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The Puppeteer
\pagebreakNum ## Strings of Gratitude: Crafting the Perfect Puppeteer It all started when I was looking for some cool homebrews on the dandwiki.com site around 2016, and I stumbled upon a class called "Puppeteer." It had a very interesting concept of turning any monster into a puppet, and my edgy self from that time loved it, but I never had a chance to use it. However, I always had a special fondness for it. Finally, in 2018, I started running a game for some of my friends and also began creating my own homebrews. They helped me turn this class, which I liked so much, into something more viable to play, but it still had many problems. I always wanted to make it work, so fast forward 6 years to the present, when a friend of mine with many years of experience running RPGs helped me turn all the ideas I had into a playable class, the one presented here. It took 8 years, and many people helped me along the way, so I wanted to thank a few people who were very important during this time: - DM André Campos, who spent many hours with me helping to turn my ideas into something viable and fun to play; - Domingão, who helped me at various moments to keep things on track and showed me where and how I was wrong; - kingstarman, the one who inspires me in all my homebrews. Thank you all for helping me make better and more fun homebrews every day. \pagebreakNum # Puppeteer
##### The Puppeteer | Level | Proficiency Bonus | Features |Cantrips Know| 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Puppet Maker, Puppet Dance | — | — | — | — | — | — | | 2nd | +2 | Spell Casting, Toy Chest | 2 | 2 | — | — | — | — | | 3rd | +2 | Puppeteer Signature, Puppetry Alchemy | 3 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — | | 5th | +3 | ─ | 4 | 4 | 2 | — | — | — | | 6th | +3 | Puppeteer Signature Feature | 4 | 4 | 2 | — | — | — | | 7th | +3 | ─ | 4 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | | 9th | +4 | Puppeteer Signature Feature | 4 | 4 | 3 | 2 | — | — | | 10th | +4 | ─ | 4 | 4 | 3 | 2 | — | — | | 11th | +4 | ─ | 4 | 4 | 3 | 3 | — | — | | 12th | +4 | Puppet Possession, Ability Score Improvement | 4 | 4 | 3 | 3 | — | — | | 13th | +5 | ─ | 4 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Dying Effigy | 4 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Puppeteer Signature Feature, Turn Puppet, Lost Time | 4 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | | 17th | +6 | ─ | 4 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Puppeteer Mastery | 4 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Puppet Fusion | 4 | 4 | 3 | 3 | 3 | 2 |
### Puppeteer Lore Puppeteers are people who've discovered ways to make anything into a puppet, whether it's a corpse, living being, inanimate object, elemental, or even the smallest of pebbles around them. They enjoy making things into puppets then using them for their daily lives or adventures. Most puppeteers distance themselves from others, instead preferring the company of their puppets. Very few have seen puppeteers, most being recluses who prefer to let their puppets do the work for them. The few that have lived to see a puppeteer do their best not to anger them, lest they risk becoming a puppet themselves. Puppeteers don't carry their puppets around with them but instead store them in a small pocket rift dimension that keeps them neat and ready for work at a moment's notice! The magic of puppeteers is long forgotten, and the many that have learned to practice it do so with limited power and range. \columnbreak ### Creating a Puppeteer ##### Quick Build You can make a Puppeteer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Player background. Third, choose Your puppet (must be a basic creature like, armor, and weapon choice. ## Class Features As a Puppeteer, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Puppeteer level - **Hit Points at 1st Level:** 1d8 + Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + Constitution modifier per Puppeteer level after 1st #### Proficiencies ___ - **Armor:** Light armor, Medium armor - **Weapons:** Simple weapons, Rapiers, Scimitars, Shortswords and Whips - **Tools:** one type of artisan's tools of your choice \pagebreakNum ___ - **Saving Throws:** Charisma, Dexterity - **Skills:** Choose two from Arcana, Deception, History, Insight, Medicine, Perception, Performance and Sleight of Hand #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* A weapon with the Finesse property or *(b)* any simple melee weapon or *(c)* a light crossbow and 20 bolts - *(a)* Studded Leather armor or *(b)* Scale Mail - *(a)* A explorer's Pack or *(b)* an entertainer's Pack and one type of artisan's tools of your choice - A Necromancer's Journal to Puppet Crafting - A medium size Wood Doll > ###### Your Necromancer's Journal to Puppet Crafting >Your necromancer's journal to puppet crafting (also refered as *journal* in this class) have a collection of notes of the creature's bodies you have studied reflecting the reseachers you have made in the arcane art of puppet making. > >**Adding notes Into the Journal:** When you find a body of a creature that died within 1 week you can dissect the body and add 1 note of that creature type (aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant and undead) to your journal. You can't have more notes of a creature type in your journal than your level in this class. > >Dissecting a creature involves a process of making a precise map and detailed notes of the organs and anatomy of the creature, deciphering the secrets of the body your are studying. This permanently destroys the body. > >This process takes 1 hour of continuous work on a medium creature and an additional two hours per size category above, and half as much time per size below. Wich can be done during a short or long rest. Once you have spent this time, you can add one note of that creature type to your journal. > > **Replacing the Journal:** You can copy a note from your own journal into another book—for example, if you want to make a backup copy of your journal. This is just like adding a new note into your journal, but faster and easier, since you understand your own notation. You need spend only half of the time you would need for each creature size. For this reason, many puppeters keep backup journals in a safe place. \columnbreak #### Puppet Maker At 1st level you gain the ability to make puppets from objects and Corpses. If you have access to a carpenter's tools, smith's tools, tinker's tools or woodcarver's tools, you can transform any corpse that meets the requirements of your journal, spending the same amount of time in it to transform the corpse into a *corpse puppet*. Objects counts as tiny, weapons and shield as small and armors count as medium, you can also create a puppet of wood or metal, of any size, spending the same time. The amount of material needed to do so is described bellow. You can only work in one puppet at a time. You can do this during a long rest. To see if you succeed in creating a puppet roll a percentile dice: if you roll a number equal to or lower than your puppeteer level you succeed into knitting the body with magic. If you spend the same amount of time reading your notes of that creature type (or constructs in case of objects) on your journal (minimum of 1 hour) before you start you add +1 to this roll for each 5 notes you have in your journal of that creature type. If you fail you add one note of that creature type into your journal and the body is destroyed and cannot be used for making a puppet. Objects are destroyed too but you don't add notes from them. You can spend half the time needed to create a puppet to repair it from any damage, when you finish the repair, the puppet recovers any missing hit points as well as any missing body part. Puppets made of corpses suffer the following changes, it loses any other type they had and become undead, it also loses any damage and condition immunity it had, and gains fire vulnerability in addition to any other vulnerability it had and immunity to poison and psychic damage and immunity to charmed, frightened and poisoned conditions. A corpse becomes a *corpse puppet*, an object become an *object puppet*, and a puppet made of wood becomes *wood puppet*, at 8th level you can use iron to create an *iron puppet*, you can find the stats block of all puppets you can create and their materials at the end of this class. The puppet's attacks count as magical for the purposes of overcoming resistance. #### Puppet Dance Also at 1st level you can control your puppets with a special set of magical strings that are created with the puppet, the strings are 30ft long, immune to any source of damage, and can only be seen if a creature succeeds in a wisdom saving throw against your spell save DC. The length of the strings increase by 15ft when you reach the 3rd level for a total of 45ft., 6th for a total of 60ft., 8th for a total of 75ft. and finally for a total of 90ft. in the 17th in this class. During your turn you can spend you action to command any number of puppets you are controlling, you can control 1 puppet at the 1st level, and 2 at the 6th level, you must have a free hand to create the strings to control a puppet. \pagebreakNum When you spend your action to control your puppets you can also move them with the same action, and can issue the same or different commands to them. If you don't command a puppet in your turn they are considered under the paralyzed condition, if you fall unconscious or are away of your puppet more than the length of your strings, the puppets are also under the prone condition. If you have the the extra attack feature you can make your puppets attack twice instead of one time when you command them to attack. If a puppet has the multiattack feature, it cannot make more attacks than your extra attack feature. #### Spellcasting by 2nd level You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. ##### Tools Required You cast yours spells using your tools as if you were creating a puppet. You must have a spellcasting focus—specifically some kind of artisan's tool you are proficient with—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools. ##### Cantrips (0-Level Spells) At 2nd level, you know two cantrips of your choice from the puppeteer spell list. At higher levels, you learn additional puppeteer cantrips of your choice, as shown in the Cantrips Known column of the Puppeteer table. When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the puppeteer spell list. ##### Preparing and Casting Spells The puppeteer table shows how many spell slots you have to cast your puppeteer spells. To cast one of your puppeteer spells of 1st level or higher, 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 so, choose a number of puppeteer spells equal to your Charisma modifier + half your puppeteer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level puppeteer, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, 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 a 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 prayer and meditation: at least 1 minute per spell level for each spell on your list. \columnbreak ##### Spellcasting Ability Charisma is your spellcasting ability for your puppeteer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Puppeteer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier ##### Puppteer Spell List
**Cantrips (0-Level Spells)** *Acid Splash* *Blade Ward* *Chill Touch* *Create Bonfire* *Dancing Lights* *Fire Bolt* *Friends* *Frostbite* *Gust* *Light* *Lightning Lure* *Mage Hand* *Magic Stone* *Mending* *Mold Earth* *Poison Spray* *Prestidigitation* *Ray of Frost* *Shocking Grasp* *Thunderclap* ___ **1st level** *absorb elements* *armor of agathys* *cause fear* *charm person* *color spray* *command* *cure wounds* *detect magic* *entangle* *false life* *fog cloud* *grase* *magic missile* *shield* *snare* ___ **2nd level** *barkskin* *blindness/deafness* *darkness* *enlarge reduce* *enthrall* *lesser restoration* *scorching ray* *suggestion* *web* ___ **3rd level** *animate dead* *counterspell* *dispel magic* *fear* *fireball* *hypnotic pattern* *life transference* *revivify* *speak with dead* *stinking cloud* *tiny servant* ___ **4th level** *blight* *compulsion* *death ward* *dominate beast* *polymorph* *stoneskin* ___ **5th level** *animate objects* *danse macabre* *dominate person* *geas* *great restoration* *raise dead*
\pagebreak #### Toy Chest At 2nd level you can create a special chest to magically store you puppets, the chest has a pocket dimension inside, and it measures 1½ feet in all directions from the outside. You can store a number of puppets up to your proficiency modifier, the chest weighs 15 pounds, regardless of its contents. With one action you can store one puppet into the chest and retrieve another one of your choice, you can do this up to 2 times and regain all uses when you finish a short rest, you can also spend a spell slot of 1st level or higher to change the puppets. You can choose up to 1 puppet to be your favorite, when you retrieve or store that puppet you spend one bonus action rather than one action. Your chest can only store puppets inside. If the chest is destroyed, its contents spill out unharmed in a unoccupied square within 5ft of it. #### Puppeteer Signature At 3rd level you can sign your puppets with a special signature. Each puppeteer signs their puppets with a special signature. This signature represents the signature of their work, while there are no two identical signatures among puppeteers, they share some similarities between them allowing them to be grouped according the puppeteer vision of their own work. Your choice grants you features at 3rd level and again at 6th, 9th, and 15th levels. #### Puppetry Alchemy Also at 3rd level when you use your *Puppet Maker* feature you can, as part of creating a puppet, expend a puppeteer spell slot of 1st level or higher to create wood or iron up to the necessary amount to create the puppet as well any other material that doesn't have a specific cost, the table below details the maximum size of the puppet you can create using a spell slot. If you expend a spell slots this way during a long rest you regain the expanded spell slots only at the end of your next long rest. | Spell Slot | Maximum Puppet Size | |:---:|:-----------:| | 1st | Small | | 2nd | Medium | | 3rd | Large | | 4th | Huge | | 5th | Gargantuan | #### Ability Score Increase 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. You can't increase an ability score above 20 using this feature. \columnbreak #### Puppet Possession At 12th level you gain the ability to possess one of your puppets, you can posses it for a number of hours equal to your proficiency modifier, during this time you can move the body of the puppet as if it was yours, you can hear and see by its senses, your actions are limited by the anatomy of your puppet and the actions in its stats block. During this time your original body is considerer unconscious. Once you possess a puppet, you control it. Your game statistics are replaced by the statistics of the puppet, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the hit points of your puppet reach 0 while you are possessing it, the possession ends and you awake in your original body, and you take 1 level of exhaustion per hour you were possessing it, if your body dies while you are possessing your puppet, the possession ends and you die. When you reach the time limit or when you spend an action to end the possession early you awake in your body as normal, you do not receive the benefits of a short or long rest, in either case you do not receive an exhaustion point. You can use this feature once per long rest. #### Dying Effigy At 14th level, after taking damage that would reduce your hit points to 0, you can instead use your reaction to sacrifice an existing puppet that you can see that has been created through your *Puppet Maker* feature and drop to 1 hit point instead. The puppet sacrificed is completely destroyed. The puppet can be sacrificed from anywhere on your plane except from your *Toy Chest* or another pocket dimension. After using this ability you must finish a long rest to use it again. #### Turn Puppet At 15th level you can attempt to make living creatures into puppets, you can force a creature you can wee within the range of your string to make a wisdom saving throw against your spell save DC, in a failure the creature is restrained by the strings, and during the creature's turn you can control it as a puppet, your magic isn't strong enough to expose the creature to certain death, if you do so, the effect ends immediately. This effect lasts for 1 minute and the creature can make the saving throw again at the end of their turn ending the effect in a success. Once a creature passes the save, they are immune to the effects for the next 24 hours. You can use this feature once and regain all uses when you finish a long rest. Creatures immune to be charmed are immune to this effect. #### Lost Time At 15th level you can undergo a ritual to become a puppet, you can manipulate your puppets to use your *Puppet Maker* feature in yourself, when the ritual ends you become a puppet, you can no longer age and you can't be aged magically. In addition, you no longer need food, water or sleep to gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your journal and keeping watch. \pagebreakNum #### Puppeteer Mastery At 18th level you can turn any size object or corpse into a puppet in 1d6 hours without further research. #### Puppet Fusion At 20th level, if you are in control of two puppets you have created with your *Puppet Maker* feature and they are within 5 feet of each other, you can use your bonus action to have them combine into a single puppet. Combined puppets are treated as a single puppet, you still require two sets of strings to control it. Its statistics are as follows: - If they are the same size category they grow one, otherwise they keep the size of the bigger puppet. Two gargantuan puppets don't grow. - It has hit points equal to the total of the two puppets hit points. - Each ability score is the better of the two puppets scores. - Its AC is the better of the two puppets ACs. - It has all the special features and actions of the two puppets. - If the puppets have different speeds of the same type it keeps the better of the two puppets. They remain combined for 1 minutes or until you separate them with a bonus action or store them into your *Toy Chest*. When you do so, divide its remaining hit points between the two puppets (up to that puppet's maximum hit points). You can use this feature once between long rests. ## Puppeteer Signatures ### Magical Puppet #### Sigil Carving Starting at 3rd level you can carve magic sigils in your puppets that allows them to cast cantrips, you can carve a sigil in a puppet with 50gp and 1 hour of continuous work per slot level per sigil per puppet. When you carve the sigil you also carve wich cantrip the puppet can cast, you must know the cantrip to carve the sigil. If you ever forget a cantrip carved in one or more of you puppets their sigil is removed from them. at 9th level you carve a single 1st level sigil in your puppets to cast one 1st level spell you know spending the double of the amount of time and gp per puppet required by a cantrip sigil. You must know the spell to carve the sigil. If you ever forget the spell carved in one or more of you puppets their sigil is removed from them. A puppet can cast a 1st level spell once per long rest. The puppet uses your spell save DC, spell attack modifier and half level (round down) when relevant. \columnbreak #### Magic Redirection At 6th level when you cast a puppeteer spell with a range other than self, the spell can originate from you or one of your puppets. To do so the puppet must be out of your *Toy Chest* and you must be controlling them. #### Magical Resistance Reaching the 9th level when your puppet is hit by an attack, spell or similar magical effect you can use your reaction to give your puppet temporary resistance to that type of damage. The resistance lasts until the beginning of the puppet's next turn. You can grant resistance to your puppets in this way a number of times up to your proficiency modifier per long rest. #### Magical Puppet At the 15th level you can carve a sigil of 2nd and 3rd level in your puppets to cast one 2nd and 3rd level spell each you know spending double of the amount of time and gp per puppet required by a cantrip sigil. You must know the spell to carve the sigil. If you ever forget the spell carved in one or more of you puppets their sigil is removed from them. A puppet can cast a 2nd and 3rd level spell once per long rest. ### Masterwork Puppet #### Protégé Starting at 3rd level you can only have one puppet, this puppet is considered to be your favorite puppet. Your puppet increases by one size category and gains the following benefits: - The puppet's hit points increase by 2 per level of puppeteer that you have. - Whenever you puppets hit with an attack, it may add your spell casting ability modifier to the damage. #### Priviledge At the 6th level the puppet has advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Additionally if your puppet rolls a natural 20 on an attack roll the movement of that creature hit by that attack becomes 0 until the beginning of the puppet's next turn. #### Safe-Guard When you reach the 9th, when your puppet would fall to 0 hit points you may use your reaction and take damage equivalent to half your current hit points to heal the puppet by the same amount. #### Galatea Beginning at 15th level the puppet's attacks score a critical hit on a roll of 19 or 20. Additionally, when you learn the *Puppet Fusion* feature at 20th level, you may use yourself as the second puppet. \pagebreakNum ### Puppet Crafter #### Common Puppets Beginning at 3rd level you can craft special puppets when you use your *Puppet Maker* feature to craft a puppet you also have the following options of puppets to craft: - Knight Puppet - Warrior Puppet - Artisan Puppet - Cleric Puppet #### Uncommon Puppets When you reach level the 6th level you can craft special puppets when you use your *Puppet Maker* feature to craft a puppet you also have the following options of puppets to craft: - Echidna Puppet - Caeneus Puppet - Telchine Puppet - Ninja Puppet #### Rare Puppets Upon the 9th level you can craft special puppets when you use your *Puppet Maker* feature to craft a puppet you also have the following options of puppets to craft: - Shield Guardian puppet - Manticore puppet - Phrike puppet #### Legendary Puppets Finally at the 15th level you can craft special puppets when you use your *Puppet Maker* feature to craft a puppet you also have the following options of puppets to craft: - Medusa puppet - Draconic puppet - Lich puppet - King puppet ### Deranged #### Fragile Puppet Starting at 3rd instead of crating a regular puppet (*Corpse Puppet*, *Wood Puppet*, *Iron Puppet* and *Object Puppet*) with you *Puppet Maker* feature you may create *Fragile Puppets*. You can create twice as many *Fragile Puppets* as you would regular puppets. Each *Fragile Puppet* counts as half a puppet for your puppet maximum. All your *Fragile Puppets* are considered to be your *Favorite Puppet*. When a *Fragile Puppet* is reduced to 0 hit points, it explodes, forcing each creature in a 5ft radius around the puppet to make a dexterity saving throw with a DC equal to your spell saving DC, taking 1d6 piercing and 1d6 bludgeoning damage on a failure or half as much on a success. This damage increases by 1d6 piercing and 1d6 bludgeoning at 5th level and again at 11th level and 17th level. \columnbreak #### Recyle Starting at 6th level once per long rest you may spend 1 minute to bring back a number of *Fragile Puppets* that have exploded within the last 24h back into existence equal to your proficiency bonus. Additionally the damage from the *Fragile Puppet* explosion is considered magical for the purposes of overcoming resistances and immunities. #### Reuse Reaching the 9th level when a small or larger creature that's not a construct dies within 30ft of the carcass of an exploded *Fragile Puppet* and this death was not cause by one of it's explosions, you may use your reaction to reanimate said *Fragile Puppet* with one hit point. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Additionally the explosion radius of your *Fragile Puppets* is increased to 10ft. #### Reduce You may force the explosion of one of your *Fragile Puppets* with an action even if it's not at 0 hit points. If the puppet still had any remaining hit points the explosion deals additional fire damage equal to the hit points remaining. ### Dhalang #### Wayang Kulit Beginning at 3rd level you can improve your puppets with special devices. To infuse a puppet with a new device, you must spend half as much time of continuous work and material as would be necessary to create the puppet. The devices can be infused during a short or long rest. A puppet can't have more then half you proficiency bonus (rounded down) number of devices at same time and can't have more the one device of each type. At 3rd level the devices you can infuse are: - **Reinforced Plates:** the AC of the puppet is increases by 1 - **Heavy Limbs:** the *Slam* attack of puppet adds your charisma modifier to the damage. - **Spring Joints:** the puppet has advantage to grapple creatures up to one size category bigger then it. \pagebreakNum #### Kandha When you reach level the 6th level the devices you can infuse are: - **Durable Materials:** the maximum hit points of the puppet are increased by a number equal to your proficiency bonus. - **Extensible Limbs:** the reach of the *Slam* attack of the puppet is increased by 5ft. - **Secret Door:** the puppet can grapple up to 2 creatures at same time that are within 5ft. of the puppet. When grappling more then one creature the puppet can only make one attack per turn. #### Sabetan Upon the 9th level the devices you can infuse are: - **Magical resistance:** any bludgeoning, piercing and slashing damage the puppet receives from non-magical sources is reduced by an amount equal to half your proficiency bonus. - **Secret Weapons:** you can roll one additional damage die when determining the extra damage for a critical hit with a *Slam* attack. - **Tight Grapple:** on it's turn the puppet can cause bludgeoning damage equal to your proficiency bonus to a creature grappled by it that fails the check to be free from the grapple. #### Yogyakarta - **Rend:** If the puppet hits the same opponent with two or more *Slam* attacks, the puppet automatically deals 3d6 slashing damage to that opponent. - **Magical PLate:** The puppet becomes immune to one damage type of your choice among: bludgeoning, piercing or slashing; but it gains vulnerability to lighting or thunder damage. - **Net:** The puppet is no longer restrained by the size of creature he's attempting to grapple when doing so. Grappling a creature larger then one size category above the puppet's still grants advantage to the creature resisting the grapple. \pagebreakNum ## Puppets Puppets have certain material requirements you must have access to all of them during their creation in order to effectively create a puppet, the time to create a puppet is the same as described in your *Puppet Maker* feature. You can create puppets up to medium size, when you reach certain levels in this class you can create puppets of different sizes at the 6th level you can create puppets up to large size, at the 8th level up to huge size and any size at the 17th level. This restrictions does not apply to the *Corpse Puppet*. When a puppet is dropped to 0 hit points, it's lost and permanently destroyed, and it's remaining materials (if any) cannot be used to create another puppet. ##### Puppet Craft Size | Size | Material Amount | |:---:|:-----------:| | Tiny | 5Lbs | | Small | 20Lbs | | Medium | 80Lbs | | Large | 320Lbs | | Huge | 1280Lbs | | Gargantuan | 5120Lbs | \columnbreak #### Artisan Puppet *Material Requirement: wood or iron, a set of artisan's tools* A puppet resembling an Artisan, with slender hands and delicate tools. ___ > ## Artisan Puppet >*Small or bigger, Unaligned* > ___ > - **Armor Class** 11 + (your proficiency bonus) > - **Hit Points** 5 + five times your puppeteer level, or 10 + ten times your puppeteer level if it's huge or larger. > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (0)|12 (+1)|10 (0)|4 (-3)|14 (+2)|10 (0)| >___ > - **Saving Throws** Dex +1 plus your proficiency bonus. Wis +2 plus your proficiency bonus. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 12. > - **Languages** understands the languages you speak. > - **Challenge** - > ___ > > ### Actions > > ***Journeyman.*** Over the course of a long or short rest you can command this puppet to create one material component of a spell worth up to 25 times your puppeteer level gp. \pagebreakNum #### Caeneus Puppet *Material Requirement: wood or iron, a vial of blood from a male warrior* Caeneus has an exaggerated masculine body, to the point of caricature. ___ > ## Caeneus Puppet >*Small or bigger, Unaligned* > ___ > - **Armor Class** 12 + (your proficiency bonus) > - **Hit Points** 5 + your charisma modifier + five times your puppeteer level, or 10 + your charisma modifier + ten times your puppeteer level if it's huge or larger. > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|14 (+2)|4 (-3)|10 (0)|12 (+1)| >___ > - **Saving Throws** Str +3 plus your proficiency bonus. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 10. > - **Languages** understands the languages you speak. > - **Challenge** - > ___ > > ***Impervious Skin.*** It has resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. At 20th level, it becomes immune to bludgeoning, piercing and slashing damage from nonmagical weapons. > > ***Guardian.*** When taking the shove attack action you add double your proficiency bonus to the Athletics check. > ### Actions > **Slam.** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + proficiency bonus bludgeoning damage. \columnbreak #### Cleric Puppet *Material Requirement: wood or iron, a flask of holy water or a holy symbol* This puppet resembles a regal acolyte dressed in a gown. ___ > ## Cleric Puppet >*Small or Medium, Unaligned* > ___ > - **Armor Class** 12 + (your proficiency bonus) > - **Hit Points** 5 + five times your puppeteer level. > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (0)|12 (+1)|14 (+2)|4 (-3)|16 (+3)|10 (0)| >___ > - **Saving Throws** Wis +3 plus your proficiency bonus > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 13. > - **Languages** Common but understands the languages you speak. > - **Challenge** - > ___ > > ### Actions > ***Pray.*** The *Cleric Puppet* starts a pray for the god of the holy symbol or the one who blessed the water used to create it. An aura extends from the puppet up to 15ft. of it, one creature you can see within the area regain 1d6 hit points per turn for the next minute, or until the puppet is destroyed. You can use this feature once per long rest. > > **Slam.** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + proficiency bonus bludgeoning damage. \pagebreakNum ___ ___ > ## Corpse Puppet >*Same size as the corpse Undead, Unaligned* > ___ > - **Armor Class** 10 + (half your puppeteer level) > - **Hit Points** 5 + five times your puppeteer level, or 10 + ten times your puppeteer level if it's huge or larger. > - **Speed** 30ft. (if had fly then also have fly 30 ft. (hover)). >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|16 (+3)|4 (-3)|10 (0)|12 (+1)| >___ > - **Saving Throws** Dex +1 plus proficiency bonus > - **Damage Vulnerabilities** fire damage in addition to others it had in life. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** darkvision 60f. (only if it had darkvision in life). passive perception 10. > - **Languages** understands the languages you speak > - **Challenge** - > ___ > > \columnbreak > ### Actions > ***Multiattack.*** The Corpse Puppet makes a number of attacks up to half your proficiency bonus (rounded down). > > ***Slam.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target you can see. *Hit:* 1d10 + proficiency bonus force damage. > > ***Reanimated Body.*** When this Puppet is created you can keep up to one attack of the creature as described in it's stats block, the attack keeps only the damage and/or the ability to cause conditions the attack use your spell attack modifier to hit instead it's own and any save mentioned in it uses your spell save DC. If the the attack uses a number of dices greater than your proficiency bonus, instead is uses up to your proficiency bonus number of dices. You can use the attack once regain all uses of this feature. \pagebreakNum #### Draconic Puppet *Material Requirement: wood or iron, a scale from a dragon or wyvern* The Draconic Puppet resembles a typical dragon with scaly skin and different kinds of colors and breaths, depending on how it was made. \columnbreak ___ ___ > ## Draconic Puppet >*Small or bigger, Unaligned* > ___ > - **Armor Class** 13 + (your proficiency bonus) > - **Hit Points** 5 + your charisma modifier + five times your puppeteer level, or 10 + your charisma modifier + ten times your puppeteer level if it's huge or larger. > - **Speed** 30ft., Fly 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|14 (+2)|4 (-3)|10 (0)|14 (+2)| >___ > - **Saving Throws** Cha +3 plus your proficiency bonus. Dex +1 plus your proficiency bonus. > - **Damage Immunities** poison, psychic. > - **Damage Resistances** the same type of the scale type table below or slashing, piercing and bludgeoning if not listed > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 10. > - **Languages** understands the languages you speak. > - **Challenge** - > ___ > > \columnbreak > ### Actions > ***Multiattack.*** The Draconic Puppet makes a number of attacks up to half your proficiency bonus (rounded down). > > ***Breath Weapon.*** The Draconic Puppet exhales a powerful breath each creature inside a 30ft. cone must make a Dexterity saving throw against your spell save DC, taking 2d8 + your your proficiency bonus damage in a failed save, or half as much in a successful one. Once you use this feature you cannot use it again before finishing a long rest. The damage is the same of the resistance or force if not listed. > > ***Claw.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5ft., one target you can see. *Hit:* 1d8 plus your proficiency bonus slashing damage. > > ***Bite.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5ft., one target you can see. *Hit:* 1d8 plus your proficiency bonus piercing damage. > > ***Frightful Presence.*** The puppet roars loudly frightening any creature around it, each creature you choose up to your charisma modifier must make a wisdom saving throw against your spell save DC or be frightened by the puppet for 1 minute. If a creature is successful in this saving throw it is immune to the Draconic Puppet's Frightful Presence for the next 24 hours. You can use this feature once per long rest. ###### Dragon Scale Table The scale used in the creation of the puppet determines the type of breath and resistance the puppet has according the table below. \columnbreak | Dragon Scale | Damage | |:---:|:-----------:| | Amethyst | Force | | Crystal | Radiant | | Emerald | Psychic | | Sapphire | Thunder | | Topaz | Necrotic | | Brass, Gold, Red | Fire | | Bronze, Blue | Lightning | | Copper, Black | Acid | | Silver, White | Cold | | Green | Poison | \pagebreakNum #### Echidna Puppet *Material Requirement: wood or iron, a body part of a snake, the flock of hair of a woman* Echidna resembles a beautiful woman with lower body part of a snake. ___ > ## Echidna Puppet >*Small or bigger, Unaligned* > ___ > - **Armor Class** 12 + (your proficiency bonus) > - **Hit Points** 5 + five times your puppeteer level, or 10 + ten times your puppeteer level if it's huge or larger. > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|14 (+2)|4 (-3)|10 (0)|10 (0)| >___ > - **Saving Throws** Str +3 plus your proficiency bonus. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 10. > - **Languages** understands the languages you speak. > - **Challenge** - > ___ > > ### Actions > ***Snake-limbed.*** When the *Echidna Puppet* makes a grapple, you add double proficiency bonus to the check, until this grapple ends (escape your spell save DC), the target is restrained, and the *Echidna Puppet* can't constrict another target. If this puppet is grappling a creature of it's size or smaller, you can attempt to move the target with the puppet. The target makes a Strength saving throw using your spell save DC. On a failure, you can move the target with the puppet up to half of the movement speed of the puppet. > > ***Constrict.*** If the *Echidna Puppet* is grappling a creature of it's size or smaller it can constrict the creature dealing 2d6 + your proficiency bonus bludgeoning damage. \columnbreak ___ > ## Fragile Puppet >*Any, Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** equals to your puppeteer level. > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|16 (+3)|4 (-3)|10 (0)|10 (0)| >___ > - **Saving Throws** Dex +1 plus proficiency bonus. > - **Damage Vulnerabilities** fire damage. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 10. > - **Languages** understands the languages you speak. > - **Challenge** - > ___ > > ### Actions > > ***Slam.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target you can see. *Hit:* 1d6 + proficiency bonus bludgeoning damage. \pagebreakNum #### Iron Puppet *Material Requirement: Iron* ___ > ## Iron Puppet >*Any, Unaligned* > ___ > - **Armor Class** 13 + (your proficiency bonus) > - **Hit Points** 5 + your charisma modifier + five times your puppeteer level, or 10 + your charisma modifier + ten times your puppeteer level if it's huge or larger. > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|18 (+4)|4 (-3)|10 (0)|10 (0)| >___ > - **Saving Throws** Dex +1 plus proficiency bonus. > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 10. > - **Languages** understands the languages you speak. > - **Challenge** - > ___ > > ### Actions > > ***Multiattack.*** The Iron Puppet makes a number of attacks up to half your proficiency bonus (rounded down). > > ***Slam.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target you can see. *Hit:* 1d10 + proficiency bonus bludgeoning damage. \pagebreakNum #### King Puppet *Material Requirement: wood or iron, a crown and a diamond worth at least 500gp each.* The king resembles a typical king with its rod/scepter and crown with a big red flowing cape. \columnbreak ___ ___ > ## King Puppet >*Small or bigger, Unaligned* > ___ > - **Armor Class** 11 + (your proficiency bonus) > - **Hit Points** 5 + five times your puppeteer level, or 10 + ten times your puppeteer level if it's huge or larger. > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (0)|12 (+1)|10 (0)|4 (-3)|16 (+3)|16 (+3)| >___ > - **Saving Throws** Cha +3 plus your proficiency bonus. Wis +2 plus your proficiency bonus. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 13. > - **Languages** understands the languages you speak. > - **Challenge** - > ___ > > ### Actions > > ***Command Others.*** The King Puppet casts the spell *Command* in its lowest form using your spell save DC. > > \columnbreak > > ***Royal Presence.*** The King Puppet presence makes others inspired you can give one creature you can see within 15 ft of the puppet a bonus to its next ability check or saving throw equal to your charisma modifier. > > ***Knighting.*** The king puppet knights a creature up to 5ft. of it, that creature gains temporary hit points equal to 2d10 plus your Charisma modifier. You can do this once per long rest. > > ***Checkmate.*** When the puppet is about to be attacked, you can use your reaction to either move it away from the attacker up to half the King Puppet's movement speed (this movement doesn't provoke attacks of opportunity) or can bring another creature up to 5ft. of it and move it into its place, switching places with the creature, an unwillingly creature must succeed a Dexterity saving throw against your spell save DC, in a success the creature keeps its position, in a failure the creature takes the damage in the place of the puppet. A willing creature receives bonus AC equal to your charisma modifier for that attack only. > > ***Payday.*** The puppet tosses money around itself distracting all within 30ft of it. These creatures must make an Charisma saving throw equal to your spell save DC, on a failed save the creature is knocked prone grabbing as many coins as the creature can physically hold. You can use this feature once per long rest. Creatures immune to the charmed condition are immune to this. \pagebreakNum #### Knight Puppet *Material Requirement: wood or iron, a shield or a one hand melee weapon and an armor* This puppet resembles a noble knight with a shield. ___ > ## Knight Puppet > *Small or Medium, Unaligned* > ___ > - **Armor Class** 15 > - **Hit Points** 5 + your charisma modifier + five times your puppeteer level. > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|16 (+3)|4 (-3)|10 (0)|10 (0)| >___ > - **Saving Throws** Dex +2 plus proficiency bonus, Str +2 plus proficiency bonus, Con +3 proficiency bonus. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 10. > - **Languages** understands the languages you speak. > - **Challenge** - > ___ > > ### Actions > > ***Shield.*** When a creature you can see withing 5ft., of the *Knight Puppet* except the *Knight Puppet* or another puppet is target by an attack or a spell attack, you can use your reaction to give half cover to that creature. > > ***Protector.*** When a creature you can see withing 5ft. of the *Knight Puppet* attacks another creature within 5ft. of the *Knight Puppet*, except the *Knight Puppet* or another puppet, you can use your reaction to impose disadvantage on the attack roll. > > ***Weapon Attack.*** The *Knight Puppet* makes an attack using the weapon used to create it, using your spell attack modifier to hit. \pagebreakNum #### Lich Puppet *Material Requirement: wood or iron, a phylactery of a lich wich is destroyed when the puppet is created.* This puppet is a hallowed out human wizard with withered flesh, eyes succumbed to decay, almost skeletal looking. \columnbreak ___ ___ > ## Lich Puppet >*Small or bigger, Unaligned* > ___ > - **Armor Class** 12 + (your proficiency bonus) > - **Hit Points** 5 + five times your puppeteer level, or 10 + ten times your puppeteer level if it's huge or larger. > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (0)|10 (0)|12 (+1)|14 (+2)|10 (0)|16 (+3)| >___ > - **Saving Throws** Con +1 plus your proficiency bonus. Int +1 plus your proficiency bonus. Cha +3 plus your proficiency bonus. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 10. > - **Languages** Common but understands the languages you speak. > - **Challenge** - > ___ > > \columnbreak > ### Actions > > ***Spellcasting.*** The Lich Puppet is a 1st-level spellcaster. It uses your spellcasting, DC and spell attack modifier. The Lich Puppet has the following wizard spells prepared: > > Cantrips (at will): Chill Touch, Toll the Dead, Mage Hand > > 1st level (2 slots): Inflict Wounds, Arms of Hadar, Hex > > ***Frightening Gaze.*** The puppet induces fear into your opponents. Each creature you choose up to your charisma modifier in a 30ft cone must make a wisdom saving throw against your spell save DC or be frightened by the puppet for 1 minute. If a creature is successful in this saving throw it is immune to the Lich Puppet's Frightening Gaze for the next 24 hours. You can use this feature once per long rest. > > ***Create Undead.*** The Lich Puppet uses the spell *Create Undead* in its lowest level. You cannot use this feature again until you finish a long rest. \pagebreakNum #### Manticore puppet *Material Requirement: wood or iron, a human skull, the fur of a lion, and the tail of a scorpion.* A manticore puppet has a lion's body and the head of a man, the tail of a scorpion and it can fire a volley of needles from its tails. ___ > ## Manticore puppet >*Small or bigger, Unaligned* > ___ > - **Armor Class** 13 + (your proficiency bonus) > - **Hit Points** 5 + five times your puppeteer level, or 10 + ten times your puppeteer level if it's huge or larger. > - **Speed** 30ft., fly 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|14 (+2)|4 (-3)|12 (+1)|12 (+1)| >___ > - **Saving Throws** Str +3 plus your proficiency bonus. Dex +2 plus your proficiency bonus. Con +2 plus your proficiency bonus. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 11. > - **Languages** understands the languages you speak. > - **Challenge** - > ___ > > ***Leonine Hide.*** The Manticore puppet takes half your proficiency bonus (rounded down) less damage from non magical attacks. > > ### Actions > ***Multiattack.*** The Manticore puppet makes a number of attacks up to half your proficiency bonus (rounded down). > > ***Tail Spike.*** *Ranged Weapon Attack:* your spell attack modifier to hit, reach 20/60ft., one target you can see. *Hit:* 1d8 + proficiency bonus piercing damage. \pagebreakNum #### Medusa Puppet *Material Requirement: wood or iron, a snake, a flask of blood from a woman, a holy symbol from a sea deity.* Medusa resembles a humanoid with snake tendril hair and glossy stone eyes that will turn those foolish enough to look into her eyes to stone. \columnbreak ___ ___ > ## Medusa Puppet >*Small or bigger, Unaligned* > ___ > - **Armor Class** 12 + (your proficiency bonus) > - **Hit Points** 5 + five times your puppeteer level, or 10 + ten times your puppeteer level if it's huge or larger. > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (0)|12 (+1)|10 (0)|4 (-3)|12 (+1)|16 (+3)| >___ > - **Saving Throws** Cha +3 plus your proficiency bonus. Dex +1 plus your proficiency bonus. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 10. > - **Languages** understands the languages you speak. > - **Challenge** - > ___ > > \columnbreak > ### Actions > ***Multiattack.*** The Medusa Puppet makes a number of Venomous Hair attacks up to half your proficiency bonus (rounded down). > > ***Petrifying gaze.*** The Medusa Puppet gazes in a direction forcing any creature inside a 30ft. cone of it that can see the Medusa Puppet to make a Wisdom saving throw against your spell save DC. On a failed save, a target begins to turn to stone and is restrained. On a success, the creature isn't restrained and is immune to this effect for 24h. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified for 1 minute. You can use this feature once per long rest. > > ***Stupefy.*** The Medusa Puppet gazes in a direction forcing any creature inside a 30ft. cone of it that can see the Medusa Puppet make a Wisdom saving throw against your spell save DC, on a fail the creature is *Charmed* by it for 1 minute, on a success the creature isn't charmed and is immune to this effect for 24h. You can use this feature once per long rest. > > ***Venomous Hair.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5ft., one target you can see. *Hit:* 2d6 plus your proficiency bonus piercing + 3d6 poison. \pagebreakNum #### Ninja Puppet *Material Requirement: wood or iron, a talisman made by a monk or similar martial artist or by shinto priest, cleric or similar* This puppet resembles a masked Ninja with dark garbs. ___ > ## Ninja Puppet >*Small or bigger, Unaligned* > ___ > - **Armor Class** 12 + (your proficiency bonus) > - **Hit Points** 5 + five times your puppeteer level, or 10 + ten times your puppeteer level if it's huge or larger. > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|12 (+1)|4 (-3)|14 (+2)|10 (0)| >___ > - **Saving Throws** Str +1 plus your proficiency bonus. Dex +3 plus your proficiency bonus. Con +1 plus your proficiency bonus. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 12. > - **Languages** understands the languages you speak. > - **Challenge** - > ___ > > ### Actions > ***Multiattack.*** The Ninja Puppet makes a number of attacks up to half your proficiency bonus (rounded down). > > ***Shuriken.*** *Ranged Weapon Attack:* your spell attack modifier to hit, reach 20/60ft., one target you can see. *Hit:* 1d6 + proficiency bonus piercing damage. > > ***Substitution.*** If a spell or attack would hit the Ninja Puppet, you can use your reaction to replace the target with a log and retrieve a puppet from your toy chest. The retrieved puppet appears in an unoccupied space within 5ft. of the Ninja Puppet's original position. If you do so the Ninja Puppet is stored in the toy chest. \columnbreak #### Object Puppet *Material Requirement: Any object, any mundane melee weapon, any armor or a shield* ___ > ## Object Puppet >*Same as describe in your Puppet Maker feature, Unaligned* > ___ > - **Armor Class** 11 (13 if the object was shield or armor) + (your proficiency bonus) > - **Hit Points** 5 + five times your puppeteer level. > - **Speed** 30ft. (if lack legs or similar then, fly 30 ft. (hover)). >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|14 (+2)|14 (+2)|4 (-3)|10 (0)|6 (-2)| >___ > - **Saving Throws** Dex +2 plus proficiency bonus. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 10. > - **Languages** understands the languages you speak. > - **Challenge** - > ___ > > ### Actions > > ***Slam.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target you can see. *Hit:* 1d8 + proficiency bonus damage, if the object used was a weapon the damage is the same as the weapon, otherwise is bludgeoning damage. \pagebreakNum #### Phrike Puppet *Material Requirement: wood, a porcelain doll.* Phrike resembles a typical child's doll, with porcelain skin and unnerving eyes. ___ > ## Phrike Puppet >*Tiny or bigger, Unaligned* > ___ > - **Armor Class** 11 + (your proficiency bonus) > - **Hit Points** 5 + five times your puppeteer level, or 10 + ten times your puppeteer level if it's huge or larger. > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (0)|12 (+1)|10 (0)|4 (-3)|10 (0)|16 (+3)| >___ > - **Saving Throws** Cha +3 plus your proficiency bonus. Dex +1 plus your proficiency bonus. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 10. > - **Languages** understands the languages you speak. > - **Challenge** - > ___ > > ### Actions > ***Multiattack.*** The Phrike puppet makes a number of attacks up to half your proficiency bonus (rounded down). > > ***Eye Beams.*** *Ranged Spell Attack:* your spell attack modifier to hit, reach 60ft., one target you can see. *Hit:* 1d10 + proficiency bonus force damage. > > ***Uncanny Visage.*** The Phrike Puppet makes a horrifying gaze. Each creature in a 30-foot cone originating from it must succeed a Wisdom saving throw against your spell save DC or become frightened by the Phrike Puppet for 1 minute. You must finish a short or long rest before you can use this feature again. \pagebreakNum #### Shield Guardian Puppet *Material Requirement: wood or iron, a full plate armor and two shields* Shield guardians could be made with various sizes and shapes, but the simplest and cheapest to make look like a large stick figure made of wood with rocky appendages and metal parts. \columnbreak ___ ___ > ## Shield Guardian Puppet >*Small or bigger, Unaligned* > ___ > - **Armor Class** 13 + (your proficiency bonus) > - **Hit Points** 5 + your charisma modifier + five times your puppeteer level, or 10 + your charisma modifier + ten times your puppeteer level if it's huge or larger. > - **Speed** 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|8 (-1)|14 (+2)|4 (-3)|10 (0)|12 (+1)| >___ > - **Saving Throws** Str +3 plus your proficiency bonus. Con +2 plus your proficiency bonus. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 10. > - **Languages** understands the languages you speak. > - **Challenge** - > ___ > > \columnbreak > ### Actions > ***Multiattack.*** The Shield Guardian Puppet makes a number of attacks up to half your proficiency bonus (rounded down). > > ***Punch.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5ft., one target you can see. *Hit:* 1d8 + proficiency bonus bludgeoning damage. > > ***Shield.*** The Shield Guardian Puppet gives half-cover for a creature within 5ft. of it until the end of your turn. > > ***Spell Guard.*** Immediately after a creature casts a spell that targets the Shield Guardian Puppet or another creature within 5ft. of it, except another puppet, or that includes either in its area of effect, you can use your reaction to force the creature to make a saving throw with its spell casting ability modifier. The DC equals to your spell save DC. On a failed save, the shield guardian puppet negate the spell's effect, and stores it. If the spell was of 4th level or lower you can cast it using your spell slots, but origination from the shield guardian puppet. You can cast the spell this way until you finish a short or long rest. You can use this feature once per long rest. \pagebreakNum #### Telchine Puppet *Material Requirement: wood or iron, the head of a cannide and a fish* Telchine has flippers instead of hands, and the head of a dog. ___ > ## Telchine Puppet >*Small or bigger, Unaligned* > ___ > - **Armor Class** 11 + (your proficiency bonus) > - **Hit Points** 5 + five times your puppeteer level, or 10 + ten times your puppeteer level if it's huge or larger. > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|14 (+2)|12 (+1)|4 (-3)|10 (0)|12 (+1)| >___ > - **Saving Throws** Str +1 plus your proficiency bonus. Dex +2 plus your proficiency bonus. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 10. > - **Languages** understands the languages you speak. > - **Challenge** - > ___ > > ### Actions > ***Multiattack.*** The Telchine Puppet uses its *Stygian Spit* or *Bite* in any combination a number times up to half your proficiency bonus (rounded down). > > ***Stygian Spit.*** The *Telchine Puppet* spits at a creature you can see within 30ft of it. The target must make a Dexterity saving throw, using your spell ave DC. On a failed save, the target takes 2d10 acid damage. > > ***Bite.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5ft., one target you can see. *Hit:* 1d10 + proficiency bonus piercing damage. \columnbreak #### Warrior Puppet *Material Requirement: wood or iron, an armor, a shield or a sword.* This puppet resembles a typical humanoid soldier, armed with a sword. ___ > ## Warrior Puppet >*Small or bigger, Unaligned* > ___ > - **Armor Class** 13 + (your proficiency bonus) > - **Hit Points** 5 + your charisma modifier + five times your puppeteer level, or 10 + your charisma modifier + ten times your puppeteer level if it's huge or larger. > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|12 (+1)|4 (-3)|10 (0)|10 (0)| >___ > - **Saving Throws** Str +2 plus your proficiency bonus. Con +1 plus your proficiency bonus. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 10. > - **Languages** understands the languages you speak. > - **Challenge** - > ___ > > ### Actions > ***Multiattack.*** The Warrior Puppet makes a number of attacks up to half your proficiency bonus (rounded down). > > ***Weapon Attack.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5ft., one target you can see. *Hit:* 1d8 + proficiency bonus force damage. > > ***Inspire.*** The puppet chooses a creature within 5ft. of it and grants this creature a bonus to attack rolls and damage equal to half your proficiency bonus (rounded down) that bonus lasts until the end of the creature's next turn. \pagebreakNum #### Wood Puppet *Material Requirement: Wood* ___ > ## Wood Puppet >*Any, Unaligned* > ___ > - **Armor Class** 12 + (your proficiency bonus) > - **Hit Points** 5 + five times your puppeteer level, or 10 + ten times your puppeteer level if it's huge or larger. > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|16 (+3)|4 (-3)|10 (0)|10 (0)| >___ > - **Saving Throws** Dex +1 plus proficiency bonus. > - **Damage Vulnerabilities** fire damage. > - **Damage Immunities** poison, psychic. > - **Condition Immunities** charmed, frightened and poisoned. > - **Senses** passive perception 10. > - **Languages** understands the languages you speak. > - **Challenge** - > ___ > > ### Actions > > ***Multiattack.*** The Wood Puppet makes a number of attacks up to half your proficiency bonus (rounded down). > > ***Slam.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target you can see. *Hit:* 1d8 + proficiency bonus bludgeoning damage. \pagebreakNum > #### Changelog: > ### 1.0: > * Class created > ### 1.1: > ###### Necromancer's Journal to Puppet Crafting > * The bonus now is only applied if you read you journal during a short rest or long rest > > * The bonus now only last until you finish your next short or long rest > > ###### Puppet Maker > * The puppet now can only be crafted in a long rest > > * You only gain the bonus of you journal in the rolling after you read you journal > > * Stone puppet removed > * metal puppet pushed to the 8th or 10th level > > ### 1.2: > > ###### Equipament > * Now you start with a wooden doll > > ###### Necromancer's Journal to Puppet Crafting > * No longer gives you bonus to investigation checks and to recall info about the creature types. > * Now works similar to the wizard's spellbook. > > ###### Puppet Making > * Reworded to fit more with the necromancer's journal to puppet crafting. > * Added immunity ti psych damage. > ###### Puppets > * Section created > * Added the *Corpse Puppet* > > ### 1.3 > > ###### Equipament > * Added the size of the initial wood puppet; Medium > > ###### Puppets > * Added wood puppet and iron puppet > * Added the chart for amount of material required for craft the wood puppet and the iron puppet. > \columnbreak > ### 1.4 > > ###### Puppets > * Now specific that when a puppet is dropped to 0 hit points it's permanently lost. > * **Corpse Puppet** > * Added fly (hover) if the creature have either fly or hover movement in life. > * **Reanimated Body:** > > * Now you can only keep one attack of the monster stat block, instead half your proficiency modifier. > * Now you can only keep actions that causes damage and/or conditions. > * The damage the *Corpse Puppet* can cause with this feature is limited have a limit of dices equal to your proficiency modifier. > > * Added *Object Puppet*. > ### 1.5 > ###### Puppet Maker > * Now you can repair your puppets spending half much of the time necessary to create them. > ### 1.6 > ###### Puppet Dance > * Now the length of the strings increases with your level, 15ft. extra in each of the levels: 3rd, 6th, 8th and 17th. > ###### Toy Chest > * Updated description, now estates that the chest have a dimension pocket inside, and that you can only store puppets in it, and what happens when it's destroyed. > ###### Features Added > * **Puppeteer Mark**, at the 3rd level. > * **Ability Score Increase**. > * **Extra Attack**, at 5ht and 17th levels > * **Turn Puppet**, at 9th level. > * **Puppet Possession**, at the 12th level. > * **Dying Effigy**, at the 14th level. > * **Lost Time**, at the 15th level. > * **Puppeteer Mastery**, at the 18th level. > * **Puppet Fusion**, at the 20th level. \pagebreakNum > ### 1.7 > * **Extra Attack** removed. > * **Puppetry Alchemy** added replacing **Extra Attack**. > * **Puppet Fusion** added rule for movement speed > * **Puppets** > * **Multiattack** feature added for both **Wood Puppet** and **Iron Puppet**. > * Reworded the size of wood and iron puppet > * Added > * **Knight Puppet** > * **Cleric Puppet** > * **Echidna Puppet** > * **Caeneus Puppet** > * **Telchine Puppet** > * **Ninja Puppet** > * **Shield Guardian puppet** > * **Manticore puppet** > * **Phrike puppet** > * **Medusa puppet** > * **Draconic puppet** > * **Lich puppet** > * **King puppet** > * **Warrior Puppet** > * **Artisan Puppet** > > ### 1.8 > * **Puppeteer Mark** levels changed from 3rd 6th 8th 17th to 3rd 6th 9th 15th. > * **Puppetry Alchemy** stated that start at 5th level. > * **Puppet Possession** description updated. > * **Dying Effigy** uses changed for 1 per 1d6 long rest to 1 per long rests. > * **Turn Puppet** moved from 9th level to 15th level > ### 1.9 > ###### Spell List > * Created > ### 2.0 > ###### Spell List > * **Removed from the list** > * **1st level** > * burning hands > * cromatic orb > * detect poison and disease > * ray of sickness > * slient image > * witchbolt \columnbreak > * **2nd level** > * cloud of daggers > * crown of madness > * flaming sphere > * gust of wind > > * **3rd level** > * feign death > * lightning bolt > * vampiric touch > * wind wall > > * **4th level** > * ice storm > * phantasmal killer > > * **5th level** > * antlife shell > * destruction wave > > * **Added to the list** > * **1st level** > * absorb elements > * cause fear > * cure wounds > * entangle > * false life > * shield > * snare > * **2nd level** > * barkskin > * blindness/deafness > * lesser reatoration > * **3rd level** > * counterspell > * life transference > * revivify > * tiny servant > * **4th level** > * death ward > * stoneskin > * **5th level** > * danse macabre > * great restoration > * raise dead \pagebreakNum > ### 2.1 > * **Cantrip list added** > * Acid Splash > * Blade Ward > * Chill Touch > * Create Bonfire > * Dancing Lights > * Fire Bolt > * Friends > * Frostbite > * Gust > * Light > * Lightning Lure > * Mage Hand > * Magic Stone > * Mending > * Mold Earth > * Poison Spray > * Prestidigitation > * Ray of Frost > * Shocking Grasp > * Thunderclap > ### 2.2 > * **Subclasses added** > * Magical Puppet > * Masterwork Puppet > * Puppet Crafter > * Deranged > ### 2.3 > * Subclasses name changed from "Marks" to "Signatures" > * **Subclass added** > * Dhalang > ### 2.4 > * Class table updated > * **Puppetry Alchemy:** > * Moved to 5th level to 3rd level > * Updated description > ### 2.5 > * Revision and grammar corrections. > * Cleaning up of the text. \pagebreakNum