Artificer
Base Class: Artificer

Experts at manipulating their creations, the Puppeteers seek to entertain, dazzle, and delight all those that are lucky enough to see their performances. Puppeteers take great pride in their shows and their skill in guiding their audiences through stories of all kinds. Some of the most seasoned Puppeteers affect their audiences to an almost magical degree, pulling on their strings almost as if they were marionettes themselves.

Level 3: Marionette

You create a marionette, along with a magical controller that allows you to operate it remotely. The marionette is Friendly to you and your allies and it obeys your commands. See its game statistics in the Marionette stat block, which uses your Intelligence modifier (IM) in several places. You determine the creature's appearance; your choice has no effect on its game statistics.

 

In combat, the marionette shares your Initiative count, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only action it takes is the Dodge action, unless you take a Bonus Action to command it to take another action. That action can be one in its stat block or some other action. If you are Incapacitated, the marionette acts on its own and isn’t limited to the Dodge action.

If the Mending spell is cast on the marionette, it regains 2d6 Hit Points. If it has died within the last hour, you can use an action to touch it with Smith's Tools and expend a spell slot to revive it. The marionette returns to life after 1 minute with all its Hit Points restored.

 

When you finish a Long Rest, you can create a new marionette if you have Smith's Tools with you. If you already have a marionette from this feature, the first one immediately perishes. The marionette also perishes if you die.

 

Whenever you create a marionette, you imbue it with two Marionette Augments (presented later in this subclass’s description). The number of augments you can imbue increases when you reach certain levels in this class: three at level 9, and four at level 15.

Double Jointed

When the marionette takes the Attack action, it can make two attacks instead of one.

Friendly Face

While touching the marionette, you have advantage on Charisma (Persuasion and Performance) checks.

Frightening Face

While touching the marionette, you have advantage on Charisma (Intimidation) checks. In addition, the marionette can cast the Dissonant Whispers spell using your spellcasting ability. Once it does so, you must finish a Short or Long rest before it can cast it again.

Inspiring Dance

As an action, the marionnette allows each creature of its choice that it can see within 30 feet to take a Reaction to move up to half that creature’s Speed. This movement doesn’t provoke Opportunity Attacks. Once the marionette uses this action, you must finish a Short or Long Rest before it can use it again.

Puppet Push

When the marionette hits a target with a Slam attack, it can also push the target up to 10 feet away from the marionette horizontally

Real Boy

You can command the marionette on your turn without using your Bonus Action. If you do not issue a command, it takes the Dodge action.

Really Long Arms

The reach of the marionette’s melee attacks increases by 10 feet. In addition, it gains a bonus to Strength (Athletics) checks equal to your Intelligence modifier (minimum of +1).

Really Long Legs

The marionette’s Speed increases by 20 feet and its movement doesn’t provoke Opportunity Attacks.

Reinforced Frame

The marionette's AC increases by 2 and its Hit Point maximum increases by 3 times your Artificer level.

Sacrificial Shield

When a creature within 5 feet of the marionette takes damage, the marionette can take a Reaction to reduce the damage by 1d8 + your Intelligence modifier. The marionette takes that damage instead.

Sticky Fingers

The marionette gains a bonus to its Dexterity (Sleight of Hand) checks equal to your Intelligence modifier (minimum of ). In addition, it can cast the Spider Climb spell on itself using your spellcasting ability a number of times equal to your Intelligence modifier (minimum of +1 once), regaining all expended uses when you finish a Long Rest.

Strung Up

The marionette gains the following action: Strung Up. Ranged Weapon Attack: bonus equals your spell attack modifier, range 30ft. Hit: The target is pulled up to 10 feet toward the marionette.

Ventriloquism

You learn the Message cantrip and can cast it without spell components. When you cast it, you can choose to target an object within range instead of a creature. If the target is an object, the message emanates from the target and is audible to creatures within 30 feet of the target.

 

In addition, you gain proficiency in the Performance skill, and you gain a bonus to your Charisma (Performance) checks equal to your Intelligence modifier (minimum of +1).

Pull Their Strings

When a willing creature that you can see within 60 feet of you misses with an attack roll, you can take a Reaction to allow that creature to reroll the attack roll with a bonus equal to your Intelligence Bonus (minimum of +1), potentially turning a miss into a hit. Hit or miss, you can then pull the creature up to 15 feet toward you without triggering an opportunity attack.

 

You can use this feature a number of times equal to your Proficiency Bonus (minimum of once) and you regain all expended uses when you finish a Long Rest. 

Master of Puppets

When you cast a spell from your Puppeteer Spells feature, you can cast it through your marionette. Treat the spell’s range and effects as if you were in the marionette’s space.

 

If you cast a spell this way, you can impose disadvantage on the first saving throw one creature makes against that spell. You can impose disadvantage on a creature’s save in this way a number of times equal to your Intelligence modifier (minimum of once) and you regain all expended uses when you finish a Long Rest.

The Grand Puppet Show

As an action, you can attempt to puppet up to four creatures you can see within 60 feet of your marionette. Each creature must make a Charisma saving throw against your spell save DC. A willing creature can choose to fail this saving throw.

 

On a failure, the creature takes a Reaction to perform one of the following activities of your choice: move up to its Speed without provoking Opportunity Attacks; take the Dodge, Hide, or Use an Object action; or make one weapon attack or Unarmed Strike. If the creature is an ally, you can allow it to choose the action it performs.

 

Once it uses this feature, you must finish a Long Rest before you can use it again.

Puppeteer Image

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