The Puppetmaster Class

by DMpaddyshay

Search GM Binder Visit User Profile

The Puppetmaster 5E V.01 - Jump to Page 3

This is all placeholder until a title page can be created.


Shout out to Rafael Fernandes (u/rafa99911) for agreeing to let me crib off some of his Artisan's Armaments ideas from the Puppeteer class. Go check his work out on Reddit and GMBinder!

Intro Page

Below will be the flavor and fluff of the Puppetmaster class.

Part 2 | Your Introduction
Puppetmaster
Level Proficiency
Bonus
Class Features Augments
Known
Puppet Augment
Slots
Puppet Hit
Point Pool
1st +2 Arcane Puppet, Arcane Threads 9
2nd +2 Threads of Fate, Puppet Augments 6 1 18
3rd +2 Artistic Expression 6 2 27
4th +2 Ability Score Improvement 7 2 36
5th +3 Magical Marionette 7 2 45
6th +3 Arcane Puppet (x2), Applied Arcanum 8 2 54
7th +3 Artistic Expression 8 3 63
8th +3 Ability Score Improvement 9 3 72
9th +4 Linked Evasion 9 3 81
10th +4 Ventriloquist Adept 10 3 90
11th +4 Arcane Puppet (x3), Threadwalking 10 4 99
12th +4 Ability Score Improvement 11 4 108
13th +5 Adaptable Augmentor 11 4 117
14th +5 Living Puppet 12 4 126
15th +5 Artistic Expression 12 4 135
16th +5 Ability Score Improvement 13 5 144
17th +6 Accomplished Augmentor 13 5 153
18th +6 Augmented Biology 14 5 162
19th +6 Ability Score Improvement 14 5 171
20th +6 Artistic Expression 15 5 180

Class Features

As a puppetmaster, you gain the following class features.

Hit Points


  • Hit Dice: 1d4 per puppetmaster level
  • Hit Points at 1st Level: 4 + your Constitution modifier
  • Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per Puppetmaster level after 1st.

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Tinker’s tools, vehicles (land), one type of artisan’s tools of your choice
  • Saving Throws: Intelligence, Dexterity
  • Skills: Choose two from Arcana, Deception, Investigation, Medicine, Perception, Performance, Sleight of Hand

Equipment

You start with the following equipment:

  • Leather armor, tinker’s tools and two daggers
  • A light crossbow and 20 bolts
  • (a) A scholar’s pack (b) A dungeoneer’s pack
  • (a) Any simple melee weapon (b) Any simple ranged weapon
  • (a) A small marionette (b) Small collection of shadow puppets

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Spellcasting Ability

Intelligence is your spellcasting ability for your puppetmaster spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a puppetmaster spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency Bonus +

your Intelligence modifier

Spell attack modifier = your proficiency Bonus +

your Intelligence modifier

Spellcasting Focus

Your puppets are your spellcasting focus for any puppetmaster spells you cast.

Page 3 | The Puppetmaster Class

Arcane Puppet

Beginning at 1st level you have researched the methods of magical puppeteering to the point of being able to utilize the puppet in and out of combat. You gain a medium sized puppet that you are able to utilize in and out of combat, controlled by your A. The puppet has access to a pool of hit points that you may apply as its hit point maximum equal to 9 times your Puppetmaster level as shown under the Puppet Hit Point Pool portion of the Puppetmaster table. The puppet has a default set of statistics separate from their hit points as detailed in the Arcane Puppet stat block.

You may spend an action to Activate one of your puppets so long as you have at least one free hand, asserting control over it and giving you access to its attacks, features, abilities, etc. It shares your initiative and may be moved up to its movement speed on your turn. While within 60 feet of your puppet(s), you determine their actions and may forgo your own attack in order to attack with your puppet(s), attacking with multiple if you have Active puppets on the field. If you are incapacitated or move beyond the range of controlling the puppet, your puppet becomes immobile until you are able to move back into range and spend an action to reassert control


Arcane Puppet Repair

Your puppet is not a living being and so does not have the benefit of natural recovery that your character does. However, your puppet is no simple mundane item either, and only the puppetmaster who created it has the knowledge and intuition to properly maintain these ingenious devices. For every 1 hour spent resting, you may recover up to 20 hit points of health to be distributed amongst your currently Active puppet(s). During a short rest you may increase this rate of recovery by expending hit dice to further heal your puppet(s), equating to an additional 20 hit points of health for every hit dice expended. This represents your puppetmaster prioritizing the maintenance of their puppet(s) over their own well-being and so they may not expend hit dice to heal themselves in the same short rest where they expended hit dice to hasten the recovery of their puppet(s) and vice versa.

Arcane Puppets fully regain their hit points after a Long Rest. You may also redistribute hit points among your puppet(s) at this time or Activate a currently Inactive puppet.

Arcane Threads

Also at 1st level, you have gained the ability to manipulate arcane energy to act as marionette strings and are able to utilize them to manipulate your surroundings. By spending an action you may reach these Arcane Threads outward up to 30 feet from your current position. You may use the Arcane Threads to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move an item you are manipulating with Arcane Threads up to 30 feet each time you use it.

The strings can’t attack, activate magic items, or carry more than 10 pounds. Their initial range and carry capacity increases to 60 feet and 20 pounds at 7th level and 90 feet and 50 pounds at 13th.


Threads of Fate

Beginning at 2nd level you have heightened the bond between yourself and your arcane puppets, to the point that your own life flows through the strings and into your creation. While your puppet is Active you may choose to siphon some damage that would normally harm you into your puppet instead. When damage would be dealt to your character you instead take half the damage (minimum of 1, rounded up), with the rest being dealt to an Active puppet instead. The portion of damage dealt to your Active puppet is not further reduced by Resistances or features of that puppet.


Puppet Augments

Also at 2nd level you have begun altering you puppet’s design, tweaking its form and function to better serve your needs and goals. You learn six Puppet Augments of your choice from the Puppet Augment list at the end of this document. When you gain certain puppetmaster levels, you gain additional Puppet Augments, as shown in the Augments Known column of the Puppetmaster table. Your Puppets are also limited in the amount of Augments they can have equipped at one time which is also shown under the Augment Slots column of the puppetmaster table. The same Augment may not be equipped to the same puppet unless the Augment description states otherwise.

Augments are installed onto individual Puppets and add features to or alter the statistics of the puppet according to the Augment’s description.
Additionally, when you gain a level in this class, you can choose one of the Augments you currently know and replace it with another from the Puppet Augment list, provided you meet the prerequisites. Augments take 8 hours of dedicated focused labor to install or replace on a puppet.

Page 4 | The Puppetmaster Class

Artistic Expression

Beginning at 3rd level you have begun to refine your techniques, elevating your puppet to a form of artistic expression as opposed to merely a weapon or tool. Your artistic expression grants you features at 3rd level and again at 7th, 15th, and 20th level. Your artistic expression also grants you access to a Puppet Augment unique to your chosen method of artistic expression. These Augments do not count against the number of known Augments as detailed in the Puppetmaster table.


Magical Marionette

When you reach 5th level you have gained the ability to push magic through the threads and into your puppet, allowing the magic to flow through the puppet itself. Your puppet(s) attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, your puppet(s) are immune to any spell or effect that would alter their form.

Arcane Puppet (x2)

When you reach 6th level you have begun to experiment with the bounds of your puppeteering skills, both in construction and performance. You may now choose to field two puppets instead of one. The puppets share a pool of hit points that you may distribute between them with the only limitation for this being that each puppet’s hit point maximum must, at minimum, be 1/3 of the available pool’s hit point rounded down. For instance, at 6th level the available pool is 54 hit points. You may choose to evenly distribute this pool among both puppets, giving each 26 hit points. If you instead choose to unevenly distribute the pool of hit points at this level, you must give one puppet a maximum HP of at least 18 hit points from this pool. A puppet that does not meet this requirement is rendered inactive until the minimum requirement is met.

Puppets can only have their hit point maximum determined during a Long Rest.


Applied Arcanum

Also at 6th level your experience tinkering with your arcane puppets have provided you insights into the workings of other arcane mechanisms. You have advantage on knowledge checks related to Magical devices and their functions. Additionally, you can cast the Identify spell at will as a ritual without expending a spell slot or material components.


Linked Evasion

Beginning at 9th level, you and your puppet(s) can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you and your puppets instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Ventriloquist Adept

When you reach 10th level you have learned to throw your voice and mimic the voices of others. You have advantage on Deception and Performance checks related to vocal mimicry or impressions. Additionally, you are able to throw your voice up to 90ft. away from your location or through your currently active puppet(s), whichever is further. If a creature uses its action to examine the sounds coming from your puppet(s) or the location you are throwing your voice, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.

Page 5 | The Puppetmaster Class

Threadwalking

At 11th level you have deepened your understanding of the Arcane Threads and how they connect you to your puppets. You may spend an action on your turn to teleport yourself and your puppets, travelling along the Arcane Threads, to switch places with one another. Alternatively, you may teleport yourself and your puppets to the location of one of the puppets currently Active and connected to your Arcane Thread network. This movement does not provoke opportunity attacks from hostile creatures.


You can use this feature per Long Rest a number of times equal to your Intelligence modifier.


Adaptable Augmentor

When you reach 13th level you have become adept at responding to the needs of the situation, adapting your puppets to assist with your immediate needs more readily. You may spend a Reaction to swap out a number of currently equipped Augments on your puppets equal to your Dexterity modifier. These Augments must come from your currently Known list of Augments.


You cannot use this feature again until you finish a Long Rest.


Living Puppet

When you reach 14th level you have begun to utilize the knowledge gained from augmenting your puppets into augmenting your own physiology. You no longer age and cannot be aged magically. Additionally, you no longer require Sleep and cannot be forced to sleep by any means. You only require 4 hours of rest a day, in which time you may perform light activity to gain the same benefits you previously would have from a rest.


Accomplished Augmentor

When you reach 17th level you have perfected the creation and installation of some of your favored Puppet Augments. Choose two Puppet Augments from the list of available options. These two Augments are always prepared and do not count against the number of Augments Known.

Augmented Biology

When you reach 18th level you can choose an Augment to incorporate into your own physiology. Your character permanently gains the benefit of one Augment of your choice. This Augment is a permanent modification to their biology and cannot be changed out at a later date.

Page 6 | The Puppetmaster Class
Page 7 | Puppet Stat Blocks Part 1

Puppet Stat Blocks

To begin with you have access to 3 basic puppet stat block, the Beast Type Puppet, the Humanoid Type Puppet and the Tank Type Puppet. Each puppet type has slight differences in their starting statistics and features so be sure to consider these differences when planning your puppet and Augment combinations.


Humanoid Type Puppet

Medium construct (puppet), neutral


  • Armor Class 14
  • Hit Points Variable
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1)

  • Saving Throws: STR+2, Con+2
  • Skills: Acrobatics+2, Athletics+2
  • Damage Immunities: Poison, Psychic
  • Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Humanoid Design. This puppet has been designed with human-like appendages and proportions. It can wield simple melee weapons and can be equipped with Light Armor, though it may not use a shield. While wielding a Simple melee weapon, the puppet's statistics are used for attack and damage rolls.

Arcane Thread Connection. The puppet's Intelligence, Wisdom and Charisma scores are all equal to that of their Puppetmaster. While a puppet is immune to mind effecting spells and effects, their Arcane Threads make their Puppetmaster vulnerable to feeling the effects in their stead. When a Puppet is targeted with a mind effecting spell or ability such as Dominate Person, Charm or Sleep, the puppet is unaffected and the Puppetmaster must make the saving throw instead. The Puppetmaster is only effected in this manner once, as if they were targeted, even if multiple puppets are subjected to the effect.


Reactions

Attack of Opportunity. The Puppetmaster may use their Reaction to make an attack of opportunity using only one Active puppet per turn unless otherwise stated by an Augment.


Actions

Pummel. The puppet lashes out with an attack using its limbs. The attack bonus is equal to the Puppeteer's proficiency bonus plus their dexterity modifier. Melee Weapon Attack: +— to hit, reach 5 ft., one target. Hit 3 (1d6) bludgeoning damage.


Beast Type Puppet

Medium construct (puppet), neutral


  • Armor Class 14
  • Hit Points Variable
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3)

  • Saving Throws: STR+2, Con+2
  • Skills: Acrobatics+2, Athletics+2
  • Damage Immunities: Poison, Psychic
  • Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Quadripedal Design. The puppet has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Arcane Thread Connection. The puppet's Intelligence, Wisdom and Charisma scores are all equal to that of their Puppetmaster. While a puppet is immune to mind effecting spells and effects, their Arcane Threads make their Puppetmaster vulnerable to feeling the effects in their stead. When a Puppet is targeted with a mind effecting spell or ability such as Dominate Person, Charm or Sleep, the puppet is unaffected and the Puppetmaster must make the saving throw instead. The Puppetmaster is only effected in this manner once, as if they were targeted, even if multiple puppets are subjected to the effect.


Reactions

Attack of Opportunity. The Puppetmaster may use their Reaction to make an attack of opportunity using only one Active puppet per turn unless otherwise stated by an Augment.


Actions

Maul. The puppet lashes out with an attack using its claws. The attack bonus is equal to the Puppeteer's proficiency bonus plus their dexterity modifier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 3 (1d6) slashing damage.


Tank Type Puppet

Large construct (puppet), neutral


  • Armor Class 14
  • Hit Points Variable
  • Speed 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2)

  • Saving Throws: STR+4, Con+2
  • Skills: Athletics+4
  • Damage Immunities: Poison, Psychic
  • Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Transport Capacity Tank Type Puppets are large and mostly hollow, allowing for them to transport creatures or objects in their spacious interiors. This puppet has a carrying capacity of 400lbs. and interior storage space of 8 feet by 8 feet. While within the puppet, a creature has total cover so long as the puppet is Active.

Arcane Thread Connection. The puppet's Intelligence, Wisdom and Charisma scores are all equal to that of their Puppetmaster. While a puppet is immune to mind effecting spells and effects, their Arcane Threads make their Puppetmaster vulnerable to feeling the effects in their stead. When a Puppet is targeted with a mind effecting spell or ability such as Dominate Person, Charm or Sleep, the puppet is unaffected and the Puppetmaster must make the saving throw instead. The Puppetmaster is only effected in this manner once, as if they were targeted, even if multiple puppets are subjected to the effect.


Reactions

Attack of Opportunity. The Puppetmaster may use their Reaction to make an attack of opportunity using only one Active puppet per turn unless otherwise stated by an Augment.


Actions

Pummel. Melee Weapon Attack: The puppet lashes out with an attack using its limbs. The attack bonus is equal to the Puppeteer's proficiency bonus plus their dexterity modifier. +— to hit, reach 5 ft., one target. Hit 3 (1d6) bludgeoning damage.

Page 7 | Puppet Stat Blocks Part 2

Artistic Expressions

placeholder


Expression of the Infinite Thread

You choose to focus on refining your control of your Arcane Threads, finding new and creative uses for your most ubiquitous puppetmaster tool. With this arcane power you feel that

Sanctum of Threads

When you subscribe to this Artistic Expression at 3rd level You have gained the ability to utilize your Arcane Threads to detect the movement of nearby creatures, like a spider in its web. By standing still for 10 minutes you are able to spread your Arcane Threads outward from your form in a 90 foot radius sphere. While you remain inside this sphere you have Blindsense within that sphere. This ability lasts for 8 hours or until you move outside the sphere. This feature can not be used again until a Long Rest.

Arach-thread Movement

Beginning at 7th level you have learned to use your Arcane Threads to increase your maneuverability. You may use your threads to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.

Assert Dominion

Beginning at 15th level, you can use your Arcane Threads to attempt to assert control over another creature. You may spend an action to make a Spell Attack roll against a creature within 5ft. of one of your Active puppets. On a successful hit, you are able to transfer the Arcane Threads from that puppet to the creature you targeted. You have advantage on this attack against a willing creature. The puppet becomes Inactive as for the next minute you use your thread to assert control over the physical actions of the creature. As a bonus action on your turn you may move the creature up to its movement speed, force it to attack another creature, utilize a physical feature such as a breath weapon or a spell with only somatic components or additional actions at your DM’s discretion. At the start of the creature’s turn, it may attempt a Constitution saving throw to end this effect, or you may also choose to end it early at any time.

Assert Dominion

At 20th level, you have mastered the use of Arcane Threads, and can utilize them with merely your will. You can Activate a puppet without the use of your hands. Additionally, you are able to utilize your Arcane Threads to continue moving when your body’s normal function has disrupted. At the start of your turn after being Paralyzed or Incapacitated by an effect, such as by the Hold Person spell, you may spend your Reaction to activate this ability and connect Arcane Threads to your own body, turning yourself into a living marionette. For the next minute you may move up to half your movement speed without provoking attacks of opportunity and operate your puppets as normal. You cannot use this ability again until you finish a short or long rest.

Page 8 | Infinite Thread Puppetmaster

Expression-Specific Augments:

Once you gain an Expression-Specific Augment, you always have it prepared, and it doesn't count against your number of Augments Known.

  • Threadsense AugmentPrerequisite: Third level Infinite Thread Puppetmaster. A puppet with this Augment has a frayed array of Arcane Threads extending from their person. They have blindsight with a range of 10 feet. Within that range, they allow the puppetmaster to effectively see anything that isn’t behind total cover, even if the puppetmaster is blinded or in darkness. The puppetmaster can see an invisible creature within that range, unless the creature successfully hides from them.
  • Arcane Ensnarement AugmentPrerequisite: Seventh level Infinite Thread Puppetmaster. A puppet with this Augment can attempt to use the Arcane Threads running throughout its body to attempt to restrict the movement of a hostile creature. After successfully hitting a creature the puppetmaster may spend a bonus action to force the creature to make a Dexterity saving throw. On a failed save the creature is surrounded by Arcane Threads and becomes Restrained for 1 minute. The creature may attempt a Dexterity saving throw again at the end of each of its turns to end this effect.
  • Threaded Spike Growth AugmentPrerequisite: Fifteenth level Infinite Threads Puppetmaster. A puppet with this Augment allows the puppetmaster to spend an Action to activate this ability and sew their arcane threads through the earth around the puppet, creating an invisible tangle of marionette strings. For the next minute, hostile creatures within 15 ft. of this puppet must treat the area as difficult terrain. When a hostile creature moves into or within the area, it takes 2d6 piercing damage for every 5 feet it travels. This ability does not stack with overlapping regions of other puppets using this Augment. This ability can not be used again until a short or long rest.
  • Unconscious Persistence AugmentPrerequisite: Twentieth level Infinite Threads Puppetmaster. A puppet with this Augment continues on even after their puppetmaster has fallen. When a puppetmaster is rendered unconscious due to falling to 0 hit points these puppets continue to function. So long as the puppetmaster has not died the puppets may take the Attack action, move, spend an action to provide another creature with a healing potion, or drag another creature. Puppets may not use Augments, items or features that require a conscious puppetmaster to activate. This feature can not be used again until a long rest.
Page 9 | Infinite Thread Augments

Puppet Augments

  • Burglar’s Augment – A puppet with this augment has integrated a set of Thieves’ Tools into their construction. They are proficient in the use of these tools, using their Puppetmaster’s Proficiency bonus and Dexterity modifier when attempting to use them. Additionally, the Puppet uses their Puppetmaster’s proficiency and Intelligence bonuses for Stealth rolls.
  • Dexterous Joints Augment – A puppet with this augment has Arcane Thread carefully strewn throughout its joints. It gains +2 to its Dexterity score, up to a maximum of 20.
  • Dexterous Threadwork Augment – A puppet with this augment uses its Puppetmaster’s Dexterity bonus for the attack and damage rolls of equipped weapons.
  • Enhanced Targeting Augment – A puppet with this augment gains a +1 to hit on attack rolls.
  • Improved Carapace Augment – A puppet with this augment increases its base AC by 2. A puppet may only equip this Augment once.
  • Improved Reactivity Augment – A puppet with this augment can perform a number of attacks of opportunity equal to the Puppetmaster’s Intelligence bonus. The puppet may not make an attack of opportunity against the same creature more than once before the start of the Puppetmaster’s next turn.
  • Melee Martial Weapon Augment – A puppet with this Augment can equip a melee martial weapon and utilize it in combat. A puppet equipped in this manner is considered Proficient in the chosen weapon and uses their Puppetmaster’s proficiency bonus for attacks using this weapon.
  • Musical Accompaniment Augment – A puppet with this augment may equip and play an instrument. If prompted, it may attempt a performance check, using the Puppetmaster’s proficiency and Intelligence bonus on the roll.
  • Proximity Retaliation Augment – A puppet with this augment can spend its Reaction to make an attack of opportunity against a hostile creature when it closes into melee range instead of only when it leaves melee range.
  • Ranged Weapon Augment – A puppet with this augment can equip a ranged martial weapon and utilize it in combat. A puppet equipped in this manner is considered Proficient in the chosen weapon and uses their Puppetmaster’s proficiency bonus for attacks using this weapon.
  • Thread Extension Augment – A puppet with this augment can be controlled from an extended range of 400ft.
  • Thread-Reinforced Muscle Augment – A puppet with this augment has Arcane Thread reinforcing its musculature. It gains +2 to its Strength score, up to a maximum of 20.
  • Whip-like Appendage Augment – A puppet with this augment has its melee attack range increased to up to 15ft.
  • Disguise Augment – Prerequisite: Humanoid Type Puppet. A puppet with this Augment can transform itself to match the physical characteristics of another creature as if it were using the Disguise Self spell. This can be done as an Action a number of times per day equal to the Puppetmaster’s Intelligence modifier.
  • Quick Claw Poison Augment – Prerequisite: Beast Type Puppet. A puppet with this Augment can store a number of poison-filled containers equal to their Puppetmaster’s Intelligence modifier. The Puppetmaster may spend a bonus action to activate this Augment, automatically coating the Puppet’s claws in a selected poison stored in the creature, gaining the effects of this poison on its Maul attacks as per the poison application rules.
  • Submersible Material Augment – Prerequisite: Tank Type Puppet. A puppet with this Augment gains a swim speed equal to its movement speed. While enclosed within this puppet a creature is within a airtight and watertight compartment which holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The puppet can go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.
  • Arcane Flame Augment – Prerequisite: Third level Puppetmaster. A puppet with this Augment gains the ability to cast the Fire Bolt cantrip. A puppet with this Augment gains additional abilities at later Puppetmaster levels, as detailed below. Each can be cast once per long rest and only at the base level of the spell. Fireball at Puppetmaster level 7. Elemental Bane: Fire at Puppetmaster level 10. Investiture of Flame at Puppetmaster level 14.
  • Arcane Frost Augment – Prerequisite: Third level Puppetmaster. A puppet with this Augment gains the ability to cast the Ray of Frost cantrip. A puppet with this Augment gains additional abilities at later Puppetmaster levels, as detailed below. Each can be cast once per long rest and only at the base level of the spell. Elemental Bane: Cold at Puppetmaster level 7. Ice Storm at Puppetmaster level 10. Cone of Cold at Puppetmaster level 14.
  • Arcane Storm Augment – Prerequisite: Third level Puppetmaster. A puppet with this Augment gains the ability to cast the Lightning Lure cantrip. A puppet with this Augment gains additional abilities at later Puppetmaster levels, as detailed below. Each can be cast once per long rest and only at the base level of the spell. Elemental Bane: Lightning at Puppetmaster level 7. Call Lightning at Puppetmaster level 10. Control Winds at Puppetmaster level 14.
  • Bag of Holding Augment – Prerequisite: Third level Puppetmaster. A puppet with this Augment has had their interior modified to act as a Bag of Holding. This Augment follows the description of the Bag of Holding with the following alteration: if a puppet with this Augment is reduced to 0 hit points and then pierced or torn, this Augment is ruptured and destroyed with its contents scattered in the Astral Plane.
Page --- | Puppet Augments

Puppet Augments Cont.

  • Magical Melee Weapon Augment – Prerequisite: Third level Puppetmaster. A puppet with this Augment can be equipped with a magical melee weapon. This weapon takes up one of the Puppetmaster’s attunement slots as if they were wielding the weapon. The Puppetmaster may activate any features of this weapon via their connection with their puppets. A puppet equipped in this manner is considered Proficient in the chosen weapon and uses their Puppetmaster’s proficiency bonus for attacks using this weapon.
  • Magical Ranged Weapon Augment – Prerequisite: Third level Puppetmaster. A puppet with this Augment can be equipped with a magical ranged weapon. This weapon takes up one of the Puppetmaster’s attunement slots as if they were wielding the weapon. The Puppetmaster may activate any features of this weapon via their connection with their puppets. A puppet equipped in this manner is considered Proficient in the chosen weapon and uses their Puppetmaster’s proficiency bonus for attacks using this weapon.
  • Projected Consciousness Augment – Prerequisite: Third level Puppetmaster. A puppet with this Augment can temporarily house the consciousness of the Puppetmaster. As an action, the Puppetmaster may spend one minute to enter a trance-like state, sending their consciousness along their Arcane Thread Network. While in this trance, the Puppetmaster can see and hear through puppets attached to their Arcane Thread Network. The Puppetmaster is Paralyzed while in this trance and may spend an Action to end this connection at any time, returning to their own body.
  • Adamantine Chassis Augment – Prerequisite: Seventh level Puppetmaster. A puppet with this Augment turns any Critical Hit against it to a normal hit.
  • Coordinated Assault Augment – Prerequisite: Seventh level Puppetmaster. A puppet with this Augment has advantage on attack rolls against a creature within 5ft. of its Puppetmaster or another active puppet connected to its Puppetmaster’s Arcane Thread network.
  • Flight Augment – Prerequisite: Seventh level Puppetmaster. A puppet with this Augment gains a flying speed of 30ft.
  • Mage-Killer Protocol Augment – Prerequisite: Seventh level Puppetmaster. A puppet with this Augment gains +1 to saving throws against magical effects. Additionally, creature’s have disadvantage on Concentration checks made as a result of damage inflicted by this puppet.
  • Phalanx Defense Augment – Prerequisite: Seventh level Puppetmaster. A puppet with this Augment gains an additional +1 to AC for each other puppet within 5ft. that also has this augment. Additionally, if a creature within 5ft. successfully hits a puppet that has this augment equipped using a melee attack it must make a Dexterity saving throw against the Puppetmaster’s Spell DC. It takes 1d8 bludgeoning damage on a failed save, or no damage on a successful one.
  • Potion Deployment Augment – Prerequisite: Seventh level Puppetmaster. A puppet with this Augment has been outfitted with specialized equipment designed to house and efficiently deploy potions to friendly creatures. This Puppet can store a number of potions in their deployment apparatus equal to their Puppetmaster’s Proficiency Bonus + Intelligence Modifier. Once per turn this puppet can, as a free action, deploy a stored potion to a willing ally within 5ft. If the potion would restore hit points to the creature, the potion restores the maximum number of hit points possible.
  • Elemental Resistance Augment – Prerequisite: Tenth level Puppetmaster. You have tempered your puppet’s carapace against a specific type of damage. This puppet gains resistance to either Fire, Lightning, Cold, Acid or Thunder damage. This Augment may be applied multiple times to the same puppet, though a different resistance must be selected and each application takes up an Augment Slot for that puppet.
  • Horrifying Visage Augment – Prerequisite: Tenth level Puppetmaster. A puppet with this Augment can project a terrifying image onto its visage. As an action, the Puppetmaster may activate this ability and cause any creature of the Puppetmaster’s choice within 30 feet of this puppet to either succeed on a Wisdom saving throw against the Puppetmaster’s spell DC or take 1d10 psychic damage and become Frightened of the puppet for 1 minute. A creature can repeat the saving throw at the end of each of its turns, causing damage again on a failure or ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Horrifying Visage Augment’s effects for the next 24 hours.
  • Magic Enhancement Augment – Prerequisite: Fourteenth level Puppetmaster. A puppet with this Augment improves their Puppetmaster’s magical aptitude. Their spell save DC and spell attack bonus each increase by 1. A puppet may only equip this Augment once.
Page --- | Puppet Augments Cont.

Changelog

  • 01/19/2024 - Added additional Puppet Augments. Altered format of Infinite-Threads subclass' specific Augments.
Page Final | Infinite Thread Augments
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.