The Puppeteer V4.0

by RafaDBFernandes

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The Puppeteer





The Puppeteer


The seemingly bottomless powers of magic, the limitless ingenuity of the art of artifice. Few vocations marry these aspects of life as well as the mystical art of puppetry.

What was once but a small exercise meant for students of the school of necromancy, the simple art of controlling these arcane strings became easy enough to master that even those devoid of any magical talent could harness them with little help. And to help those people, so was the first puppet core created, a small metal frame built around a common blue salt stone.

With a single spark, a perfect catalyst is created to harness and augment the power of the arcane string. These cores quickly became an integral part of the puppeteer, some dedicating their entire lives in the pursuit of creating the perfect core.

Puppets of Every Kind

With great craftsmanship, come thousands of creations. From wood, metal, stone, some puppets are even created out of nothing but paper and their core. The art of creating a puppet is a deeply personal one, and their shapes they can take are limitless.

There is but one thing uniting all puppeteers: dedication. Be it creating a world-rending construct, able to level kingdoms; a graceful marionette able to perform inhuman dances; or simply an indestructible core, all puppeteers are wholly dedicated in giving their hopes and dreams shape, placing part of their souls on every core they make.

Simple Living

You might find several puppeteers who have given up on the life of an adventurer, choosing instead to devote themselves to their craft as artisans, as performers, or taking up a life of hermitage with their creations as their only friends.

Because of that, you will never fail to find materials for your puppets, some may even hold secret tools of only their own creation. As honorable it is to live a simple and quiet life, it is equally honorable to be devoted to spreading the knowledge of puppetry through the world.


String of Many Worlds

Throughout the D&D multiverse, puppeteers tend to change. Whether through the puppets they use, the physical or magical aspect of their strings, or simply the repair tools available for them to use. Talk with your DM about how this class can be incorporated into the world.
































Creating a Puppeteer

To create a puppeteer, 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 puppeteer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Dexterity. Second, choose either the guild artisan or the entertainer background.

Part 1 | Introduction
The Puppeteer
Level Proficiency
Bonus
Class Features Puppet Damage Dice Armaments Known
1st +2 Arcane Puppet, Arcane String 1d8
2nd +2 Artisan's Armaments 1d8 2
3rd +2 Puppet Core 2d8 2
4th +2 Ability Score Improvement 2d8 3
5th +3 Strands of the Weave 2d8 3
6th +3 Puppet Core feature 2d8 4
7th +3 Soul-Bonded Healing (2) 3d8 4
8th +3 Ability Score Improvement 3d8 5
9th +4 Last Resort 3d8 5
10th +4 Puppet Enhancement 3d8 6
11th +4 Puppet Core feature 4d8 6
12th +4 Ability Score Improvement 4d8 7
13th +5 Sudden Transposition 4d8 7
14th +5 Soul-Bonded Healing (4) 4d8 8
15th +5 Everlasting Creation 5d8 8
16th +5 Ability Score Improvement 5d8 9
17th +6 Puppet Core feature 5d8 9
18th +6 One with the String 5d8 10
19th +6 Ability Score Improvement 6d8 10
20th +6 Eternal Cage 6d8 10

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: Daggers, darts, rapiers, slings, light crossbows
  • Tools: Carpenter's tools, smith's tools, tinker's tools, two types of artisan's tools of your choice
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from Animal Handling, Arcana, History, Investigation, Medicine, Performance, Religion, and Sleight of Hand

Starting Equipment

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

  • (a) two daggers or (b) a light crossbow and 20 bolts
  • (a) carpenter's tools or (b) smith's tools
  • (a) dungeoneer's pack or (b) explorer's pack
  • a puppet and leather armor

Multiclassing and the Puppeteer

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose puppeteer as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class.
Proficiencies Gained. If puppeteer isn't your initial class, here are the proficiencies you gain when you take your first level as a puppeteer: light armor, carpenter's tools, smith's tools, tinker's tools.

Part 2 | The Puppeteer

Class Features

As a puppeteer, you gain the following class features, which are summarized in the Puppeteer table.

Arcane Puppet

1st level puppeteer feature

After countless days of work, you have created your first puppet, linking yourself with its magical core and forming a bond for life. See its game statistics in the Arcane Puppet stat block, which uses your proficiency bonus (PB) in several places, along with your spellcasting ability. You use your Intelligence whenever your puppet refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for the puppet. You determine the puppet's appearance and material composition whenever you create one; your choice has no effect on its game statistics.

Using a bonus action with two free hands, you can activate your puppet. It remains active for 1 hour, until you dismiss it or you're incapacitated. While active, you can have the puppet use its actions, bonus actions, and reactions as if they were your own. Additionally, you can cast spells as though you were in the puppet's space, as long as you can see the target.

Your puppet's damage dice increase as you gain levels in this class, as shown in the Puppet Damage Dice column of the Puppeteer table.

At the end of a long rest, you can repair your puppet or create a new one as long as you have carpenter's tools or smith's tools with you. You can only have two puppets built at a time.

Spell Save DC = 8 + your proficiency Bonus +

your Intelligence modifier

Spell attack modifier = your proficiency Bonus +

your Intelligence modifier

Arcane String

1st level puppeteer feature

Fragments of magic are weaved between yourself and your creation in the form of pure strands that emerge from the tip of your fingers.

You learn the mage hand cantrip. When you cast it, your strings act as the spectral hand.

Artisan's Armaments

2nd level puppeteer feature

As you slowly unravel your puppet's true potential, you discover how to modify its structure according to your every whim.

You learn two Artisan's Armaments of your choice. A list of the available options can be found on the Artisan's Armaments page. When you gain certain puppeteer levels, you gain additional armaments of your choice, as shown in the Armaments known column of the Puppeteer table. Your puppet can only have a single armament equipped at a time, and you can replace them during a short rest.

Additionally, when you gain a level in this class, you can choose one of the armaments you know and replace it with another armament that you could learn at that level.

If an armament has prerequisites, you must meet them in order to create it. You can create the armament at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Puppet Core

3rd level puppeteer feature

After setting your mind on your puppet's final form, you create its core, choosing from among the following: Armored-Core, Living-Core, String-Core, or Twin-Core, each of which is detailed after the class's description. Your choice grants you features at 6th level and again at 11th and 17th level. Each core also grants you an additional armament that does not count against the number of armaments you know and is always equipped.


Arcane Puppet

Medium Construct


  • Armor Class 15 (natural armor)
  • Hit Points 5 + your Intelligence modifier + five times your puppeteer level
  • Speed fly 40 ft. (up to 30 ft. away from you)

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 10 (+0) 1 (-5) 1 (-5)

  • Saving Throws Con +2 plus PB, Int +0 plus PB
  • Skills Athletics +3 plus PB, Acrobatics +2 plus PB
  • Damage Immunities poison
  • Condition Immunities blinded, charmed, frightened, exhaustion, poisoned
  • Proficiency Bonus (PB) equals your bonus

Healing-Core. During a short rest, you can heal your puppet using your hit dice, with a bonus equal to your spell attack modifier.

Vice-Like Grip. Your allies have advantage on attacks against creatures grappled by the puppet.

Actions

Threaded Ram. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target you can see. Hit: 1d8 + your spell attack modifier force damage. If the target is a Medium or smaller creature, the puppet can attempt to grapple them. The puppet can only grapple one creature at a time.

Reaction

String Snare. The puppet attempts to grapple a creature that leaves its attack range.

Part 2 | The Puppeteer

Ability Score Increase

4th level puppeteer feature

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.

Strands of the Weave

5th level puppeteer feature

As speckles of magic begin to flow out from your puppet's core, its strikes also become more precise. Your puppet's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, in addition, after you use your puppet's Threaded Ram attack, you can use your bonus action to make another attack that cannot grapple the creature. If it hits, roll half the Puppeteer Damage dice for your level (rounded down).

Furthermore, as your core's power increases, your puppet can now be equipped with two armaments at a time.

Soul-Bonded Healing

7th level puppeteer feature

Part of your soul is infused with every puppet you create, and along with it, so does the healing properties of your core increase. You have healing charges equal to your proficiency modifier that you can expend to heal the same number of allies within 30 feet of you for 2d6 + your spell attack modifier. In addition, each Hit-Dice you use to heal yourself or your puppet during a short rest now heals for 2d6

Last Resort

9th level puppeteer feature

Charged with a will to win, your puppet can deliver an explosive charge with its dying breath. When your puppet is reduced to 0 hit points, you can use your reaction to detonate its core, forcing each creature in a 20-foot-radius to make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one.

The damage of the explosion increases to 12d6 fire damage at 15th level.

Puppet Enhancement

10th level puppeteer feature

You have finally achieved a new stage for your puppet and its core, gaining the following features:

  • Your puppet gains a +2 bonus to Armor Class.
  • Your puppet can now be up to 60 feet from you.
  • You can equip your puppet with four armaments at a time.

Sudden Transposition

13th level puppeteer feature

The movement between you and your creation becomes like an effortless waltz. If an effect you can see forces you or an ally within 60 feet of you to make a saving throw and your puppet doesn't have to make a saving throw, you can use your reaction to switch locations with your puppet, and have it perform the saving throw instead.

Everlasting Creation

15th level puppeteer feature

Even as you fall, your puppet knows not to stop fighting until its body falls apart. If you fall unconscious while your puppet is active, you can still control it, and you do not have to make death saving throws until your puppet falls to 0 hit points. You suffer the normal effects of taking damage while at 0 hit points, and will die once you fail three death savings throws.

One with the String

18th level puppeteer feature

After many sleepless nights, you discover how to place a puppet core inside you, turning your body into a living construct. Your body no longer ages, and can't be magically aged, and you no longer need food or water.

You can now use your puppet's actions, bonus actions, and reactions as if they were your own, and you gain a base AC of 17 as long as you aren't wearing armor. (your Dexterity modifier doesn't affect this number)

Eternal Cage

20th level puppeteer feature

With your core's destructive power perfected, you have developed your greatest technique. As an action, you or your puppet can attempt to grab a Medium creature within 10 feet, forcing it to make a Strength saving throw. If they fail, your core emerges, swallowing them whole and killing them instantly. You can use this feature once per long rest.

A creature is immune to this effect if it has legendary actions. Such a creature instead takes 10d8 force damage from this feature instead, as the core pushes them 10 feet away from you.

Part 2 | The Puppeteer

Puppet Cores

The heart and soul of every puppet, their core is what gives them their strength, what connects you as one. Here are the core options you can choose from at 3rd level.

Armored-Core

The Armored-Core focuses on creating the ultimate shield. Fear not in being flung into a battlefield, because your creation will always have your back.

Trampling Armament

Artisan's Armament. Whenever you hit a creature that's Large or smaller, that creature must make a Strength saving throw or be knocked prone.

Tightly-Wound String

3rd-level Armored-Core feature

As you bring your puppet closer to you, it becomes easier to tense and release its strings in order to better shield it from attacks. When your puppet is at least 5 feet from you, it gains a +3 bonus to its Armor Class.

At 11th level, the range increases to 10 feet, and the Armor Class bonus becomes +5.

Well-Timed Shield

3rd-level Armored-Core feature

When a creature you can see attacks a target other than your puppet that is within 10 feet of it, you can use your reaction to have the puppet switch places with the creature. You must decide to do this before the DM says if the attack hits or misses.

Hardened Frame

6th-level Armored-Core feature

After careful studying the marks on your puppet after every fight, you have conceived a new and stronger exterior:

  • You and your puppet now have advantage on all non-magical saving throws.
  • Whenever you repair your puppet or create a new one after a long rest, choose bludgeoning, piercing, or slashing. You and your puppet gain resistance to that type of damage.

Perfect Parry

11th-level Armored-Core feature

The perfect defense construct should also be equipped with the most powerful counter attack. Whenever an enemy within range misses an attack against your puppet, you can use your reaction to have them roll their damage dice as normal. Your puppet deals half of the result as force damage to the target.

Armored Empowerment

17th-level Armored-Core feature

Your puppet becomes a stronghold, even divided, able to protect everyone. As an action, you can split your puppet into four pieces for 1 minute, or until you lose your concentration (as if you were concentrating on a spell), empowering up to four allies other than you within 60 feet with its powers.


They gain the following features:
  • +5 bonus to Armor Class
  • Attacks deal an extra 3d8 force damage once per turn
  • Resistance to all damage types that the puppet resists

Living-Core

The origin of your arcane string, those who devote themselves to create Living-Cores are compelled by the beyond. A single lifeless puppet is not enough, you yearn for an army at your side, each one a strand of your masterful tapestry.

Undead Armament

Artisan's Armament. Your puppet's damage becomes necrotic. Once per short rest, whenever your puppet kills a Medium or Small creature, you can use a bonus action on that turn to reanimate it as a Zombie for 1 minute to fight with you, before it collapses on the ground.

Grave-Bound

3rd-level Living-Core feature

Your connection to the underworlds is able to infect every one of your creations. You and your puppet gain resistance to necrotic damage, and advantage on saving throws against undead creatures.

Limitless Puppets

6th-level Living-Core feature

You learn how to create simple improvised cores, perfect to use on a living puppet. You learn the animate dead spell and can cast it once per long rest. If your puppet ever falls during combat, you can use your reaction to connect your strings to any of your undead creations, empowering them with the power of your last puppet. That undead creature receives all stats and abilities of your regular puppet, its hit points remain the same however.

At 11th level, you become able to cast animate dead twice per long rest.

Fueled by Death

11th-level Living-Core feature

With every living being that falls to the ground, you feel invigorated. Whenever an undead creature under your control drops to 0 hit points, you can use your reaction to reanimate it back to unlife and restore all its hit points. You can use this feature once per short rest.

Glimpse into Perfection

17th-level Living-Core feature

After months of scouring for notes from master necromancers, you finally have enough information to recreate one of their masterpieces. By spending 1000 gp worth of materials over a week, you can construct a Boneclaw to use as a puppet.

This creature is not animate and can only be used as a puppet, its statistics become the same as the Boneclaw's statistics, but it retains all features from this class. Once the puppet is destroyed, you must spend another week and another 1000 gp in materials to rebuild it.

Part 3 | Subclasses

String-Core

The String-Core is meant for those who want to control their enemies, stopping them in their tracks like a spider. With this core, even the mightiest of beasts can be trapped in your web.

Threaded Armament

Artisan's Armament. Your puppet has advantage when attempting to grapple a creature.

Restraining Threads

3rd-level String-Core feature

Your control over your arcane strings increases further. As an action you can attempt to grapple any creature up to 30 feet away from you. You can use your Intelligence (Arcana) for the grapple check. You can grapple creatures up to two sizes larger than you using this feature, but can only grapple one creature at a time.

Awakened String

6th-level String-Core feature

Your puppet gains a new form, composed only by your strings. As a bonus action, you may activate your puppet, emerging from your hands in an unoccupied space 10 feet from you. This new puppet uses the Stringed puppet stat block. If it is dropped to 0 hit points, you can summon another one using your bonus action.

Fibrous Cocoon

6th-level String-Core feature

Imbued with your willpower, your string can become as hard as steel to shield yourself from attacks. When you or a creature you can see within 30 feet of you is attacked, you can use your reaction to cover them with your strings until the start of their next turn, giving them a +2 bonus to their Armor Class and reducing incoming damage by 2d8. You must decide to do this before the DM says if the attack hits or misses.

At 11th level, the Armor Class bonus becomes +4 and the damage reduction becomes 4d8.

Part 3 | Subclasses

Binding Web

11th-level String-Core feature

Like the thousands of arcane threads that are weaved through the world, your puppet can unfurl into a giant web.

As an action, you can have your puppet become a large string trap. Up to 5 Medium or Large creatures in a 30-foot-radius sphere centered on your puppet must make a Strength saving throw or be restrained for 1 minute. Your puppet can only restrain up to 2 Huge creatures and 1 Gargantuan creature with this feature and can still attack as normal.

A restrained creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature once per long rest.

Smothering Chains

17th-level String-Core feature

Your string has become as sharp as a blade, and as strong as steel. Whenever you or your puppet successfully grapple or restrain a creature, you deal 4d8 force damage to it.


String Puppet

Medium Construct


  • Armor Class 17 (natural armor)
  • Hit Points 5 + your Intelligence modifier + five times your puppeteer level
  • Speed fly 60 ft. (up to 60 ft. away from you)

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 16 (+3) 19 (+4) 18 (+4) 20 (+5)

  • Saving Throws Con +3 plus PB, Int +4 plus PB
  • Skills Athletics +5 plus PB, Acrobatics +5 plus PB
  • Damage Immunities poison
  • Condition Immunities blinded, charmed, frightened, exhaustion, poisoned
  • Proficiency Bonus (PB) equals your bonus

Healing-Core. During a short rest, you can heal your puppet using your hit dice, with a bonus equal to your spell attack modifier.

Vice-Like Grip. Your allies have advantage on attacks against creatures grappled by the puppet.

Actions

Wire Rush. Melee Weapon Attack: your spell attack modifier to hit, Reach 10ft., one target you can see. Hit: 2d8 + your spell attack modifier force damage. If the target is a Large or smaller creature, the puppet can attempt to grapple them. The puppet can only grapple one creature at a time.

Reaction

String Snare. The puppet attempts to grapple a creature that leaves its attack range.


Twin-Core

To mirror every movement, to double every attack, this core has within it power that is reserved only for the most ruthless of puppeteers.

Duplicate Armaments

Artisan's Armament. Whenever your puppet rolls a 1 on an attack, you can reroll the die and must use the new roll, even if the new roll is a 1.

Repeated Barrage

3rd-level Twin-Core feature

With every fight, your puppet's abilities increase, now nearly twice as strong as it was before. When your puppet takes the Attack action, you can make one additional melee attack using its Threaded Ram against another creature within range. You can do this once per turn, and once per puppet, and you do not add your spell attack modifier to this damage.

Binary Movement

6th-level Twin-Core feature

With every fight, your puppet's abilities increase, twice as strong as it was before. When you use your puppet's Attack action on your turn, you may attack twice instead of once.

Core Reflection

11th-level Twin-Core feature

As your hammer strikes a newly built core, you look in awe as you have finally done it, you have split a core perfectly in half, allowing you to control two puppets at once.

As a bonus action you can activate two puppets at the same time, you control them simultaneously, but can use your bonus action instead of your action to have one of them attack using their Threaded Ram. Both puppets share their hit points and armaments, and once one falls, so does the other.

Fractured Dance

17th-level Twin-Core feature

With blazing speed and control, your two puppets attack with as much fury as an entire army. As an action, you can give yourself advantage on all your puppet's attacks for 1 minute or until you lose your concentration (as if you were concentrating on a spell). You can use this feature once per short rest.

Optional Class Feature

After consulting with your DM, you may choose to take this feature at 1st level instead of the one in the Puppeteer table.

Modulating Creation

Your puppet becomes a canvas for your creativity. Its stats become that of the Modulating Puppet, and can be increased with items and tools as shown in the Puppet Enhancements tables.

When you reach 10th level as a Puppeteer, your puppet receives +1 to all its stats and Armor Class, along with its other features.

Puppet Enhancements Table


Enhancement Effect Cost
Metal Plating AC becomes 14 250 GP
Steel Reinforcing AC becomes 16 1000 GP
Adamantine Case AC becomes 20 3000 GP
Spiked Armaments Strength becomes 14 500 GP
String-Charged Pistons Strength becomes 16 1500 GP
Seal of Giant Strength Strength becomes 18 2500 GP
Extra Articulations Dexterity becomes 14 500 GP
Detachable Body Parts Dexterity becomes 16 1000 GP
Compacted Core Dexterity becomes 18 3000 GP
Seal of Health Constitution becomes 14 750 GP
Diamond Dusted Exterior Constitution becomes 16 1500 GP
Attuning Gloves Intelligence becomes 8 300 GP
Nerve Strands Intelligence becomes 10 750 GP
Blood-Tainted Core Intelligence becomes 14 1250 GP






Modulating Puppet

Medium Construct


  • Armor Class 13 (natural armor)
  • Hit Points 5 + your Intelligence modifier + five times your puppeteer level
  • Speed fly 30 ft. (can only be up to 30 ft. away from you)

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 7 (-2) 1 (-5) 1 (-5)

  • Saving Throws Con +0 plus PB, Int -2 plus PB
  • Skills Athletics +1 plus PB, Acrobatics +0 plus PB
  • Damage Immunities poison
  • Condition Immunities blinded, charmed, frightened, exhaustion, poisoned
  • Proficiency Bonus (PB) equals your bonus

Healing-Core. During a short rest, you can heal your puppet using your hit dice, with a bonus equal to your spell attack modifier.

Vice-Like Grip. Your allies have advantage on attacks against creatures grappled by the puppet.

Actions

Threaded Ram. Melee Weapon Attack: your spell attack modifier to hit, Reach 5ft., one target you can see. Hit: 1d8 + your spell attack modifier force damage. (damage dice increase as you gain levels in this class, as shown in the Puppet Damage Dice column of the Puppeteer table.) If the target is a Medium or smaller creature, the puppet can attempt to grapple them. The puppet can only grapple one creature at a time.

Reaction

String Snare. The puppet attempts to grapple a creature that leaves its attack range.

Part 4 | Optional Features

Artisan's Armaments List

If an armament has prerequisites, you must meet them in order to create it. You can create the armament at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Adamantine Armaments

Prerequisite: 9th level

Any critical hit against your puppet becomes a normal hit.

Adaptive Armaments

Whenever your puppet takes damage, you can use your reaction to give it resistance to that damage type until the start of your next turn.

Blazeborn Armaments

Prerequisite: 9th level

Whenever your puppet is subjected to fire damage, it takes no damage and you can use your reaction to regain a number of hit points equal to half of the fire damage dealt, rounded down. You can use this reaction once per short rest.

Boundless Armaments

Prerequisite: 7th level

Your puppet can be up to 1,000 feet away from you.

Coatl-Fanged Armaments

When your puppet hits an enemy with an attack, they must make a Constitution saving throw, taking 2d6 poison damage on a failed save.

Connected Armaments

Whenever an ally attacks a monster within range, you can use your reaction to have your puppet make an attack against that creature.

Crystallized Armaments

Prerequisite: 9th level

Whenever your puppet is subjected to cold damage, it takes no damage, and its Armor Class is increased by 5 until the end of your next turn. This effect can only happen once per round.

Defenders Armaments

Prerequisite: 12th level

Whenever you take damage, you can use your reaction to have your puppet receive the damage instead.

Electric Armaments

Whenever your puppet is subjected to lightning damage, it takes no damage, and its next attack deals an extra 2d8 lightning damage until the end of its next turn.

Elemental Armaments

Your puppet gains resistance to cold damage and fire damage.





Entrancing Armaments

Prerequisite: 7th level

While your puppet is active and within 10 feet of you, you can add your Intelligence modifier to any Charisma (Persuasion, Deception, Intimidation) check you make.

Eternal Armaments

Prerequisite: 15th level

Whenever you drop unconscious, you can have your puppet drop to 0 hit points instead. You regain the amount of hit points your puppet lost.

Explosive Armaments

Prerequisite: 5th level

As an action, you can cast Fireball centered on your puppet. Your puppet automatically succeeds the saving throw. You can use this feature once per long rest.

Guarding Armaments

As a reaction, your puppet can impose disadvantage on the attack roll of one creature you can see that is within 5 feet of your puppet, provided the attack roll is against a creature other than the puppet.

Heroic Armaments

Allies that are within 10 feet of your puppet have advantage on saving throws against being frightened.

Laser-Powered Armaments

Prerequisite: 7th level

As an action, your puppet can shoot a ray of condensed light from its core at one creature within 60 feet. The target must make a Dexterity saving throw, taking 6d8 lightning damage on a failed save, or half as much on a successful one. You can use this feature twice per short rest.

Mage-Slaying Armaments

Prerequisite: 15th level

Whenever your puppet hits a creature that is able to cast spells with an attack, they must succeed a Constitution saving throw or become unable to cast spells until the end of their next turn.

Mangled Armaments

As an action, you can have your puppet mangle its form momentarily, forcing all creatures within 30 feet of it to succeed a Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Multi-Loaded Armaments

Your puppet can grapple two creatures at a time.

Parroting Armaments

Your puppet can mimic any voice you have heard for more than 1 minute. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check.

Precise Armaments

Prerequisite: 9th level

Your puppet's attacks score a critical hit on a roll of 19 or 20.

Part 4 | Artisan's Armaments

Reckless Armaments

As a bonus action you can give your puppet advantage on its attack rolls this turn, but attack rolls against you and your puppet have advantage until your next turn.

Redirecting Armaments

Prerequisite: 5th level

Whenever your puppet is hit by a ranged weapon attack, you can use your reaction to deflect the missile towards another creature within 30 feet. Your puppet takes half of the damage, rounded down, and the other creature must succeed a Dexterity saving throw or take the other half.

Refractive Armaments

Prerequisite: 5th level

As an action, your puppet can shroud itself using the power of its core, or through your ingenious craftsmanship. Your puppet becomes invisible for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). You can use this feature once per long rest.

Self-Healing Armaments

At the start of your turn, your puppet restores 2d8 hit points to itself.

Shadow-Cloaked Armaments

Prerequisite: 5th level

While in dim light or darkness, your puppet deals an additional 2d8 necrotic damage.

Shielded Armaments

Your puppet's AC is increased by 2.

Shining Armaments

As an action, you can have your puppet shed bright light in a 10 foot radius and dim light for an additional 10 feet. The light can be colored as you like. Additionally, whenever your puppet scores a critical hit, it deals an extra 1d8 lightning damage.

Slippery Armaments

Prerequisite: 7th level

Your puppet doesn't provoke opportunity attacks when moving out of an enemy's reach.

Sludge Armaments

As an action, your puppet unleashes a black mixture that quickly hardens as it comes into contact with anything. A creature within 10 feet of the puppet must make a Dexterity saving throw or become blinded and deafened until they use their action to wipe off the sludge. You can use this feature once per short rest.

Snaring Armaments

Prerequisite: 5th level

As a reaction, your puppet can attempt to grapple a creature that enters its range. If the grapple is successful, the puppet can then make a weapon attack against the target.



Spell-Breaking Armaments

Prerequisite: 12th level

Your puppet becomes immune to magical effects that would restrain it or halt its movement in any way.

Stampeding Armaments

Whenever your puppet hits a Large or smaller creature with an attack, you can force them to succeed a Strength saving throw or be pushed back 5 feet.

Sticky Armaments

Before you grapple with your puppet, you can take a -5 penalty to the roll. If you successfully grapple a creature, you can instead have it steal any weapon that the creature is wielding.

String Ballista Armaments

Prerequisite: 5th level

Your puppet gains a new action:

Ranged Weapon Attack: your spell attack modifier to hit, Reach 150/600 ft., one target you can see. Hit: 1d8 + your spell attack modifier force damage. (damage dice increase as you gain levels in this class, as shown in the Puppet Damage Dice column of the Puppeteer table.) If the target is a Medium or smaller creature, they must succeed a Strength check or be knocked prone.

Stunning Armaments

Prerequisite: 12th level

As an action, your puppet can release a small tankard of gas that spreads in a 20-foot radius. Every creature must succeed a Constitution saving throw or become stunned until your next turn. You can use this feature once per short rest.

Swarming Armaments

As a bonus action, your puppet can release a small compartment filled with bug-like fragments of string, creating an aura around your puppet that lasts for 1 minute before dissipating into the wind.

While this aura is active, your puppet gains a +2 bonus to its Armor Class, and you can force any creature that starts their turn within 10 feet of the puppet to make a Constitution saving throw. A creature takes 1d8 slashing damage on a failed save, or half as much damage on a successful one. You can use this feature once per short rest.

Tunneling Armaments

Your puppet gains a burrowing speed of 10 feet. Your puppet can burrow through solid rock at half its burrow speed, leaving a 5-foot-diameter tunnel in its wake.

Vampiric Armaments

Whenever your puppet reduces a creature to 0 hit points, you and your puppet gain 1d8 temporary hit points.

Whirling Armaments

Any creature besides you that starts its turn within 5 feet of your puppet takes 1d8 slashing damage.

Part 4 | Optional Features

Credits:

Thank you so much for reading. I hope to hear stories of many master puppeteers across the world.

Art (in order of appearance) by :

Docatto
Docatto (again)
Bagoum
Zeen Chin