Artificer
Base Class: Artificer

Ever thought to play with dolls and be a little freaky in the process; maybe you can, maybe you won't. Depends on your thoughts!

Dollmaker's Proficiency

3rd-Level Dollmaker Feature
Beginning at 3rd level, you are proficient in Weaver's Tools and Woodcarver's Tools. If you are proficient in either tool, you can gain proficiency in another set of Artisan's Tools.

Dollmaker Spells

3rd-Level Dollmaker Feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Dollmaker Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Dollmaker Specialist Spells

ARTIFICER

LEVEL

SPELLS

3rd

Comprehend Languages, Hex

5th

See Invisibility, Silence

9th

Antagonize, Fast Friends

13th

Confusion, Hallucinatory Terrain

17th

Mislead, Scrying

Dolly Arsenal

3rd-Level Dollmaker Feature
Hitting 3rd level, you start to turn a bunch of dolls into your various arsenals ranging from weaponry, spying and armor. You have Dolly Arsenal; it is considered a specialized object with an AC equal to your Spell DC and hit points equal to your Artificer Level, that utilizes your Spell Attack Roll or Dexterity Modifier for both Attack Rolls and Dexterity or Intelligence Modifier with your Damage Rolls. When you make a Ranged (40/200 ft.) Attack with it, regardless if it hits or miss, it lands down beside the target and can be potentially recalled back as a Bonus Action. While they are at that place, you can attack with them. If they get further than a mile away from you, they respawn back.

In addition with your Dolly Arsenal, you are able to swap your senses with them as an Action or Bonus Action, making you Blinded and Deafened in the process, but able to utilize a combination of your senses and your Dolly Arsenal senses.

Dolly Arsenal. Melee / Ranged (40/200 ft.) Attack: Spell Attack Roll or Dexterity Modifier plus Proficiency Bonus (Whichever is higher.). Hit: 1d6 plus Dexterity/Intelligence (Whichever is higher.) Modifier in Bludgeoning, Force, Piercing or Slashing Damage. Has the Light property and able to attack with it as a Bonus Action.

When you reach 10th level, you can recall them back as a Free Action.

Dollie Soulbound

3rd-Level Dollmaker Feature
You bring in some new dolls into the world. During a short or long rest, you can sacrifice a 1st level or higher level spell slot to summon a number of Dollie Soulbound(s) equal to your proficiency bonus to be your Dolly Arsenal.

Dollie Soulbound
Tiny Construct, Typically the same alignment as their creator
Armor Class 13 plus your proficiency bonus (natural armor)
Hit Points Double your Artificer Level (d4s equal to Artificer Level + your Intelligence Modifier) 
Speed 10 ft., 30 ft. Climb, 15 times your proficiency bonus in Artificer ft. Fly (hover)
STR
3 (-4)
DEX
14 (+2)
CON
14 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws INT +2, WIS +2, CHA +0
Damage Vulnerabilities Fire
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Undercommon and the same languages that the creator knows.
Challenge Your Proficiency Bonus (- XP)
 
Proficiency Bonus Your Proficiency Bonus
Traits

False Appearance. If the doll is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the doll move or act, that creature must succeed on a DC (Your Spell DC) Investigation or Perception (or Search option) check to discern that the doll is animate.

Regeneration. The doll regains 5 hit points at the start of its turn. If the doll takes fire damage, this trait doesn’t function at the start of the doll’s next turn. The doll is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.

Unusual Nature. The doll doesn’t require air, food, drink, or sleep.

Actions

Grabby Hands. Melee Weapon Attack: Your Spell Attack Roll to hit, reach 5 ft., one creature. Hit: The target is grappled (escape DC 6) and takes 11 (2d10) psychic damage at the start of each of its turns until this grapple ends. The doll can grapple only one creature at a time.

Silver Needle. Melee Weapon Attack: Your Spell Attack Roll to hit, reach 5 ft., one creature. Hit: 1 piercing damage plus 3 (1d6) necrotic damage, and the target must succeed on a DC 12 Charisma saving throw or become cursed for 1 minute. While cursed in this way, the target's speed is reduced by 10 feet, and it must roll a 1d4 and subtract the number rolled from each ability check or attack roll it makes.

Soul Swap. The dolen targets a creature it can see within 15 feet of it that is cursed by its Silver Needle. Unless the target is protected by a protection from evil and good spell, it must succeed on a Charisma Saving Throw against your Spell DC or have its consciousness swapped with the dolen. The dolen gains control of the target's body, and the target is unconscious for 1 hour, after which it gains control of the dolen's body. While controlling the target's body, the dolen retains its Intelligence, Wisdom, and Charisma scores. It otherwise uses the controlled body's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. If the dolen's body is destroyed, both the dolen and the target die. A protection from evil and good spell cast on the controlled body drives the dolen out and returns the consciousness of both creatures to their original bodies. The swap is also undone if the controlled body takes damage from the dolen's Silver Needle.

Bonus Actions

Cackle (Recharge 4–6). The doll cackles as it targets one or two creatures it can see within 30 feet of it. Each target that can hear the doll’s cackling must make a Wisdom Saving Throw against your Spell DC, succeeding automatically if it has an Intelligence of 4 or lower. On a failed saving throw, the creature takes 5 (2d4) psychic damage and is incapacitated for 1 minute as it is overcome by a fit of laughter. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to this doll’s Cackle for 24 hours.

Hanging By a Thread

5th-Level Dollmaker Feature
Hitting 5th level, you are able to utilize your Dolly Arsenal in more ways than usual.

  • You are able to attack twice with your Dolly Arsenal and use your Bonus Action to attack with the Dollie Soulbound as well. If you do use your command or attack with them, you add your Intelligence Modifier to damage rolls.
  • You are able to make opportunity attacks with your Dolly Arsenal, up to a range equal to 5 times your proficiency bonus.
  • When a target passes by your Dolly Arsenal, you make an opportunity attack with them.
  • You gain Telepathy of 30 feet, but if you swap your senses with your Dolly Arsenal, the telepathy increases to 100 feet.

Mimicking Ventriloquist

9th-Level Dollmaker Feature
Hitting 9th level, you got to be a charmer and quite a mimic person to utilize the stage and your dolls to give extra life. You gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Marionette Techniques

15th-Level Dollmaker Feature
Hitting 15th level in this subclass, you are able to utilize your dolls in a much scarier way than previous.

Coordinated Assault. Your Dolly Arsenal has advantage on an attack roll against a creature if another allied doll or construct is within 5 feet of the creature and that doll isn't incapacitated.

Doll Spell Focus. You are able to cast spells through your dolls. Adding your Intelligence Modifier to Healing and Damage Rolls when you do that.

Explosive Encore. When one of your Dolly Arsenal perishes, you can use your reaction to violently release magic you used to animate it and make an explosion of a 20-foot radius around the doll. Each creature in the area must make a Dexterity Saving Throw against your Spell DC, taking 5d8 plus your Intelligence Modifier in force damage on a failed save, or half as much on a successful one. The doll is then destroyed.

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