Base Class: Artificer
When magic blesses the old puppeteer, an army is created.
Basic Puppet
You have crafted a basic puppet.
Versatile. The Puppet can be given any singular trait of choice on creation. Once chosen, you cannot change it's trait:
- Immutable Form. The Puppet is immune to any effect that would alter its form.
- Faultless Tracker. The Puppet is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The Puppet knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The Puppet can have only one such quarry at a time. The Puppet also always knows the location of its master.
- Antimagic Susceptibility. The Puppet is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
- Acid Absorption. Whenever the Puppet is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. (NOTE: You can replace the damage that causes this effect with another damage type.)
- Berserk. Whenever the Puppet starts its turn with 60 hit points or fewer, roll a d6. On a 6, the Puppet goes berserk. On each of its turns while berserk, the Puppet attacks the nearest creature it can see. If no creature is near enough to move to and attack, the Puppet attacks an object, with preference for an object smaller than itself. Once the Puppet goes berserk, it continues to do so until it is destroyed or regains all its hit points.
- Axiomatic Mind. The Puppet can’t be compelled to act in a manner contrary to its nature or its instructions.
- Selective Thoughts. The Puppet is immune to psychic damage, and is immune to the Charmed and Frightened conditions. Additionally, if an effect requires a minimum Intelligence score to work against a creature, even if the Puppet’s Intelligence meets the threshold, they are unaffected as if it did not meet the threshold.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 7 (2d4 + 2) bludgeoning damage.
Opportunity Attack. The Puppet can Club any creature that moves out of it's range.
Description
A wooden puppet that has any appearance you choose.
Mark of the Puppet
Your puppet is marked by a specific role you wish to give them. Attacker, Performer, Defender, and Healer. When summoning a puppet, they will default to the role you choose but you can change it whenever you want. After a puppet is summoned, their role cannot change. At level 6, you can also make Trickster and Mirror Puppets. At level 12, you can make Meat puppets, Mage Puppets, and Sacrificial Puppets.
Attack Puppet
The puppet can attack twice per round.
Defense Puppet
Enemies will try attacking the Puppet rather than your allies if it is as close or closer to the enemy than your ally. For example, if both are 15ft away, the puppet will be targeted. If the puppet is 20ft away and your ally is still 15ft away, the enemy will attack your ally.
Health Puppet
The puppet cannot attack. It can use it's club to heal allies by touching them.
Mage Puppet
A puppet that can cast any spell you can cast. They also have as many spell slots as you do.
Meat Puppet
You can "summon" a puppet as a reaction to any humanoid dying. They can last up to 4 hours without rotting and the puppet can use any ability they had in life except for casting spells outside of the chosen infusions.
Mirror Puppet
A puppet that deflects magic and redirects it to any target it can see as a reaction. It will only take the damage if it has no reactions.
Performer Puppet
The puppet's presence adds 1d4 to any charisma ability check. This only helps you. [roll]1d4[/roll]
Sacrificial Puppet
When you're hit with any attack that would bring you to 0 health, take no damage and kill this Puppet.
Trick Puppet
This puppet can only last up to 4 minutes. On detonation or the timer expires, it will explode in flaming glory. The attack requires a DEX save of your spellcasting DC or the creatures in a 15ft sphere will take [roll]4d6+4[/roll] magical fire damage.
Marionette Infusions
You can infuse magical spells to your puppets. Their health is increased by your spellcasting modifier and the puppet gains several spells. Two wizard cantrips and one level 1 wizard spell. The puppet's spellcasting ability is the same as yours and it's spellcasting DC is also your own. The puppet can only cast the spell once as it will only exist for 4 hours at a time.
At level 9, the puppet gains one level 2 spell. At level 14, the puppet gains one level three spell and one more cantrip.
No Strings
Once per long rest you can release the strings of your puppet, unleashing it's power and free will. To cast this, a Puppet must be active.
Versatile. The Puppet can be given any singular trait of choice on creation. Once chosen, you cannot change it's trait:
- Immutable Form. The Puppet is immune to any effect that would alter its form.
- Faultless Tracker. The Puppet is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The Puppet knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The Puppet can have only one such quarry at a time. The Puppet also always knows the location of its master.
- Antimagic Susceptibility. The Puppet is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
- Acid Absorption. Whenever the Puppet is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. (NOTE: You can replace the damage that causes this effect with another damage type.)
- Berserk. Whenever the Puppet starts its turn with 60 hit points or fewer, roll a d6. On a 6, the Puppet goes berserk. On each of its turns while berserk, the Puppet attacks the nearest creature it can see. If no creature is near enough to move to and attack, the Puppet attacks an object, with preference for an object smaller than itself. Once the Puppet goes berserk, it continues to do so until it is destroyed or regains all its hit points.
- Axiomatic Mind. The Puppet can’t be compelled to act in a manner contrary to its nature or its instructions.
- Selective Thoughts. The Puppet is immune to psychic damage, and is immune to the Charmed and Frightened conditions. Additionally, if an effect requires a minimum Intelligence score to work against a creature, even if the Puppet’s Intelligence meets the threshold, they are unaffected as if it did not meet the threshold.
Freedom. The Free Puppet is immune to all conditions and can move as far as it wants. It also won't disappear unless it dies and chooses it's role at random.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 7 (2d4 + 2) bludgeoning damage.
Opportunity Attack. The Puppet can Club any creature that moves out of it's range.
Description
A wooden puppet that has any appearance you choose. As it is free, it's appearance is more humanoid and no longer has magical strings on it.
Puppetmaster
You can summon as many puppets as you can muster at once. The puppets can now last is up to 8 hours.
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