Warlock
Base Class: Warlock

Your patron is a master manipulator and enchanter, whose motivations and demands may vary greatly. You become simultaneously puppet and puppeteer, the medium through which your patron plays with the universe. 

Expanded Spell List

The Puppetmaster lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Puppetmaster Expanded Spells

Spell Level

Spells

1st

entangle, command

2nd

levitate, magic mouth

3rd

conjure animals, tiny servant

4th

dominate beast, grasping vine

5th

animate objects, dominate person

Bladed Servant

Starting at 1st level, you gain proficiency with longswords. As an action, you can use one spell slot to animate any non-magical melee weapon you are holding and transform it into a Flying Sword, which acts on its own turn completely under your control. It must remain within 30 feet of you. If the Mending spell is cast on it, it regains 2d6 hit points. This effect lasts for 10 minutes, or until the Flying Sword is reduced to 0 hit points, after which the weapon reverts to its original form and returns to your hand. If your hands are full, it drops to the ground at your feet.

Once you use this feature, you can't use it again until you finish a short or long rest.

Also at 1st level, you learn the Mage Hand and Mending cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Wooden Double

Starting at 6th level, you can call on your patron to send a useful ally. As an action, you can teleport up to 10 feet away and summon a wooden replica of yourself in your place. The replica immediately makes a grapple check if an enemy is within 5 feet of it. It uses your Charisma modifier and proficiency bonus for this grapple check.

On subsequent turns, if the replica is within 30 feet of you, you can use a bonus action to move the replica up to your walking speed and make another grapple check.

The replica has an AC of 18 and hit points equal to twice your Warlock level. If the Mending spell is cast on it, it regains 2d6 hit points. After 1 minute, the replica falls apart and is destroyed. 

Once you use this feature, you can’t use it again until you finish a short or long rest.

Durable Toys

Starting at 10th level, you gain proficiency with medium armor. As an action, you can animate any armor you are wearing. It leaps off of your body and becomes an Animated Armor. You can give it mental commands as a bonus action. If the Mending spell is cast on it, it regains 2d6 hit points. 

Additionally, you can add your proficiency bonus to any attack rolls, saving throws or ability checks your animated swords, armours, and puppets make.

Swarm of Puppets

Starting at 14th level, as an action, choose a point within 120 feet of you that you can see. A portal opens summoning three tiny Puppets with the statistics of Homunculi. Their attacks deal an extra 1d4 damage to the target on a hit and the DC is equal to your spell save DC. 

On each of your subsequent turns for until your concentration ends, an additional puppet is summoned. Any living puppets act on the same initiative directly after your turn and are controlled by you. The maximum number of puppets you can have at a time is equal to your proficiency bonus. Any puppets you have summoned disappear at the start of your next short or long rest. 

Once you use this feature, you can’t use it again until you finish a long rest.

Additional Invocations

Deadly Servants 

Prerequisite: The Puppetmaster Patron

You can add your Charisma Modifier to the damage rolls of your animated weapons and armours. 

No Strings on Me

Prerequisite: The Puppetmaster Patron

You are immune to the Charmed condition.

Double Trouble 

Prerequisite: The Puppetmaster Patron, 9th level

When you use Wooden Double, you can summon two replicas instead of one. Your replicas have additional hit points equal to your level in this class. 

Controlling Focus 

Prerequisite: The Puppetmaster Patron, 5th level 

When you fail a concentration check on a spell of 3rd level or higher, you can use your reaction to take necrotic damage equal to 1d4 per level of the spell and succeed on the concentration check instead. This damage can't be reduced in any way. 

Once you use this invocation, you can't use it again until you finish a short or long rest. 

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