Inventory
Summary of Content
Introduction
Class level Table
Class features
Class Archetypes
Modifications Table
Crafting a Puppet
Crafting a Puppet
Spell List
Credits
The Master of Marionettes
Marionette Master class
| Level | Proficiency Bonus | Features | Maximum amount of Puppets | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Puppet crafting, Spellcasting, String of Command | 1 | 2 | 2 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Marionette's Mind | 1 | 2 | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Puppeteer's Archetype, Call of Duty | 2 | 2 | 4 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability score improvement | 2 | 3 | 5 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Archetype Feature | 2 | 3 | 7 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Competent craftsman | 3 | 3 | 8 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | Puppet Spellcasting | 3 | 3 | 9 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score improvement | 3 | 3 | 10 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | That is what I call an upgrade | 3 | 3 | 11 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Archetype feature | 4 | 4 | 13 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | Ally puppeteering | 4 | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score improvement | 4 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | ─ | 4 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Enemy Puppeteering | 5 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | Archetype Feature | 5 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score improvement | 5 | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | — | 5 | 4 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Tool Mastery | 6 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score improvement | 6 | 4 | 23 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Master of Puppets | 6 | 4 | 24 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Creating a Marionette Master
To create a Marionette Master, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then look at the Puppeteer table to see which features you get at each level. The descriptions of those features appear in the "Class Features" section.
Quick build
You can make a Marionette Master quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexerity. Second, choose the guild artisan background.
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 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Puppeteer level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, Shortsword, Longsword, Rapier, Scimitar, Whip, Blowgun, Hand-Crossbow, Net
- Tools: Choose two Artisan Tools to gain proficiency with.
- Saving Throws: Charisma and Dexterity
- Skills: Choose two from: Acrobatics, Arcana, Deception, Intimidation, Medicine, Performance, Persuasion, Perception, Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword, (b) a scimitar, or (c) two daggers
- (a) leather armor or (b) padded armor
- (a) a entertainer's pack or (b) a explorer's pack
- A book where Designs & Spells are written in
- Crude/basic 25lb Puppet made from one of the tools you are proficient in.
Spellcasting
As a weaver of magical strings, you can cast Puppeteer spells. See chapter 10 in the player's hand book for the general rules of spellcasting and Page 12 for the Puppeteer spell list.
Cantrips
At 1st level, you know two cantrips of your choice from the Puppeteer spell list. You learn additional Puppeteer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Puppeteer table.
Preparing and Casting Spells
- The Marionette Master table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
- You prepare the list of Puppeteer spells that are available for you to cast, choosing from the Puppeteer spell list. When you do, choose a number of Puppeteer spells equal to your 'Known Spells' number. Spells can only be chosen if you have the spell slots for it.
- For example, if you are a 3rd-level Marionette Master, you have four 1st-level and two 2nd-level spell slots. your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
- You can change your list of prepared spells when you finish a long rest. Preparing a new list of Puppeteer spells requires time spent in meditation and pouring over Puppet designs: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your Puppeteer spells. The power of your spells comes from your devotion to your deity. You use your Charisma whenever a Puppeteer 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
Spell attack modifier
Ritual Casting
You can cast a Puppeteer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
Your Magical strings are considered to be your spellcasting focus for your puppeteer spells.
Puppet crafting
The process to creating a fully operational puppet takes multiple steps. We will give more detail in each step of the process.
- Crafting a puppet
- Theming a puppet
- Energizing the puppet (with character "touch")
This will be explained on page ___.
String of Command
On each of your turns, you can use a Bonus Action to mentally Command any Puppet you made 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 Command to each one). The maximum number of Puppets you may have equals the number shown on the table. (Even inactive Puppets count toward this total)
- Puppets under your control, obey your commands to the best of their ability. But act independently of you. In combat, it rolls its own initiative and acts on its own turn. You may fiddle with their strings (Magical or Physical), 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 on it own. You need both hands free to control a Puppet.
- Once given an order, the Puppet continues to follow it until its task is complete. If you are incapacitated or absent, the strings lose their grip and the Puppets will become inanimate. They fall down and can't act anymore.
Marionette's Mind
2nd level- learn to become one with your Puppet, this helps you control your Puppet remotely.
- 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, Muted depending on which sense is currently linked. (If you have any Mental Feats you may use them while you share senses with your Puppet.)
- 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.)
Call of Duty
At 3rd level- 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.)
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.
Competent Craftsman
Starting at 6th level, you gain proficiency in Sleight of Hand after how much delicate craftsmanship you have performed. You also gain proficiency in two other Artisan Tools. If you are already proficient in sleight of hand you can choose any of the proficiencies listed on the creation chart.
Puppet Spellcasting
Starting at 7th level, 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.
That is what I call an upgrade
Starting at 9th Level, You are able to enhance the composition of your puppets. Making them more durable for damage. Increase their max Hit Points equal to half their Hit dice amount (rounded up).
Furthermore, the Puppets gain resistance to nonmagical damage.
Ally Puppeteering
Upon reaching 11th level, you gained the knowledge to puppeteer creatures willing to comply. Reaching new targets to play on.
- Ally Puppeteering- As an Action, You may expend a 3rd level spell slot or higher. 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. If the creature lands before the spell ends, it takes no falling damage and can land on its feet.
- (Ally Puppeteering requires your Concentration up to 1 hour.) (This feature requires both hands.)
- As an Action- If your Ally is willing, you may perform Your attack action through your Ally. You use your charisma modifier for the attack and damage rolls. You may add your's and your ally's features and feats or any other modifier that is applicable into this attack action.
- As a Bonus action- You may expend a 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.)
- (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 benefit's until you're within 50ft again then the effects resume.)
Enemy Puppeteering
At 14th level. Your Puppeteering magic works on all creatures. Including the unwilling ones.
- Enemy Puppeteering- As an Action, You may expend a 4th level spell slot or higher: Target must succeed a Charisma Saving Throw against your spell save DC or, You may attach your Magical Puppet Strings unto an Enemy within 50ft of you. The target's movement is reduced by half while your strings are connected.
- (Enemy Puppeteering requires your Concentration up to 1 minute.) (This feature requires both hands.)
- As an 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 the 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.
Tool Mastery
18th level gain the following feature:
Double your proficiency bonus with all tools you already have proficiency with at the time of gaining this feature.
Master of Puppets
20th Level gain the following upgraded feature:
Ally and Enemy Puppeteering only requires one hand and no longer requires concentration. Puppeteering 2 Creatures at the same time requires concentration however. While operating a Enemy and an Ally, you may use all of Ally Puppeteering features as bonus actions (Except it's reaction stays the same.) and all of Enemy Puppeteering features become Actions.
If you wish to use both of the "at the end of the turn" effects, you may use your action and bonus action at the same time to apply both effects and then end your turn. If you are Puppeteering 2 Allies you must target one of your allies when applying an effect. (Same goes for Puppeteering 2 enemies.)
You may however use your Attack Action through both of your Allies, both attack but roll seperate attack rolls. When you use your Action to yank the Enemy's strings, the effect is applied to both enemies.
Puppeteers, no matter what their calling, unlock the ability to install one Special Modification into a Created Puppet. Calling of the Tinkerer can now install 3 Special Modifications into a single Created Puppet. (See page __)
Puppeteer's Archetype
Archetype of Tinkering
Those who study the art of the Tinkery, are Obsessed with tools. Their puppets are for them a live-long project.
Tool Expert
Starting at 3rd level- gain proficiency with tinker's tools, if already proficient with tinker's tools you may choose one additional tool proficiency instead. Choose one tool you are proficient with to double your proficiency modifier whenever you perform skill checks with that tool.
Special Modification
Starting at 5th Level- During Downtime you may install a single Special Modification into a Created Puppet listed from the Modifications Table. (Maximum of one Special Modification per Puppet. This number increases to two Special Modifications when you reach 10th and then a 3rd Special Modification at 20th level.) (see page 10)
Constant Tinkering
At 10th level, During a Long Rest, When your Puppet is at full HP, Roll a d10 and add your tinkerer's tool modifiers to the roll. That Puppet gains Temp HP equal to the result. (You may only use this feature once per a long rest.)
Ally Puppeteering (Upgrade)
At 15th Level, With a single cast of Ally Puppeteering, You may target a Puppet and an Ally. You manipulate each target with a different hand. If you use the Ally attack option: your Ally and your Puppet both attack but roll seperate attack rolls.
The Ventriloquist's Archetype
A true performer dedicated to enhance their shows in every way. Their skills of puppeteering are no match for other performers.
Bellow Speaker
Starting at 3th level, Your ability to speak with your bellow enhances your mimicry while puppeteering. You can change your voice flawlessly while puppeteering a puppet.
A one man Show
Starting at 5th level, you can increase the maximum amount of Puppets by 1. At 15th level increase it to 2, and at 20th level increase it to 3.
String of Command (Upgrade)
At 10th level, Your fingers have become more smooth to your puppets. You can now choose up to 2 groups of puppets to command to, instead of the any or all. At 15th level you can increase the amount of groups to 3.
Modifications Table
| Special Modifications | Effect |
|---|---|
| Enhanced Footwork | Your Puppet's legs become more sturdy and are able to carry more weight. Increase their maximum carrying weight by half their own weight, round it up. (for instance a 50lb Metal Doll can carry up to 75lb of weight.) |
| Weapon Holster | Your Puppet now has a retractable holster to carry weapons in it. Furthermore, Daggers carried by this Puppet can be treated as a Hidden blade item. |
| Spiked Body (Retractable) | Areas on the Puppet are covered in Retractable Spikes. (Retractable Spikes function as if (un)sheathing a weapon.) If grappling/grappled at the start of the creature's turn they take 1d6 piercing. When attacked by an unarmed strike: Attacker takes 1d6 piercing damage. Your unarmed melee attacks become a 1d6 piercing (instead of 1d4 bludgeoning). (Add 15lbs to the carried weight.) |
| Chemical Containers | You can fill your Puppet with acids or poisons, or oil or any other chemical and have them spewed out of containers. 1 Flask can be put in your Puppet. If your Puppet receives a melee attack or is being grappled, it can use its reaction to burst open the containers. any creature within 5 feet gain the vial's effects. As a Bonus action: your Puppet may ignite any flammable liquid it's secreting by a tool. (Each flask weighs 1LB (unless otherwise stated) and adds to the Puppet's carried weight.) |
| Secret Storage | Your Puppet has some of it's space removed to make a secret storage for items. Depending on the size of your Puppet you can storage 1 item in this space of one size smaller. This means: Tiny: Diminutive, small: tiny, medium: small, etc. |
| Ignition Sight | Glass Lenses are placed in one or more of your Puppet's Eyes. As an Action: You may expend a spell slot of 1st Level or higher: Your Puppet's Eyes glow red hot, the Puppet may focus on a single target within 60ft. The target must succeed a Dexterity Saving Throw or catch on fire. Creatures set on fire by this effect take 1d6 fire damage and then again at the start of each their turns. A creature may use their action to pat out the flames, ending the effect. A creature may use their reaction anytime they take the fire damage; to drop unto the ground and roll to extinguish the flames, ending the effect. (This reaction does however trigger attacks of opportunity.) (Must install glass eyes.) |
| Special Modifications | Effect |
|---|---|
| Puppet Senses Upgrade | Your puppet becomes enhanced with new gadgets to percieve their environment better. When making a Perception check based on Hearing or Sight, add 1d4 to that roll. |
| Puppet Wires | Your Puppet gains metal wiring incased in their body. On your command it can use its wires against a target. As an Action: Your Puppet can perform a ranged attack up to 50ft to wrap the target in metal wires. Target becomes restrained and anchored to the Puppet. As a bonus action: The Puppet may pull a restrained target. The restrained creature can perform Strength Save against the Puppet Strength check, on a fail the target is moved 10ft towards the Puppet. As a bonus action: The Puppet may release a creature and reset the wires. As a Reaction: your Puppet may release the wires, but may not use this again until the metal wire is replaced. (Requires 55ft of metal wire and 10lbs added to Puppet's carried weight.) |
| Iron Maiden | If your Puppet has one creature the same size or smaller grappled or restrained, as an action: Puppet opens it's chest and the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the Puppet, and it takes (2d6) piercing damage from internal blades at the start of each of the Puppet’s turns. The Target may break free by contesting a strength check against the Puppets strength saving throw. Releasing the puppet on a saved roll. If the Puppet is reduced to zero Health, the swallowed creature is released. (Add 20lbs to the carried weight.) |
| Hardened Plates | Your Puppet is layered in Hardened Plates. Increase the AC of the puppet by 1. Furthermore, increase the Puppet's Constitution by 2. (Add 15lbs to the carried weight.) |
| Puppet Explosion (Wooden only) |
Fill your Puppet with explosives, and metal shrapnel (adding to its carrying weight). Your Puppet may activate it's explosive charge as a bonus action. Shrapnel flies twice as far as the Puppet explosion blast radius. (Dexterity Saving Throw for half damage.) (Puppet is Destroyed.) (This Puppet counts as a siege weapon.) |
| Banner Bearer (3 uses / day) | One of your puppets is now holding a Banner. As a bonus action, your Puppet can inspire a nearby ally. The next roll the Ally has to make is increased by a 1d4. (requires 5lb of Wood & Cloth combined) |
Explosion Effects
| Material | (Explosion) Nonmagical Force Damage |
(Shrapnel) Piercing Damage | (Feet) Blast Radius |
|---|---|---|---|
| (1LB+ of Either) | 2d6 | 1d4 | 5 |
| (5LB+ of Either) | 4d6 | 2d4 | 10 |
| (10LB+ of Either) | 8d6 | 4d4 | 20 |
| (25LB of Either) | 12D6 | 8d4 | 30 |
Artificer Infusion Puppets
- Artificers may use Infusion on any Puppet Created by you.
- A Puppet may only have 1 Infusion applied to the body and 1 Infusion applied to a built-in weapon.
- 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.
Crafting a Puppet
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.)
- You may craft Any parts required for a Puppet, as long as you have the appropriate tool proficiency to work with the desired materials.
- Crafting a Puppet requires 144 hours (6 days) of labor, also the Materials and the tool proficiency to work those materials.
- Modifying a Puppet with a (Magic) Special Modification requires 96 hours (4 days) of labor, and the appropriate materials.
- The crafting time is Halved if you have expertise with the tools you're working with.
- 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.
Repairing a Puppet
- If a Puppet is 0 HP it is considered "Broken". Broken puppets require materials and the tools used the craft the Puppet to repair it.
- Tinker's tools may be used on your Puppet during any Short/Long rest to repair any damages.
- Repairing a Broken Puppet takes 3 hours, which can also be done during a long rest and you'll still receive the benefit's of the long rest.
Puppet Death!
If your Puppet is reduced to 0 HP, it breaks. A broken Puppet loses 10% of it's material and loses 1 size quality (for instance: 'Resilient' to 'Fragile') until fixed. If an attack does double the Max HP of your Puppet in damage it is destroyed instantly. A destroyed Puppet cannot be "fixed", it must be completely rebuilt.
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 are proficient with unarmed attacks.)
- Puppets can be designed with improvised hidden weapons built in. These weapons you may add your proficiency modifier to the attack roll and damage, only if you were the one who crafted the Puppet.
Puppet Weight Limit's
Different materials, weigh differently. Be sure to watch your Puppets weight limit during creation. Don't forget to include hidden built-in weapons into the design, they count against the puppet's carried weight. Objects that are picked up apply to your Puppet's carried weight limit. Created Puppets cannot carry more then their own weight. 100lb Puppet can carry 100lbs additional weight. Your Puppet's weapon/armor factors into your Puppet's carried weight as well. (Puppets cannot float when they're at Maxed carrying weight.)
Puppet Creation (DM Discretion!)
Based on your specific design Idea your Puppet's HP and AC will be vastly different when compared the example below.
Mr Torch (Wooden Puppet)
*(Size) Small, Resilient, Soldier Toy, Lawfull Good *
- Armor Class 15
- Hit Points 10 (3d6) (Reinforced object stats)
- Speed 25ft
STR DEX CON INT WIS CHA Str (CHA) Dex (CHA) Con (CHA) Int (PC) Wis (PC) Cha (CHA)
- Saving Throws Charisma modifier All saving throws
- Skills Same as (PC), may require your senses linked
- Damage Vulnerabilities Wood and Cloth are suseptible to catching fire (until level 8)
- Damage Resistances Nonmagical Damage (gained at level 8)
- Damage Immunities Psychic, Poison
- Condition Immunities All conditions except: Grappled, Restrained, Prone. Puppets are immune to all mental manipulation.
- Senses None (Unless linked with your own)
- Languages Cant speak on it's own
- Challenge (PC)
Puppet Stats
Puppets physical stats are determined by your charisma modifier, except for your puppet's INT and WIS is your own stats because your puppet doesn't have a mind of it's own.
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)
Feats and Features
You are able to use any Feats or any attack based class Features through your Created Puppets.
Basic Object statistics
Your own Created Puppets have their own statistics. These are based around Substance, Size, Quality, Theming and Puppet attack.
| Substance | Armor Class |
|---|---|
| Cloth, Paper, Rope | 11 |
| Leather | 12 |
| 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) |
Spells Targeting your Puppet.
Puppets are considered Constructs/Objects when targeted by any Spell.
Theming the Puppet
Giving character
When making a puppet you choose it's appearance. You can give Puppets unique traits by Theming them. Each themed Puppet gives their set of proficiency and ability scores improvements. There are 4 versions to choose from:
Soldier Puppet
Alignment (given by soul)
- Armor Class: (Given Substance)
- Hit Points: (Size & Quality - hit dice + CON)
- Speed: 25ft
STR DEX CON INT WIS CHA Str 14 (+2) Dex 11 (+0) Con 14 (+2) Int 8 (-1) Wis 11 (+0) Cha (PC)
- Proficiency modifier: (Character's PB)
- Proficiency (Weapons): Simple Weapons, Martial Weapons
- Proficiency (Armor): All Armor, Shields
- Saving Throws Strength & Charisma
- Skills Athletics, Performance
- Damage Vulnerabilities Substances Wood and Cloth are susceptible to catching fire
- Damage Resistances Nonmagical Damage (gained at level 9)
- Damage Immunities Psychic, Poison
- Condition Immunities All conditions except: Grappled, Restrained, Prone. Puppets are immune to all mental manipulation.
- Senses None (Unless linked with your own)
- Languages Common, Character's languages & 1 given by their forebearer (You can't understand this language but they can)
Ranger Puppet
Alignment (given by soul)
- Armor Class: (Given Substance)
- Hit Points: (Size & Quality - hit dice + CON)
- Speed: 30ft
STR DEX CON INT WIS CHA Str 10 (+0) Dex 12 (+1) Con 9 (-1) Int 8 (-1) Wis 14 (+2) Cha (PC)
- Proficiency modifier: (Character's PB)
- Proficiency: Simple weapons, Martial weapons (only ranged), Shortswords
- Saving Throws Dexterity & Charisma
- Skills Stealth, Performance
- Damage Vulnerabilities Substances Wood and Cloth are susceptible to catching fire
- Damage Resistances Nonmagical Damage (gained at level 9)
- Damage Immunities Psychic, Poison
- Condition Immunities All conditions except: Grappled, Restrained, Prone. Puppets are immune to all mental manipulation.
- Senses None (Unless linked with your own)
- Languages Common, Character's languages & 1 given by their forebearer (You can't understand this language but they can)
Wizard Puppet
Alignment (given by soul), forebearer must be a spellcaster
- Armor Class: (Given Substance)
- Hit Points: (Size & Quality - hit dice + CON)
- Speed: 30ft
STR DEX CON INT WIS CHA Str 9 (-1) Dex 11 (+1) Con 8 (-1) Int 14 (+2) Wis 11 (+0) Cha (PC)
- Proficiency modifier: (Character's PB)
- Proficiency: Daggers, Quarterstaffs, Darts, Slings
- Saving Throws Intelligence & Charisma
- Skills Arcana, Performance
- Damage Vulnerabilities Substances Wood and Cloth are susceptible to catching fire
- Damage Resistances Nonmagical Damage (gained at level 9)
- Damage Immunities Psychic, Poison
- Condition Immunities All conditions except: Grappled, Restrained, Prone. Puppets are immune to all mental manipulation.
- Senses None (Unless linked with your own)
- Languages Common, Character's languages & 1 given by their forebearer (You can't understand this language but they can)
Traits
Cantrip: This puppet knows 1 Cantrip from from the Forebearers spell list, or 1 cantrip from the Puppeteer spell list. It can cast the Cantrip three times a day.
1st Level Spell: The puppet knows one 1st level spell from the Forebearers spell list, or one 1st level spell from the Puppeteer spell list. It can cast this spell once a day.
Performer Puppet
Alignment (given by soul)
- Armor Class: (Given Substance)
- Hit Points: (Size & Quality - hit dice + CON)
- Speed: 25ft
STR DEX CON INT WIS CHA Str 12 (+1) Dex 14 (+2) Con 10 (+0) Int 8 (-1) Wis 11 (+0) Cha (PC)
- Proficiency modifier: (Character's PB)
- Proficiency: Simple Weapons, Whips, Hand crossbows
- Saving Throws Strength & Charisma
- Skills Acrobatics, Sleight of Hand, Performance
- Damage Vulnerabilities Substances Wood and Cloth are susceptible to catching fire
- Damage Resistances Nonmagical Damage (gained at level 9)
- Damage Immunities Psychic, Poison
- Condition Immunities All conditions except: Grappled, Restrained, Prone. Puppets are immune to all mental manipulation.
- Senses None (Unless linked with your own)
- Languages Common, Character's languages & 1 given by their forebearer (You can't understand this language but they can)
Traits
Evasion: If the Performer Puppet is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
Energizing the Puppet
Requiring energy
To bring the Puppets to live you have to enhance the Puppet with unique energy. This energy can be brought in in any given state. In our case we use the soul of a dead creature (also known as a Forebearer) to power our Puppets. We apply magic to Soul Transfer the Soul to our puppet.
The creature needs to roll a Charisma saving throw against your Soul Transfer DC. If it fails, the Soul is being pulled by your strings to your Puppet. And the transfer is completed after 1 minute. If it succeeds, you fail to pull him and he becomes immune to this process.
Once pulled in, the creature is willing to serve under your command, and cannot be charmed by others.
Soul Transfer DC
Roleplaying
The death of a creature can sometimes not be the end for their Soul. The DM can force/allow you to interact with the Soul in order to make the Soul Transfer willingly. Other ways are to give the Soul advantage or disadvantage after you spoken to it.
The Consequences (DM Discretion)
Conducting a Soul Transfer is not a wide known process. This fine work of art isn't perfected by even the best Marionette Masters. The created Puppets can bear some or even all behaviors & morals of their Forebearers. This can lead to their voice and behavior characterized by their Soul. (For instance, this means that making a Chaotic Evil Lich into a Wizard Puppet can let it behave as a mix between a Lich & cute Wizard toy.)
Cantrips (0 Level)
- Encode Thoughts
- Dancing Lights
- Friends
- Light
- Mage Hand
- Mending
- Message
- Mind Sliver
- Minor Illusion
- Prestidigitation
- Produce Flame
- Shape Water
- Thaumaturgy
- Vicious Mockery
1st Level
- Absorb Elements
- Bane
- Bless
- Cause Fear
- Charm Person
- Color spray
- Command
- Dissonant Whispers
- Disguise Self
- Distort Value
- Faerie Fire
- Healing Word
- Heroism
- Hex
- Longstrider
- Shield
- Silent Image
- Silvery Barbs
- Sleep
- Tasha's Hideous Laughter
2nd Level
- Alter Self
- Blindness/Deafness
- Blur
- Calm Emotions
- Crown of Madness
- Detect Toughts
- Enthrall
- Heat Metal
- Hold Person
- Invisibility
- Mirror Image
- Misty Step
- Nathair's Mischief
- Nystul’s Magic Aura
- Pass without a trace
- Phantasmal Force
- Pyrotechnics
- Rope Trick
- Suggestion
- Warding Bond
3rd Level
- Bestow Curse
- Blink
- Catnap
- Dispel Magic
- Enemies Abound
- Fast Friends
- Fear
- Haste
- Hypnotic Pattern
- Leomund's Tiny Hut
- Major Image
- Mass Healing Word
- Motivational Speech
- Phantom Steed
- Sending
- Slow
- Tongues
- Vampiric Touch
4th Level
- Arcane Eye
- Charm Monster
- Compulsion
- Confusion
- Dimension Door
- Dominate Beast
- Fabricate
- Fire Shield
- Freedom of Movement
- Greater Invisibility
- Hallucinatory Terrain
- Leomund's Secret Chest
- Phantasmal Killer
- Polymorph
- Shadow of Moil
- Stone Shape
5th Level
- Animate Object
- Awaken
- Dominate Person
- Dream
- Far Step
- Geas
- Hold Monster
- Mislead
- Modify Memory
- Rary's Telepathic Bond
- Scrying
- Seeming
- Skill Empowerement
- Synaptic Static
- Telekinesis
6th Level
- Disintegrate
- Flesh to Stone
- Forbiddance
- Heal
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
- Magic Jar
- Mass Suggestion
- Mental Prison
- Otto's Irresistible Dance
- Programmed Illusion
7th Level
- Crown of Stars
- Etherealness
- Forcecage
- Mirage Arcane
- Mordenkainen's Magnificent Mansion
- Prismatic Spray
- Project Image
- Regenerate
- Resurrection
- Symbol
- Teleport
8th Level
- Antipathy/Sympathy
- Dominate Monster
- Feeblemind
- Glibness
- Illusory Dragon
- Maddening Darkness
- Mind Blank
9th Level
- Mass Heal
- Psychic Scream
- Weird
- Wish
A Big
Thank you
Disclaimer
| I did not create any of the artwork myself |
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