Artificer
Base Class: Artificer

Puppeteers are master craftsmen, combining their love and pride for creating works of art with the ability to help control the battlefield. They add new abilities and devices to their puppets like accessories to make sure that no matter what happens, they will perform a show no one will forget.

Tool Proficiency

When you adopt this specialization at level 3, you gain proficiency with carpenter's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Puppeteer Spells

Starting at level 3, you always have certain spells prepared after you reach particular levels in this class, as shown in the Puppeteer Spells table. These spells count as artificer spells for you, but they do not count against the number of artificer spells you prepare.

Additionally, you learn the Mending cantrip and can cast it in combat as a bonus action. This does not count against the number of artificer cantrips you prepare.

ARTIFICER LEVEL SPELLS
3rd Command, Unseen Servant
5th Phantasmal Force, Suggestion
9th Spirit Guardians, Animate Dead
13th Compulsion, Phantasmal Killer
17th Dominate Person, Planar Binding

Combat Puppet

You create a puppet companion that you control to attack your enemies, as well as help defend you and your allies. It is friendly to you and your companions, and it obeys your commands. You determine the puppet's appearance; your choice has no effect on its abilities, though it must be either Medium or Small sized.

Your puppet has an AC of 14 + your proficiency bonus, total hit points equal to your Intelligence modifier + two times your proficiency bonus + four times your artificer level, and immunity to poison and psychic damage, as well as exhaustion or any effect that targets a creature's mind. If it has to make a saving throw, it uses your saving throw bonuses for the roll.

At the start of combat, you may choose a location within 15 feet of you for it to occupy. As a bonus action on your turn, you may move the puppet up to 30 feet in any direction, but if it is ever more than 30 feet away from you at the end of your turn, it drops to 0 hit points and becomes incapacitated until healed to at least 1 hit point. Casting the mending spell on your puppet will heal it for 2d6 hit points. If it is hit with an attack while at 0 hit points, it is destroyed and you must use your action and expend a spell slot of 1st level or higher to repair it, after which it will return to its full hit points.

When you take the attack action on your turn, any attack you make with that action can originate from either you or your puppet. You make this choice for each attack. The puppet has two different attacks it can use:

  • Blade Fury: Your puppet makes a melee attack with a bladed appendage, using your Intelligence modifier + your proficiency bonus for its attack roll. On a hit, it deals 1d8 + your Intelligence modifier as magical slashing damage.
  • Ranged Bolt: Your puppet makes a ranged attack, firing a deadly projectile that uses your Intelligence modifier + your proficiency bonus for its attack roll. On a hit, it deals 1d8 + your Intelligence modifier as magical piercing damage.

When a creature misses an attack against your puppet, you can use your reaction to make it scurry to safety, moving up to 15 feet in any direction without provoking opportunity attacks. 

Swift Performance

Starting at level 5, you have begun to master the ability to make quick and decisive movements through your arcane puppet strings. You gain an extra attack, allowing you to attack twice rather than once. Additionally, you gain two other features:

  • Elegant Reposition: As a bonus action, you can pull on the puppet's arcane strings and magically swap places with it at the cost of 15 feet of your movement, regardless of the distance between the two of you. The space between you and your puppet must be unobstructed to use this feature.
  • Additional Attack: Whenever you take the attack action, you can choose to make your puppet perform one additional attack. You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.

Battle-Hardened Puppet

 At level 9, you upgrade your puppet to make it a more battle-capable performer. Whenever your puppet attacks, you can replace one attack with one of the following options:

  • Piercing Barrage: Your puppet unleashes a flurry of projectiles in a 20-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 magical piercing damage on a failure or half as much on a success.
  • Connecting Voltage: Every part of your puppet is a weapon, even the bindings it's connected to. Your puppet uses an attack to activate a special action, overcharging its ethereal strings with electric energy and gaining an additional 15 feet of movement. Until the start of your next turn, any creature between you and your puppet must make a Dexterity saving throw, taking 2d6 lightning damage on a failure or half as much on a success.
  • Entangling Embrace: Quickly coiling around a creature like a snake, your puppet entangles it with its strings. The target must succeed on a Strength saving throw or be restrained until the end of your next turn. Regardless of whether it succeeds its save or not, your puppet then immediately makes a Blade Fury attack against this creature.

This feature can be used a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest.

Superior Puppetry

By level 15, your mastery of puppeteering allows you to add another actor to your performance. You now have two combat puppets at your disposal, each able to act independently of the other. 

Additionally, whenever you use Swift Performance: Additional Attack or an attack from Battle-Hardened Puppet, both puppets activate the effects rather than only the puppet that triggered the feature.

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