Puppet Master (Bard)

by Areswolf419

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College of Puppeteering

Bonus proficiencies

Learn how to create your own unique Puppets, Any Puppet created by you is considered your Spellcasting Focus.

  • Choose two of the following Artisan Tools to gain proficiency with: Weaver's tools, Leatherworker tools, Potter's tools, Woodcarver's tools, Carpenter's tools, Mason's tools, Smith’s tools, Tinker's tools.
  • You gain one additional tool proficiency at Level 10.

Basics of Puppets

Starting at 3rd Level you learn the basics of Puppet Magic, You can expend more spell slots to enhance your Puppeteering magic.

  • Puppeteering- You may expend a Bardic Inspiration Die, as a Bonus action: You attach Magical Puppet Strings to a inanimate object that isn't being carried nor worn, that object becomes your "Puppet". You attach strings to each limb/edge of the object allowing you to properly control your Puppet's movements. The object may be suspended off the ground by your strings, as if floating.
  • Your Puppet has a movement speed of 25ft.
  • (Puppeteering requires your Concentration up to 1 hour.) (This feature requires both hands.) (The object must be 100lbs or less.) (You can control the object up to 100ft away.)
  • Actions- As a Action during your turn, You can operate your puppet to perform any of these actions: Charisma/Dexerity/Strength skill checks, the Help action, you may even perform a Melee Attack.
  • Bonus action- Give your Puppet or one Creature your Puppet is touching, a Bardic Inspiration Die.
  • Hidden Strings- As an Bonus action: You may expend a spell slot of 1st level or higher: make your strings Invisible. (While the Magical Puppet Strings are invisible to everyone else, you and the creature the strings are connected to, can always see the faint color of the strings.)
  • Puppet Senses- As an Bonus action: You may link you senses: See, Hear, and Speak through a Created Puppet. (You may choose any or all Senses to be linked and you may turn the senses on and off as you feel necessary as a bonus action.) (Your body is Blind, Deaf, Mute depending on which sense is currently linked.) (If you have any Mental Feats you may use them while you share senses with your Puppet.)

Magical Puppets

6th Level: When you cast your Puppeteering magic you are able to use any Combat Feats/Features through your Created Puppets.

  • Combat Puppets- You're able to channel your magic directly through your Puppet now. While your strings are attached to an object it has resistance to nonmagical damage. When a Puppeteered Object makes an attack it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Puppet Spellcasting- You are able to cast any 3rd Level spell or lower with the range of "Self" or "Touch" through any Created Puppet as if it had cast the spell itself. This includes spells that require a melee attack.
  • Puppet Shield- If you (or an ally within 25ft of your Puppet) are targeted with a ranged attack or a spell that targets only one creature; You may use your Reaction to move your Puppet in between You(Ally) and the source of the attack. The Puppet becomes the new target for the attack. (You may use this reaction twice per a Long Rest.)

Puppeteer Assistance

10th Level: You've mastered Puppeteering inanimate objects, Puppeteering- no long requires your Concentration, and you can do it single handed. Now it's time to use your magic on people.

  • Ally Puppeteering- As an Action, You may expend a Bardic Inspiration Die: You may attach your Magical Puppet Strings unto an Ally within 50ft of you. While your strings are connected, your Ally has their rate of descent while falling slowed to 60 feet per round.
  • (Ally Puppeteering requires your Concentration up to 1 hour.) (This feature requires only one hand.)
  • As a Bonus action- You may expend spell slot of 3rd Level or higher give your connected ally resistance to all nonmagical damage for their next 2 turns.
  • As a Bonus action at the end of your turn- give your connected Ally a continuous Help-action effect until the start of your next turn.
  • As a Reaction- If Your Ally is inside a spell's area of effect, and isn't being targeted directly by the spell, you can pull your Ally directly to you if you are outside of it's effects. (This movement doesn't provoke attacks of opportunity.)
  • Ally Spellcasting- You are able to cast any 5th Level spell or lower with the range of "Self" or "Touch" through a Puppeteered Ally as if they had cast the spell itself. As long as the spell doesn't require Concentration. (You must expend a Bardic Inspiration Die for each spell slot above 3rd level.)
  • (If you or your ally step beyond 50ft of each other the strings do not break, but fade in color and your ally loses all benefits until your within 50ft again the effects then resume.) (You may use Hidden Strings on Ally's strings.)

Puppet Master

14th Level: Your Puppeteering magic works on people. Including the unwilling ones.

  • Enemy Puppeteering- As an Action, You may expend a Bardic Inspiration Die: You may attach your Magical Puppet Strings unto an Enemy within 50ft of you. Target must succeed a Charisma Saving Throw against your spell save DC, the target's movement is reduced by 10ft while your strings are connected.
  • (Enemy Puppeteering requires your Concentration up to 1 hour.) (This feature requires both hands.)
  • As a Action- You may yank your strings and pull the connected enemy 10ft towards you, target must succeed a Dexterity saving throw or be knocked prone as well.
  • As a Bonus action- You impose disadvantage on all attacks of the connected opponent until the start of your next turn.
  • As a Bonus action at the end of your turn- You may impose disadvantage on all of the connected opponent's skill checks or saving throws until the start of your next turn. (Except against the Enemy Puppeteering saving throw.)
  • (If you or your enemy step beyond 50ft of each other the strings will break, ending all effects.)
  • Your opponent may attempt a Charisma Saving Throw to break free of Enemy Puppeteering at the end of their turn.

The Mysterious Puppeteer

There's a knock at The Night-Club's backdoor. A human thug answers, "Hello? Who's there?" "We're the new hired dancer's for tonight."- replies one of the women. The thug opens the door and four women walk in, he closes and bolts the door. "The boss wants to see you before you begin working this evening, follow me." The women are led upstairs, passing many heavily armed men along the way. The thug opens the door at the end of a long hallway. There is a man sitting behind desk, he spins his chair around. "Good evening ladies, my name is Jack Clubs." The man begins explaining, "I own this establishment, and every bar and brothel in this town." Jack looks out his window at the dance floor downstairs as he continues. "The same way i own this building, i now own all of yo-" Jack is suddenly cut off mid sentence, as a dagger is driven into his back. He spins around to see one of women standing in front of the others. The illusion fades as a wooden mannequin stands before him. The doll's face has tiny sharp metal studs in the shape of a smiley face. Jack jumps back recklessly injuring himself on the blade still in his back. Jack can read the message written on the doll's chest, "Good Bye Jack." The dolls lunges forward grabbing Jack. A man's voice is heard echoing out of the doll. "Good bye Jack!" Says the man's voice. The doll jumps out the window with Jack. Jack lands on blade dying instantly. The doll now lifeless as well. The guards search the area and find no one else. Meanwhile across the street at the bar, a man casually comes out of the bathroom and orders another Ale. He downs his Ale and then heads toward the next town.

Proficiency with Tools

Crafting Tools

When crafting Puppets, or Modifying Puppets, your Dm may have you make Tool Skill Checks. A failed skill check may set you back some time or waste some of the material used. (Or any other effect the Dm chooses.)

  • Crafting a puppet requires Materials and the tool proficiency to work those materials.
  • Crafting a Basic puppet requires 1 full week of labor.
  • Modifying a Puppet with a Special Modification requires 1 full week of labor, and the appropriate materials.
  • If a puppet is 0 HP and is "broken". It'll require materials and the tools used the craft the puppet to repair it.
  • Repairing a Broken puppet takes 5 hours, which can be done during a long rest and you'll still receive the benefits of the long rest.
  • You may craft Any parts required for a Puppet, as long as you have the appropriate tool proficiency to work with the desired material.
  • When you are crafting a Puppet which requires Metal work done. You may have to craft it near a forge. Metal Puppet maintenance doesn't require a forge however.

Tinker's tools

  • Tinker's tools may be used on your Puppet during any short/long rest to repair any minor damages.
  • During a Long Rest- When your Puppet is at full HP, you may spend 2 hours using your Tinker's tools on your Puppet. (Dm may impose a tool skill check.) After 2 hours of tinkering you may increase your Puppet's Maximum HP by 2 points. (This effect will not allow your Puppet's max hp to exceed the hit dice maximum hp for it's size category.)
Puppet Creation (DM Discretion!)

You may use this template to create your own Puppet. Based on your specific design Idea your puppet's HP and AC will be vastly different when compared the example below.


Rainbow Monkey (Cloth Puppet)

(Size) Huge, Alignment (PC)


  • Armor Class 11
  • Hit Points 84 (12d12) (Reinforced object stats)
  • Speed 25ft

STR DEX CON INT WIS CHA
Str (CHA) Dex (CHA) Con (CHA) Int (Mod) Wis (Mod) Cha (PC)

  • Saving Throws Charisma modifier All saving throws
  • Skills Same as (PC) (at level 6), may require your senses linked
  • Damage Vulnerabilities Wood and Cloth are suseptible to catching fire (until level 6)
  • Damage Resistances Nonmagical Damage (gained at level 6)
  • Damage Immunities Psychic
  • Condition Immunities All conditions except: Grappled, Restrained, Prone
  • Senses None (Unless linked with your own)
  • Languages Cant speak on it's own
  • Challenge Same as (PC)

Puppet Actions

This is where you would list any and all puppet modifications or weapons your puppets has.

Size/Weight/Material
  • Material and the Weight determine the puppet's maximum Size.
  • Size determines the object's HP.
  • The Material Determines AC.
  • If you mix 2 or more materials you take the "Average" AC value between the materials provided. (Example: Wood/Stone Puppet AC is 16)
DM Discretion is advised

Keep your Dungeon master in the loop with any puppets created or changed or modified in anyway.

Need a quick fix for Object statistics?

Use the Spell- Animate Objects' Chart

Basic Object statics

Your own created Puppets have their own statistics. Here are some basic statistics from Dungeon Master Guide.

Substance Armor Class
Cloth, Paper, Rope 11
Crystal, Glass, Ice 13
Wood, Bone 15
Stone 17
Iron, Steel 19
Mithral 21
Adamantine 23
Size Fragile Resilient Reinforced
Tiny (Bottle or Lock) 2(1d4) 5(2d4) 10(4d4)
Small ( a Lute or Chest) 3 (1d6) 10 (3d6) 21(6d6)
Medium (Barrel or Chandelier) 4 (1d8) 18 (4d8) 36(8d8)
Large (a 10ft by 10ft Window or a Cart) 5(1D10) 27(5d10) 65(10d10)
Huge (15ft by 15ft Window or a Boulder) 6(1D12) 44(6d12) 84(12d12)
Material> Cloth Leather Wood Metal
(Size) at 25lbs Medium Medium Small Small
(Size) at 50lbs Large Medium Medium Small
(Size) at 75lbs Large Large Medium Medium
(Size) at 100lbs Huge Large Large Medium
Puppet Attack Damage
Unarmed 1d4
Weapon Same Die as weapon normally (Player must be proficient with the weapon to add any modifiers)
Improvised Some Puppets have weapons built in to them. (DM Discretion)
Modifying a Created Puppet

Puppets can have all kinds of unique Special Modifications(See Page4.) Your Created Puppets may only have One "Special Modification". But at Level 10 a Created Puppet can have up to Two Special Modifications.

Puppet Facts
  • Your Puppet uses your Charisma Modifier for any attacks, ability checks, Saving throws it might have to do.
  • All Created Puppets are considered Reinforced when determining puppet hp. (Unless you Designed it to not be.)
  • Your Created Puppets are an extension of yourself.
  • Your Created Puppets can use your Feats as well. (As long as it's physically able to.)
  • You may not use any Combat Feats until you unlock them with Combat Puppets.
  • If the Feat is a mental ability you must have Puppet Senses active.
  • Your Puppet is immune to mental manipulation, that immunity doesn't extend to you if you use Puppet Senses.
  • Your Puppet get knocked prone? No problem, your puppet is technically "floating" so standing up doesn't waste any extra movement.
  • While your Magical Puppet Strings are attached to your Puppet or Ally, any single-target healing spell cast on you or them affects you both.
  • You and your Puppet perform separate saves when inside the same AoE attack or spell.
  • Your Puppet can make any reaction you can, either at the same time as you or independently.
Puppet Weapons and Armor
  • Puppets can wear armor. If a puppet doesn't wear armor the material they are made of counts as natural armor.
  • Puppets can wield weapons. If a puppet doesn't wield a weapon it may use unarmed attacks. ( If the Puppeteer has proficiency with the weapon the puppet is wielding you may add all normal modifiers to the attack roll and damage.)
  • Puppets also can be designed with improvised hidden weapons built in. These weapons you may only add your proficiency modifier to the attack roll and damage. (Only if you were the one who designed and crafted the Puppet.)
Puppet Reaction!

As a Reaction: If your puppet is targeted by an effect that makes your puppet perform a Check or Save, You may give your puppet a Bardic Inspiration Die. Must use this reaction Before you roll the d20. (Dice is expended normally.)

Puppet Death!

If your Puppet is reduced to 0 HP, it breaks. A broken Puppet loses 10% of it's material and must be repaired before being Puppeteered again. If an attack does double the Max HP of your Puppet in damage it is destroyed instantly.

Magical Puppet Strings Facts
  • Magical Puppet Strings must maintain a direct path between you and your Puppet.
  • Magical Puppet Strings cannot get tangled or be grabbed and can go through walls and other objects or creatures harmlessly.
  • Magical Puppet Strings have a different color for each caster. Regardless of the color of the strings, they shed a faintly bright light making it clearly visible.
  • Magical Puppet Strings while they are invisible to everyone else, you can always see the faint color of the strings.
  • You may not extend your Puppet beyond the maximum range limit of your Puppeteering feature, yourself. But if your Puppet is forced beyond your maximum range by an outside force, your strings automatically sever.
  • While your Magical Puppet Strings are attached to a Created Puppet; your Puppet cannot get wet or dirty, unless the Puppeteer allows it.
  • If you or the object, puppet, or creature- cross into the etheral plane or teleport. Magical Puppet Strings do not break unless you exceed the range of the Puppeteering feature.
  • If a Antimagic field is between you and your puppet, the strings are severed.
Artificer Infusion Puppets
  • You may not use Puppeteering on a magical Puppet until you are Level 6 and gained Magical Puppets.
  • Artificers may use Infusion on any Puppet created by you.
  • A Artificer may apply any weapon Infusion to any Built-in weapon the Puppet has.
  • A Artificer may apply any armor or clothing Infusion directly to your Puppet's body.
  • A Puppet may only have 1 Infusion applied to the body and 1 Infusion applied to a built-in weapon.
  • A Puppet with a Artificer Infusion applied to a built-in weapon; gains a +3 added to their accuracy and damage with that weapon.
  • A Puppet with a Artificer Infusion applied to the body has its Max HP Increased by 30hp. While your strings are attached to your puppet after 1 minute of it last receiving damage it begins to regenerate any lost health, every 1 minute it regains 10hp.
Puppet Weight Limits

Different materials, weigh differently. Be sure to watch your Puppets weight limit during creation. Your Puppet's weapon/armor does factor into your Puppet's weight as well. Don't forget to include hidden weapons into the design, the best weapons are the ones your opponents cant see. Objects that are picked up do not apply to your Puppet's weight limit. But created puppets cannot carry more then their own weight. 100lb puppet can carry 100lbs additional weight. (Puppets cannot float when they're Max carrying weight.)

Disclaimer

I did not create any of the artwork myself,
Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use.

 

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