Wizard
Base Class: Wizard

A Wizard that choses to become a Puppeteer of their own creations and utilize a thread made from their own mana. The thread acts as an extension of the Puppeteer, and grow with their strength. Utilizing this mystic thread, they can take control of their own puppets, utilizing specific enchantments that the Wizard chooses. Using the mystic threads the Puppetmaster can masterfully maneuver its puppet across the battlefield and even channel its own magics through the threads to the puppet itself.

Tool Proficiencies

At 2nd level, through vigorous practice and training, you gain proficiency with Woodcarving tools and Carpenters tools. Utilizing these tools, you can craft wooden puppets of either small or medium size. By describing the use, size and design of the puppet you wish to craft, the DM will determine the price and time required to craft.

Puppet Crafting

By 2nd level, you carve your very own puppet. You determine the creature's appearance and size; your choice has no effect on its game statistics.

Puppet

Armor Class 14 (natural armor)

Hit Points 5 times your Wizard level

Speed 30 ft., fly 30 ft. (hover)

STR
11 (+0)
DEX
16 (+3)
CON
18 (+4)
INT
4 (-3)
WIS
10 (+0)
CHA
4 (-3)

 

Skills Acrobatics +3

Damage Vulnerabilities bludgeoning, fire

Damage Immunities poison, psychic

Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone

Senses passive Perception 10

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus Immutable Form. 

Immutable Form. The Puppet is immune to any spell or effect that would alter its form.

Inanimate.
 The Puppet is an inanimate object and cannot be targeted by spells that require the target to have a mind.


Actions

Slash. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit: 1d8 + PB slashing damage.

Crush. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + proficiency bonus bludgeoning damage and the target must succeed on a strength saving throw or be grappled.

 

While your puppet is within 30 feet of you, as a bonus action you can control your puppet using magical threads. You can command it to move up to its maximum movement and either take an action listed on its stat block, take the help action or if no command is given, it will take the dodge action. The Puppet takes it turn immediately after you in initiative order.

If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your woodworker's tools as an action to repair it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher.

Enchanted Combatant

Starting at 6th level, when your Puppet takes the attack action, it may attack twice rather than once.

Additionally, your puppets attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Another One for the Show

At 10th level, you have become proficient enough in your skill to control puppets to be able to control two puppets of small or medium size at the same time.

You can control three puppets of small or medium size at 14th level

Masterwork Enhancement

Starting at 10th level, you can add a unique enhancement to your puppet. Each puppet you make can only have one enchantment and it cannot be changed unless the puppet is destroyed.

All-seeing Eyes. The Puppet's body is covered in eyes. While the puppet is within 30 feet of you, you cannot be surprised and are alerted of any invisible creatures within 30 feet as well as if any divination magic is active within the area. 

Arcane Core. You gain the ability to cast spells through your puppet as long as it is within 30 feet of you, and your Spell DC increases by 2.

Armored Skin. The Puppet gains a +4 to their AC. 

Asura. The Puppet gains two extra arms and gains a multi-attack of four attacks.

Bottle Respite. The Puppet gains a bottle that slowly charges over time that allows it to heal others. Every Dawn, it gains 1d6+1 charges, up to a max of 7. One charge is equal to 1d8 points of healing. Every charge it uses above one increases the healing by 1d8. When expending 4 charges on one creature, you can end a condition afflicting it.

Heavy-Handed. The damage of the Puppets attacks are increased by two damage die.

Hidden Weapons. The Puppet gains compartments all over its body that are able to hide small weapons and attack with them. The Puppet gains a ranged attack. Ranged Weapon Attack:  your spell attack modifier to hit, range 60/120 ft., one target you can see. Hit: 3d4 + PB piercing damage.

Long Limbs. The Puppet gains 15 feet of reach.

Stunning Shriek. The Puppet gains the ability to let out a blood curling shriek, affecting those within 15 feet of it. Affected creatures must make a saving throw versus your spell save DC or become stunned until the start of your next turn. This can only be used once per long rest. 

Throwing Expert. The Puppet excels in using throwing weapons. You add steel wire reels to its wrist that allows the puppet to attach it to weapons. When the puppet throws a weapon, it immediately comes back as long as it was not thrown outside of the normal range (does not immediately come back in disadvantage range). 

Colossal Constructs

At 14th level, you are able to make larger, more defined puppets. The cost will be determined by the DM, and may need special materials in order to craft the larger puppet. 

Additionally, while you are controlling the Large Puppet, you are unable to control other puppets. You may choose to switch to your other puppets as a Bonus Action. If you do, the Large Puppet becomes inert and falls to the ground safely. You are able to store your puppets in a pocket dimension, bringing them out as a Bonus Action. 

Colossal PUPPET

Armor Class 17 (natural armor)

Hit Points 10 times your Wizard level

Speed 30 ft., fly 30ft.

STR
20 (+5)
DEX
16 (+3)
CON
20 (+5)
INT
4 (−4)
WIS
10 (+0)
CHA
4 (−4)

 

Skills Athletics +5

Damage Immunities poison, psychic

Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone

Senses passive Perception 10

Immutable Form. The puppet is immune to any spell or effect that would alter its form.

Inanimate. The puppet is an inanimate object and cannot be targeted by spells that require the target to have a mind.

Actions 

Slash. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target you can see. Hit: 1d12 + PB slashing damage.

Slam Attack: While the Colossal Puppet is flying at least 15 feet in the air, it can charge toward the ground and make a slam attack. When the Puppet lands, all creatures within 5 feet of it must make a DC 17 Dexterity saving throw or take 5d10 bludgeoning damage and have their speed reduced by half until the start of your next turn. On a success, they take half damage and their speed is not reduced.

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