of your normal proficiency bonus).
Improv Puppet
At 7th level you are able to put a voice box or a similar type of device into the head of your puppets. As a bonus action when you have at least one string attached to your puppet, you can activate this device. For one hour your puppet will be able to perfectly record any sound it can hear within 60 feet. The puppet can record voices and other sounds perfectly and will store these sounds for 24 hours. While it has sounds stored, you may use a bonus action to have the puppet play its recorded sounds and you can repeat the current recording any number of times.
Additionally, as an action, you can have your puppet mimic any sound it currently has recorded.
The current recording is lost if you use this ability again or if 24 hours have passed since making the recording. If you spend 1 hour to reconfigure the voice box in your puppet you are able to permenantly save the current recording. If you save the recording this way you must spend one day and 100 gold to construct a new voice box for your puppet. It takes a bonus action to change out the voice box of your puppet, but you must be able to physically do the work.
Bolstering Performance
At 11th level, you are so proficient with your puppet that you can do a combat performance that distracts enemies and bolsters your allies. As an action you can start a performance that lasts one minute. Select a number of enemies equal to your charisma modifier. During your performance, those enemies have disadvantage on attacks that are not made against you or your puppet.
Additionally, pick a number of your allies equal to your charisma modifier. Those allies gain advantage on the first attack they make after you begin your performance.
A creature or ally must be able to see your puppet to be affected by this performance. The performance ends early if you are incapacitated, silenced or if you voluntarily end it (no action required).
You may use this ability three times per long rest.
Perfect Impersonation
At 18th level, you have created a puppet that so uncannily mimics your own physical and emotional being, that parts of your soul transfer to it. It is assumed that you have been working on the puppet during your downtime throughout your adventuring career. Once, at any point you choose or if you die, your original body dies, and you emerge from your arcane trunk in your new form. Your soul must be willing and able to transfer to the puppet for this to be successful.
Your statistics remain unchanged except for the following changes:
- Your type changes to Construct. This makes you immune to certain spells, such as hold person or dominate person. This also means that you cannot be healed by spells that do not affect constructs.
- Spells that fix damage or heal constructs, such as mending, restore 1d8 hitpoints to your new form, unless the spell specifies otherwise.
- You do not age, breath, sleep or need to eat or drink.
- You gain a +2 bonus to your unarmored AC.
- Your mental stats do not change and you retain all spell casting and class abilities you had before transforming.
- Your physical stats become the higher stat between your puppets stats and your previous body's stats.
- You gain the features that you puppet had from the puppet upgrade list.
The Production of Strings
String Augmentation
Over the course of your have spent significant time studying the human body and its anatomy. You are proficient in the Medicine skill and add double your proficiency bonus (instead of your normal proficiency bonus) to these skill checks.
Additionally, you are able to attach your strings to a willing creature. As an action you attach your strings to one willing creature that is within the range of your strings and that you can see. Creatures that are attached to your strings count as 'puppets' for your class features. You may use this feature a number of times equal to your charisma modifier per long rest.
While your strings are attached to a creature you may do the following:
- As an action, your target gains an extra action. That action can be used only to take the Attack (one Attack only), Dash, Disengage, or Use an Object action.
- As an action, your target gains advantage on dexterity saves until the start of your next turn.
- As a an action, you grant your target a +2 to their AC until the start of your next turn.
Parasitic String
At 7th level, your skill with your strings has grown and you are able to hinder opponents movements. As an action, you attempt to attach your strings to one unwlling creature within your strings range that you can see. The target must make a constitution save againts your Spell DC. On a success nothing happens. On a failure, your strings latch onto the target. The target can make a new save at the end of each of their turns, on a success they are no longer controlled. You cannot have a String Augmentation target and a Parasitic String target active at the same time. This feature shares the uses of your String Augmentation feature.
While your strings are attached to an unwilling creature, the following applies:
- The target's movement speed becomes zero, if they were flying they will descend 30 feet a turn to the ground, unless you move them. As a bonus action, you can move the target up to their movement speed. You cannot move them outside of the range of your strings.
- You may use a bonus action to make the creature drop whatever they are holding.
- As an action, the target falls prone.
- As an action, you make the target attack one creature in its range. The target makes only one attack.
String Assistance
At 11th level, your control continues to grow and you can augment your allies with ease. You are now able to attached your strings to two allies that are within the range of your strings. When you use an action to augment your allies, both gain the your chosen benefit from your String Augmentation ability. Additionally, when you cast a spell with a range of touch, one of the allies attached to your strings can spend their reaction to deliver the spell, using your spell attack or DC as appropriate.
Additionally, you gain two more charges for your String Augmentation and Parasitic String features.
Masterful Control
At 18th level, you have mastered the ability to control your living puppets. You are now able to attach strings to a number of targets equal to your Charisma modifier. You can now target both enemies and allies at the same time, and while controlling allies, your String Augmentation abilities can now be used as bonus actions. When using a String Augmentation or a Parasitic String ability, the ability still only affects allies or enemies as previously described in those abilities.
The Production of Magic
Puppeteer's Concentration
At 1st level, you learn a ritual that creates a magical bond between yourself and a puppet. You perform the ritual over the course of 1 hour, which can be done during a short rest. The puppet must be within your reach throughout the ritual, at the conclusion of which you touch the puppet and forge the bond. If it is on the same plane of existence as you, you can summon that puppet as a bonus action on your turn, causing it to teleport instantly to an unoccupied space within 5 feet of you. You can have only one bonded puppet. If you attempt to bond with a second puppet, you must break the bond with the first one.
Bonded Strike
At 7th level, you learn how to make your puppet's weapon strikes undercut a creature’s resistance to your spells. Once per turn, when your puppet hits a creature with an attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
You may use this ability three times per long rest.
Arcane Charge
At 11th level, you gain the ability to teleport your puppet. As a bonus action you can do one of the following:
- You can magically switch places with one of your controlled puppets
- You can teleport within 5 feet of one of your puppets.
- You target one willing creature within 60 feet of you, that creature swaps positions with one of your puppets.
- You teleport one of your puppets within 10 feet of an ally within the range of your strings.
You may use this ability a number of times equal to your charisma modifier per long rest.
Puppet Magic Assist
Starting at 18th level, when you control at least one puppet and cast a spell of 5th level or lower you can have the spell be cast from both you and one of your puppets. The puppet uses your spellcasting stats for this spell but is unable to maintain concentration on any spells.
You may use this feature twice before needing a long rest.
Arcane Puppet Upgrades
Acid Vials
You've realized that when your enemies wield armor and weapons your odds of a survival tend to drop. So you decided to put corrosive acids in your puppet's arsenal. As an action your puppet attempts to douse an opponent in acid, melting their gear and flesh all at once. Your puppet makes a ranged weapon attack, on a hit the target takes 2d6 acid damage and their AC is reduced by 1 for one minute. You can reduce a target's AC this way up to four times. If a target's armor is reduced four times this way then the armor is permanently damaged and will need to be repaired. Magical armor and adamantine armor are immune to having their AC reduced this way.
Arcane connection
The material you've built your puppet with has begun to absorb some of your magic through your threads. You can make any spell you cast that targets only you target both your puppet and yourself.
Arcane Heart
You install a magical box or gear into your puppet. Your puppet gains 2 charges. As an action, it can spend 1 charge to cast any first level spell you know. It uses your stats for spell attacks. These charges are restored at the end of a long rest.
Bounce Back
You increase the resilience and stability of your puppet. It gains proficiency in Constitution Saving Throws and has advantage against saving throws to be knocked prone or knocked back.
Folding Puppet
Your puppet is able to fold in on itself and shift to one size category smaller than its natural size. It takes one minute for your puppet to make this shift.
Improve Constitution
You reinforce the construction of your puppet's limbs and body. Your Arcane Puppet's Constitution score increases by 2. You may apply this upgrade multiple times. An Arcane Puppet's maximum Constitution score is 20.
Improve Dexterity
The limbs and joints are so finely crafted that your puppet's Dexterity score increases by 2. You may apply this upgrade multiple times. A Arcane Puppet's maximum Dexterity score is 20.
Improve Strength
You reinforce the construction of your puppet's limbs and body. Your Arcane Puppet's Strength score increases by 2. You may apply this upgrade multiple times. An Arcane Puppet's maximum Strength score is 20.
Improve Wisdom
You learn to implement arcane and mechanical contraptions into your puppet. Your Arcane Puppet's Wisdom score increases by 2. You may apply this upgrade multiple times. An Arcane Puppet's maximum Wisdom score is 20.
Lock Pick
You gain proficiency in thieves tools can use your proficiency bonus when attempting to use thieves tools with your puppet. Additionally, your puppet has a built-in set of thieves tools that are always available for use.
Magical Essence
You transfer some of your own magical power into your puppet, allowing it to attune to one magical item. This counts towards the total number of items you can be attuned to.
Motion Capture Device
Prerequisite: Improv Puppet
You've further learned how to increase your puppet's ability to record it's environment. Your puppet now has a video recording device built into it's body. When you use your Improv Puppet feature, the puppet also records everything that it can see within 60 feet. You are able to project the recording from the puppet's eyes as well as remove and replace the recording device the same way you would replace the sound recording device.
Poisoned Bomb
You outfit your puppet with a gas can, or something similar. This gives your puppet a short range, area attack. As an action, each creature in a 20 foot cone must make a Constitution saving throw. A creature takes 2d12 poison damage on a failed save, and is poisoned, or half as much damage on a successful save and is not poisoned. The target can make a Constitution save at the end of each of their turns to end the poison. Once the target passes the save they are immune to the poison condition from this attack for 1 hour.
You may use this ability three times per long rest.
Ranged Weapon
You outfit your puppet with a ranged weapon that is part of its construction. This weapon can be a crossbow arm, a bullet fired from the puppet's mouth, or a spinning blade that the puppet throws, or something similar of your choice. This weapon deals 1d8 damage, range of 80/320ft and the damage type can be bludgeoning, piercing or slashing as appropriate to the weapon created.
Sentry Bot
You enchant or otherwise install a security system into your puppet. By spending one minute to prepare your puppet you can set it into a sentry bot mode, which acts as if you cast the Alarm spell.
Sturdy Materials
You have reinforced the materials your puppet is constructed of, giving it more protection. It gains additional hitpoints equal to twice your Arcane Puppet Master level. Additionally, it gains 1 AC.
Arcane Blast
Prerequisite: Arcane Puppet Master level 5
You've built a gun, sling, crossbow or a similar weapon into your puppet. This weapon is magical in nature and can be fired as an action. Your puppet can cast Magic Missile at the highest spell level you can cast. When cast this way, it has no Verbal or Somatic components and does not consume a spell slot.
Once used, this Arcane Blast cannot be used again until completing a long rest.
Enlarged Puppet
Prerequisite: Arcane Puppet Master level 5
You enlarge your puppet, increasing its size category by one. It has advantage on Strength checks and Strength saving throws. During the process, you can determine if your puppet will have the appropriate physiology to serve as a mount.
Fire Canon
Prerequisite: Arcane Puppet Master level 5
You've built a gun, sling, crossbow or a similar weapon into your puppet. This weapon is magical in nature and can be fired as an action. Your puppet can cast Fireball as a 3rd level spell. When cast this way, it has no Verbal or Somatic components.
Once used, this Fire Canon cannot be used again until completing a long rest.
Improved Acid Vials
Prerequisite: Acid Vials, Arcane Puppet Master level 5
After spending time to perfect your acids you've discovered new ways to increase their effectiveness. Your puppet's acid vials attack now deals 3d6 acid damage and also reduces the target's current weapon damage by 1. You can reduce a target's weapon damage this way up to four times. If a target's weapon is reduced four times this way then the weapon is permanently damaged and will need to be repaired. Magical weapons and adamantine weapons are immune to having their damage reduced this way.
Improved Poison Bomb
prerequisite: Poison Bomb, Arcane Puppet Master level 5
You have learned to further increase the potency of your puppet's poisonous attacks. When your puppet uses its Poison Bomb the area is increased to a 40 foot cone and the damage is now 3d12.
Additionally, your puppet's natural weapons are now permanently coated in poison. When your puppet deals damage with its natural weapons it deals an additional 1d12 poison damage.
Power Stomp
Prerequisite: Enlarged Puppet
Due to your puppet's increased size it can pound the ground with intense force. Your puppet can replace any of its attacks with the thunderclap spell using the Arcane Puppet Master's level and spell save for casting the spell. You can only replace a single attack a turn with this attack.
Puppet Wall
Prerequisite: Arcane Puppet Master level 5
You've designed your puppet in such a way that it is able to expand and offer protection when needed. As a bonus action, your puppet expands one size category if there is space to expand, and anchors itself to the ground or wall. If there is not enough space to fully expand, the puppet expands untill it hits a surface that prevents expansion.
While anchored your puppet offers full cover for everyone behind it but it has a movement speed of 0. It cannot be moved against its will while in this form. The puppet remains in this form until its hitpoints drop to 0 or you use a bonus action to revert it to its original form.
Specialty Parts - Swimming
Prerequisite: Arcane Puppet Master Level 5
You've designed your puppet to operate better in certain environments. Your puppet gains a swim speed equal to its movement speed. This upgrade takes the appearance of fins, propellers, or something similar of your choice. Additionally, the puppet gains resistance to cold damage.
Specialty Parts - Burrowing
Prerequisite: Arcane Puppet Master Level 5
You've designed your puppet to operate better in certain environments. Your puppet gains a burrow speed equal to its movement speed. This upgrade takes the appearance of claws, shovels, or something similar of your choice. Additionally, the puppet gains resistance to Fire damage.
Specialty Parts - Climbing
Prerequisite: Arcane Puppet Master Level 5
You've designed your puppet to operate better in certain environments. Your puppet gains a climb speed equal to its movement speed. This upgrade takes the appearance of claws, grappling hooks, or something similar of your choice. Additionally, the puppet gains resistance to Acid damage.
Thick Armor Plates
Prerequisite: Arcane Puppet Master level 5, Sturdy Materials
You've built sturdier, stronger plates to enforce your puppet. Your puppet's AC is further increased by 2 and it can not be moved against its will while it is touching the ground.
Arcane Wings
Prerequisite: Arcane Puppet Master level 9, not compatible with Enlarged Puppet
Either through wings, propellers, or pure magical energy, your puppet gains a flying speed of 30 feet.
Iron Puppet Wall
Prerequisite: Arcane Puppet Master level 9, Puppet Wall
You've further increased the defensive capabilities of you puppet's wall form. While Puppet Wall is active, your puppet gains 2 AC, resistance to non-magical bludgeoning, piercing and slashing damage and is increased an additional size category if there is space to expand. If there is not enough space to fully expand, the puppet expands until it hits a surface that prevents expansion.
Improved Magical Essence
Prerequisite: Magical Essence, Arcane Puppet Master level 9 The amount of magical essence you've transfered into your puppets has increased. Your puppet can now attune to one more magical item. This second item does not count towards the total number of items you can be attuned to.
Paralyzing Dart
Prerequisite: Arcane Puppet Master level 9
You've designed a potent paralyzing formula to hinder your foes and render them useless. Your puppet has darts, or a similar ranged weapon, that it can fire at enemies. As an action, one creature within 60 feet of your puppet must make a Constitution saving throw or become paralyzed. On a successful save the target is unaffected. On a failed save the target is paralyzed for one minute. A paralyzed target can make a Constitution save at the end of each of their turns and whenever they take damage.
You can use this feature 3 times per long rest.
Protector Puppet
Prerequisite: Arcane Puppet Master level 9
Over you adventuring career you've learned of impressive constructs known as Shield Guardians and strive to add similar abilities to your puppet. As a reaction to taking damage, you transfer half the damage you take to your puppet.
You can use this ability 3 times per long rest. You cannot use this ability if your puppet is out of range of your strings or if your puppet has 0 hit points.
Puppet Box
Prerequisite: Arcane Puppet Master level 9
You've designed your puppet to be a literal death trap, outfitting it with spikes, blades, or improved crushing force to crush your foes. As an action your puppet makes an attack against one creature in melee range. On a hit the target takes 3d10 piercing damage and if it is the same size or smaller than your puppet, it is engulfed by the puppet. While engulfed by the puppet the target is blinded, restrained and has total cover from attacks outside of the puppet. At the start of each of its turns, the engulfed target takes 2d6 piercing damage.
The puppet can only hold one creature inside it at a time. If the puppet takes 30 damage or more on a single turn from a creature inside it, the puppet releases the creature and it falls prone in a space within 10 feet of the puppet. As an action, an engulfed creature can make a strength save against your puppet's Save DC to break free of the puppet.
Chameleon Skin
Prerequisite: Arcane Puppet Master level 14
Eitehr through runes or a device, your puppet gains 5 charges. As an action your puppet can spend one or more charges to cast one of the following spells: Invisibility on itself (1 charge), Invisibility on someone else (2 charges), Greater Invisibility on itself (4 charges), Greater Invisibility on someone else (5 charges).
It regains all charges after a long rest.
Guardian Puppet
Prerequisite: Protector Puppet, Arcane Puppet Master level 14
You've further advanced your puppet into the likeness of a Shield Guardian. Your puppet can now spend a bonus action to regain hit points equal to the damage it received from the Protector Puppet feature. You can only use this feature the turn after using Protector Puppet.
Improved Paralyzing Dart
Prerequisite: Arcane Puppet Master level 14, Paralyzing Dart
After trial and error you've further increased the potency of your paralysis formula. The range of your Paralyzing Dart is increased to 120 feet and you can now target three creatures with each use.
Precise Strings
Prerequisite: Arcane Puppet Master level 14
Over the course of your studies and adventuring with your puppets you've learned to make your puppets more efficient. You can now control multiple puppets with one hand without issue. You can control three small sized puppets, two medium sized puppets, one large, or one huge puppet with one hand.
Self Destruct
Prerequisite: Arcane Puppet Master level 14
Any good inventor always puts a self destruct button on their favorite inventions. Or at least thats what you tell people that give you concerned looks when you tell them about this feature.
As an action, your puppet glows brightly and explodes in a ball of fire, magic and mannequin parts. Every creature within 30 feet of the puppet must make a dexterity saving throw. On a fail they take 3d10 fire damage, 3d10 force damage and 3d10 bludgeoning damage, on a successful save they take half damage.
Your puppet is completely destroyed after using this feature and cannot be repaired. You will need to construct a new puppet.
Cantrips (0 Level)
- Dancing Lights
- Light
- Mage Hand
- Mending
- Message
- Minor Illusion
- Poison Spray
- Prestidigitation
- Primal Savagery (XGE)
- Shocking Grasp
- Thaumaturgy
- Vicious Mockery
1st Level
- Alarm
- Bane
- Bless
- Burning Hands
- Charm Person
- Comprehend Languages
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- Entangle
- Expeditious Retreat
- Faerie Fire
- Feather Fall
- Floating Disk
- Fog Cloud
- Grease
- Identify
- Illusory Script
- Inflict Wounds
- Jump
- Longstrider
- Magic Missile
- Silent Image
- Sleep
- Snare (XGE)
2nd Level
- Acid Arrow
- Aid
- Arcane Lock
- Blindness/Deafness
- Blur
- Darkness
- Darkvision
- Dragon's Breath (XGE)
- Enhance Ability
- Enlarge/Reduce
- Earthbind (XGE)
- Gust of Wind
- Hold Person
- Invisibility
- Knock
- Levitate
- Magic Mouth
- Mirror Image
- Misty Step
- Pass Without A Trace
- See Invisibility
- Silence
- Spider Climb
- Suggestion
- Web
3rd Level
- Bestow Curse
- Blink
- Clairvoyance
- Counterspell
- Dispel Magic
- Fear
- Flame Arrows
- Fly
- Gaseous Form
- Haste
- Hypnotic Pattern
- Magic Circle
- Major Image
- Meld into Stone
- Nondetection
- Sending
- Slow
- Stinking Cloud
- Tongues
- Vampiric Touch
- Water Breathing
- Water Walk
- Wind Wall
4th Level
- Arcane Eye
- Confusion
- Dimension Door
- Fabricate
- Freedom of Movement
- Greater Invisibility
- Hallucinatory Terrain
- Private Sanctum
- Secret Chest
- Stone Shape
5th Level
- Animate Objects
- Antilife Shell
- Cloudkill
- Contagion
- Insect Plague
- Mislead
- Passwall
- Seeming
- Telepathic Bond
- Wall of Stone