I recently had the idea that I wanted to make a mechanical puppet master subclass, and the Artificer (although not an official class yet) seemed the most fitting. Input and constructive criticism welcome, especially with regard to Puppeteer spells (as I was having a hard time selecting what made sense).
To imbue with life is the most miraculous magic of all, leading many spellcasters to spend their entire lives developing ways to do so. While it may not be as miraculous, to make something which mimics life can be just as rewarding.
Puppeteers spend their time crafting dolls which can act in the ways people do with the manipulation of a few strands of string. It takes years to craft a working puppet, and years more to master manipulating it.
Version 1.0 (7/18/19)
Puppeteer Spells:
3rd
Mage Armor, Arms of Hadar
5th
Web, Cordon of Arrows
9th
Stinking Cloud, Fear
13th
Evard’s Black Tentacles, Fire Shield
17th
Cloudkill, Conjure Volley
Puppet Master:
When you select this subclass at 3rd level, you craft a clockwork puppet familiar to customize and use at your will. The stat block for the puppet is listed below. You control and guide the puppet using strings that are attached to rings on your fingers. On your turn, using one or both of your hands to handle the string controlling the puppet, you can use your Bonus Action to command the puppet to take one of its available actions. Certain actions can only be taken if you are using both of your hands to control the puppet. When you use your Bonus Action to control the puppet, your hand(s) are considered occupied with that for your turn. Hence, you cannot take any action on your turn that would require the use of the hands which are also controlling the puppet.
You can move the puppet up to 10ft away from you. When you use your Bonus Action to control the puppet, you can move the puppet before or after it takes its action. If you move or are moved such that you would be more than 10ft from your puppet, it is dragged along with you, maintaining the same relative position to you when possible.
The strings used to control the puppet are immune to all non-magical bludgeoning, slashing, and piercing damage as well as poison, radiant, and necrotic damage. They otherwise have an AC of 10 and 10 HP. If the string’s HP drops below 5, you can no longer control the puppet with 2 hands and lose full control of it if the string drops to 0. Any lost string is repaired/replenished as part of your long rest. If the puppet has died, you can use your action to revive it so long as you have a spell slot of 1st level or higher. After one minute, the puppet is returned with all its hitpoints restored.
The line between you and the puppet counts as difficult terrain for creatures trying to move through those spaces (due to the presence of the strings).
The puppet and strings can each be repaired using the Mending cantrip, restoring 2d6 HP to each per use. You can repair the puppet back to its maximum HP value during your long rest.
Hidden Attachments:
At 6th level, choose one of the following changes for your puppet:
Coil Arms: Your puppet’s Unarmed Strike is now considered to have the reach property. Additionally, when it hits a creature within 5ft of it, you can elect to Shove the creature 5ft instead of dealing damage.
Concealed Weapons: You can select up to two weapons to be added to the puppet. These weapons cannot have the Heavy, Two-Handed, or Special properties. When you command the puppet to take the Multiattack action, you may elect to attack with one or both weapons instead, with still only two attacks being made in total. The bonuses to hit and damage is equal to that of the Unarmed Strike. Otherwise the damage type, dice, range, and other properties are those belonging to the weapon. These weapons can be modified by your Infusion feature. The puppet can hold up to 10 bolts or arrows of ammunition.
Engraved Runes: You can now use the puppet as a spellcasting focus, so long as you are controlling it with both of your hands. Any spells whose effect would originate from your spellcasting focus similarly originate from the puppet. Any spells cast with a range of self can either be cast on you or the puppet (if the effect is applicable to both).
Silent Guardian: The puppet gains +1 to AC. Additionally, when a creature you can see hits you with an attack or spell effect which would require a dexterity save, you can use your reaction to interpose the puppet between you and the attacker. For that attack, you gain +2 AC (or advantage on the dexterity save), possibly causing the attack to miss.
Deadly Craftsmanship:
At 14th level, choose one of the following changes for your puppet.
Fine-Tuned Fingers: When you command the puppet to use the Use Object action, it can now perform more complex actions such as picking locks, using a magic item, or tying a knot. Additionally, if you command the puppet to use the Grab Object action, it can attempt to steal the object off another creature. Alternatively, this action can be used to apply a potion to another creature (unwilling creatures requiring a Slight of Hand skill check). To perform these actions, you make the required skill check using your own skill proficiencies.
Iron Maiden: Whenever a creature starts its turn grappled by the puppet, it takes 2d10 piercing damage and must make a Constitution saving throw. On a failed save, the creature takes an additional 1d6 poison damage and acquires the poisoned condition. For this feature to take effect, the puppet can only be grappling one creature at a time.
Fatal Payload: When the puppet drops to 0 HP, all creatures within 5ft must make a Dexterity saving throw. A creature takes 5d10 fire damage on a failed save and half as much on a successful save.
Improved Combat: Using the Multiattack action now provides 3 attacks, one of which can be a grapple. Additionally, the puppet can score a critical hit on a roll of a 19 or 20.
Puppet
Medium construct, neutral
Armor Class: 10 + your dexterity modifier
Hit Points: Equal to 5 times your Artificer level + your intelligence modifier
Might of the Master: The following numbers increase by 1 when your proficiency bonus increases by 1: the puppet’s skill bonus and the bonuses to hit and damage with its attack Actions.
Life Mimicry: The puppet can mimic lifelike actions while you are controlling it. To fool others into mistaking your puppet for a real humanoid creature, make a Deception skill check using the puppet’s bonus. The puppet cannot be surprised and only reacts to what you can see, hear, or otherwise perceive happening
Actions (Require your Bonus Action)
Multiattack (Both Hands): The puppet makes two attacks with its Unarmed Strike.
Unarmed Strike: Melee attack +4 to hit, one creature within 5ft of the puppet. Hit: 1d4+2 bludgeoning damage. A single unarmed strike can be performed while using only one hand to control the puppet
Grapple (Both Hands): The puppet attempts to grapple a creature within 5ft of it using the Athletics skill contested by the creature’s Athletics or Acrobatics skill.
Grab Object: The puppet can pick up an object so long as it weighs no more than 20 lbs that is not being worn or carried by another creature. This action can be performed while only using one hand to control the puppet.
Use Object (Both Hands): The puppet can attempt to take actions to use an object it is holding or that is directly in front of it, so long as the action is not complex. Examples of actions it can take are: open a door, open an unlocked box, use an improvised weapon (treat like an unarmed strike with a +2 to hit and no bonus to damage with damage die determined by the object).Examples of actions it cannot take are: pick a lock, use a spell scroll, tying a knot.
--Version 2.0---
Puppeteer Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class. These spells count as Artificer spells for you but do not count against your number of spells known.
Artificer Level
Spells
3rd
Entangle,
5th
, Web
9th
14th
, Grasping Vine
17th
Bonus Proficiencies
When you choose this school at 3rd level, you gain proficiency in Woodcarver’s Tools and can use them as a spellcasting focus for casting your artificer spells. Additionally, you gain proficiency in one of the following skills of your choice: Performance or Sleight of Hand.
Puppet Master
At 3rd level, your tinkering has allowed you to craft a powerful tool which you can control with a flick of your fingers. The puppet’s game statistics are outlined in the stat block below, which uses your proficiency bonus or artificer level in several places. You determine the puppet’s appearance, including whether it is Small or Medium in size.
In combat, the puppet shares your initiative count, but takes its turns immediately after yours. The puppet lacks any sentience of its own and will only move or take actions if you use your bonus action to exert control while within 60 feet of it. You control the puppet using invisible threads which extend from your fingers, and can command it to take one of the actions outlined in its stat block or some other action. You must have at least one free hand to control the puppet, and some actions have additional effects if you have two hands free to control it (as outlined in its stat block). If you are more than 60 feet away from the puppet at the end of your turn, it takes the Dash action on its turn to move closer to you.
If the mending spell is cast on the puppet, it regains 2d6 hit points. If it has been destroyed within the last hour, you can use your woodcarver’s tools as an action to restore it, provided you are within 5 feet of it and expend a spell slot of 1st level or higher. The puppet returns to life after 1 minute with all of its hit points restored.
At the end of a long rest, you can create a new puppet if you have woodcarver’s tools with you. If you already have a puppet from this feature, the first one is immediately destroyed.
Puppet
Small or Medium Construct
Armor Class: 13 (natural armor)
Hit Points: 1 + your Intelligence modifier + three times your artificer level (the puppet has a number of Hit Dice (d6s) equal to your artificer level.
Senses: None, moves and takes actions based on what you see or hear.
Languages: -
Resilient Build. The puppet has a damage threshold equal to your Artificer level. The puppet has immunity to all damage unless it takes an amount of damage from a singleattack oreffect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object’sdamage threshold is considered superficial and doesn’t reduce the object’shit points. The total damage is compared against the damage threshold before applying any resistances, vulnerabilities, or modifiers from other effects.
Actions
Concealed Blades.Melee Weapon Attack: +spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB slashing damage. If you are using two hands to control the puppet, this attack instead deals 1d10 + 2 + PB slashing damage on a hit.
Needle Shot. Ranged Weapon Attack: +spell attack modifier to hit, range (25 / 100), ammunition (blowgun needles), one target. Hit: 1 + PB piercing damage. If you are using two hands to control the puppet, this attack instead deals 1d4 + 2 + PB slashing damage on a hit.
Store/Remove Object. The puppet grabs a tiny object you can see within 5 feet of it and stores it away inside a compartment of its body. The object remains there until it takes this bonus action again or the puppet is destroyed. The puppet can only store one object this way at a time. If you are using two hands to control the puppet when it takes this action, you can attempt to conceal the object without being seen by making a Sleight of Hand check which is contested by other creatures’ passive Perception.
Reactions
Distraction.The puppet grants advantage to the attack roll that is targeting a creature within 5 feet of it.
Versatile Attachments
At 5th level, you are able to use your artificer infusions to modify your puppet’s body. Each of the puppet’s weapons and its armor can be infused separately. At the DM’s discretion, another part of the puppet’s body (based on your design) may meet the prerequisite for another infusion. In addition, the maximum number of items you can infuse at once increases by 1, but the extra item must be a part of your puppet’s body.
If you have at least one infusion applied to your puppet, when you cast an Artificer spell while controlling the puppet with at least one hand you can have the spell originate from the puppet’s space rather than your own.
Force Empowered Blast
Also at 5th level, as an action while you are within 60 feet of your puppet you can verbally command it to detonate with magical power. Each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes force damage equal to twice your Artificer level on a failed save or half as much damage on a successful one.
After you use this feature, your puppet is incapacitated and cannot benefit from its Resilient Build trait until the start of your next turn.
Life Mimicry
At 9th level, as an action the puppet can cast Disguise Selfat will.
Mirrored Sentience
At 15th level, you impart some of your will onto your puppet allowing it to operate autonomously. The puppet no longer requires your control, and instead obeys any commands given as a bonus action on your turn. If no commands are given, it can still move and use its reaction on its own, but the only action it takes on its turn is the Dodge action. Any actions or features are treated as if it were being controlled with two free hands.
If you die, your soul is transferred into the body of your puppet provided it is on the same plane of existence and has not been destroyed. Your game statistics are replaced with those of your puppet, although you retain your original Intelligence, Wisdom, and Charisma scores. You are also able to speak the languages you know and cast Artificer spells as outlined in your Spellcasting feature. After 2d4 days, your mechanical body is able to return to its original state, and your game statistics return to how they were before you died.
I have not, but now might be a great time to revisit it. I am not overly skilled at incorporating the mechanical parts into D&D Beyond's tools, but Ill get back to you once I have a new version to see what you think
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I have just posted a more updated version I put together in the original post, which I think offers some unique mechanics while still being "in line" with the published Artificer's design. Id appreciate your input, if you have any.
Let me know what you think, and if you like it I can try to throw something together in the D&D Beyond homebrew builder.
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Visually I see no issue it looks amazingly neat! I'm gonna be out for 2 or 3 sessions and just observing for story reasons so you have plenty of time to get the class put together whenever you feel like it
Show this to A few friends of mine including my DM and everyone thinks it's pretty cool. My DMand i were curious If using one hand or a psychic link as an alternate to using both hands to control the puppet would be ok
Show this to A few friends of mine including my DM and everyone thinks it's pretty cool. My DMand i were curious If using one hand or a psychic link as an alternate to using both hands to control the puppet would be ok
The intent is that you can use one or both hands to control the puppet. It just becomes stronger if you are exerting control with both hands. Its like a longsword or warhammer with their varying damage die due to the versatile property. Whether or not a psychic link would work in place of one or both hands is entirely up to your DM, but I will say that it is not the intent. Although the Puppet is a construct creature, it is really more closely related to an object in that it lacks any real intelligence or sentience (at least prior to level 15) to understand verbal commands, psychic or otherwise.
Quick question about the current version. It feels like 9th level is a little lackluster on its own for this subclass. Do you think it would be better if I moved Force Empowered Blast to 9th level instead of 5th, or should I design some other ability altogether?
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1. Add a material cost if the puppet is completely destroyed. That would make it to where the player isn't so willing tossing it into dangerous situations knowing it could probably just get it immediately right back without consequence
2. I would say go ahead and add something else And keep that ability where it is. Perhaps Allow it to use one of the prepared spells that come with the class. As long as it makes sense on why a construct can use the Web or entangle
3. Would it be going overboard to Maybe add 1 or 2 more spells to 9th and 17th lvl?
1. Add a material cost if the puppet is completely destroyed. That would make it to where the player isn't so willing tossing it into dangerous situations knowing it could probably just get it immediately right back without consequence
That would arguably make it worse than the Battle Smith Artificer's Steel Defender, whereas I am trying to keep it different while roughly on par
2. I would say go ahead and add something else And keep that ability where it is. Perhaps Allow it to use one of the prepared spells that come with the class. As long as it makes sense on why a construct can use the Web or entangle
I will come up with something different, although I dont want to give the Puppet too much spellcasting on its own. I may add one or two other spells to the Life Mimicry bit
3. Would it be going overboard to Maybe add 1 or 2 more spells to 9th and 17th lvl?
Id like to try and keep the format of 2 spells per level, although I still need to come up with a new spell list for the latest version, as I have not filled that in all the way yet
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Well with everything that was discussed hows the class looking so far?
Apologies. I have not made many changes since we last spoke. I have some other stuff on my plate right now, so it is probably not going to be a priority for me, but I will let you know if I come up with anything new
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Been a while since this got some momentum. But I have been working on a puppeteer subclass for the Artificer as well. It's interesting to me the different directions people go with it.
My thought was more focused on the craftsmanship of the puppeteer. The main feature idea is magic string attached creations, (almost the exact same) but have different "models" that can be made. Three medium sized variants; a melee, a defender, and a spell conduit. And one small sized variant.
The idea is the puppeteers combat role is crowd control. Staying out of The fray then using the puppets to do so. Being able to attach/re-attach the magic chords to a puppet as a bonus action. So clever puppeteers could essentially set up puppets as booby traps.
I love your idea of the puppets being able to cast spells that would change its appearance to seem passible as an NPCs. I think thats stellar and would love to feature it in my homebrew.
Hopeful for input, and maybe we can bounce some ideas back and forth!
I recently had the idea that I wanted to make a mechanical puppet master subclass, and the Artificer (although not an official class yet) seemed the most fitting. Input and constructive criticism welcome, especially with regard to Puppeteer spells (as I was having a hard time selecting what made sense).
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Puppeteer
To imbue with life is the most miraculous magic of all, leading many spellcasters to spend their entire lives developing ways to do so. While it may not be as miraculous, to make something which mimics life can be just as rewarding.
Puppeteers spend their time crafting dolls which can act in the ways people do with the manipulation of a few strands of string. It takes years to craft a working puppet, and years more to master manipulating it.
Version 1.0 (7/18/19)
Puppeteer Spells:
3rd
Mage Armor, Arms of Hadar
5th
Web, Cordon of Arrows
9th
Stinking Cloud, Fear
13th
Evard’s Black Tentacles, Fire Shield
17th
Cloudkill, Conjure Volley
Puppet Master:
When you select this subclass at 3rd level, you craft a clockwork puppet familiar to customize and use at your will. The stat block for the puppet is listed below. You control and guide the puppet using strings that are attached to rings on your fingers. On your turn, using one or both of your hands to handle the string controlling the puppet, you can use your Bonus Action to command the puppet to take one of its available actions. Certain actions can only be taken if you are using both of your hands to control the puppet. When you use your Bonus Action to control the puppet, your hand(s) are considered occupied with that for your turn. Hence, you cannot take any action on your turn that would require the use of the hands which are also controlling the puppet.
You can move the puppet up to 10ft away from you. When you use your Bonus Action to control the puppet, you can move the puppet before or after it takes its action. If you move or are moved such that you would be more than 10ft from your puppet, it is dragged along with you, maintaining the same relative position to you when possible.
The strings used to control the puppet are immune to all non-magical bludgeoning, slashing, and piercing damage as well as poison, radiant, and necrotic damage. They otherwise have an AC of 10 and 10 HP. If the string’s HP drops below 5, you can no longer control the puppet with 2 hands and lose full control of it if the string drops to 0. Any lost string is repaired/replenished as part of your long rest. If the puppet has died, you can use your action to revive it so long as you have a spell slot of 1st level or higher. After one minute, the puppet is returned with all its hitpoints restored.
The line between you and the puppet counts as difficult terrain for creatures trying to move through those spaces (due to the presence of the strings).
The puppet and strings can each be repaired using the Mending cantrip, restoring 2d6 HP to each per use. You can repair the puppet back to its maximum HP value during your long rest.
Hidden Attachments:
At 6th level, choose one of the following changes for your puppet:
Coil Arms: Your puppet’s Unarmed Strike is now considered to have the reach property. Additionally, when it hits a creature within 5ft of it, you can elect to Shove the creature 5ft instead of dealing damage.
Concealed Weapons: You can select up to two weapons to be added to the puppet. These weapons cannot have the Heavy, Two-Handed, or Special properties. When you command the puppet to take the Multiattack action, you may elect to attack with one or both weapons instead, with still only two attacks being made in total. The bonuses to hit and damage is equal to that of the Unarmed Strike. Otherwise the damage type, dice, range, and other properties are those belonging to the weapon. These weapons can be modified by your Infusion feature. The puppet can hold up to 10 bolts or arrows of ammunition.
Engraved Runes: You can now use the puppet as a spellcasting focus, so long as you are controlling it with both of your hands. Any spells whose effect would originate from your spellcasting focus similarly originate from the puppet. Any spells cast with a range of self can either be cast on you or the puppet (if the effect is applicable to both).
Silent Guardian: The puppet gains +1 to AC. Additionally, when a creature you can see hits you with an attack or spell effect which would require a dexterity save, you can use your reaction to interpose the puppet between you and the attacker. For that attack, you gain +2 AC (or advantage on the dexterity save), possibly causing the attack to miss.
Deadly Craftsmanship:
At 14th level, choose one of the following changes for your puppet.
Fine-Tuned Fingers: When you command the puppet to use the Use Object action, it can now perform more complex actions such as picking locks, using a magic item, or tying a knot. Additionally, if you command the puppet to use the Grab Object action, it can attempt to steal the object off another creature. Alternatively, this action can be used to apply a potion to another creature (unwilling creatures requiring a Slight of Hand skill check). To perform these actions, you make the required skill check using your own skill proficiencies.
Iron Maiden: Whenever a creature starts its turn grappled by the puppet, it takes 2d10 piercing damage and must make a Constitution saving throw. On a failed save, the creature takes an additional 1d6 poison damage and acquires the poisoned condition. For this feature to take effect, the puppet can only be grappling one creature at a time.
Fatal Payload: When the puppet drops to 0 HP, all creatures within 5ft must make a Dexterity saving throw. A creature takes 5d10 fire damage on a failed save and half as much on a successful save.
Improved Combat: Using the Multiattack action now provides 3 attacks, one of which can be a grapple. Additionally, the puppet can score a critical hit on a roll of a 19 or 20.
--Version 2.0---
Puppeteer Spells
Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class. These spells count as Artificer spells for you but do not count against your number of spells known.
Artificer Level
Spells
3rd
Entangle,
5th
, Web
9th
14th
, Grasping Vine
17th
Bonus Proficiencies
When you choose this school at 3rd level, you gain proficiency in Woodcarver’s Tools and can use them as a spellcasting focus for casting your artificer spells. Additionally, you gain proficiency in one of the following skills of your choice: Performance or Sleight of Hand.
Puppet Master
At 3rd level, your tinkering has allowed you to craft a powerful tool which you can control with a flick of your fingers. The puppet’s game statistics are outlined in the stat block below, which uses your proficiency bonus or artificer level in several places. You determine the puppet’s appearance, including whether it is Small or Medium in size.
In combat, the puppet shares your initiative count, but takes its turns immediately after yours. The puppet lacks any sentience of its own and will only move or take actions if you use your bonus action to exert control while within 60 feet of it. You control the puppet using invisible threads which extend from your fingers, and can command it to take one of the actions outlined in its stat block or some other action. You must have at least one free hand to control the puppet, and some actions have additional effects if you have two hands free to control it (as outlined in its stat block). If you are more than 60 feet away from the puppet at the end of your turn, it takes the Dash action on its turn to move closer to you.
If the mending spell is cast on the puppet, it regains 2d6 hit points. If it has been destroyed within the last hour, you can use your woodcarver’s tools as an action to restore it, provided you are within 5 feet of it and expend a spell slot of 1st level or higher. The puppet returns to life after 1 minute with all of its hit points restored.
At the end of a long rest, you can create a new puppet if you have woodcarver’s tools with you. If you already have a puppet from this feature, the first one is immediately destroyed.
Versatile Attachments
At 5th level, you are able to use your artificer infusions to modify your puppet’s body. Each of the puppet’s weapons and its armor can be infused separately. At the DM’s discretion, another part of the puppet’s body (based on your design) may meet the prerequisite for another infusion. In addition, the maximum number of items you can infuse at once increases by 1, but the extra item must be a part of your puppet’s body.
If you have at least one infusion applied to your puppet, when you cast an Artificer spell while controlling the puppet with at least one hand you can have the spell originate from the puppet’s space rather than your own.
Force Empowered Blast
Also at 5th level, as an action while you are within 60 feet of your puppet you can verbally command it to detonate with magical power. Each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes force damage equal to twice your Artificer level on a failed save or half as much damage on a successful one.
After you use this feature, your puppet is incapacitated and cannot benefit from its Resilient Build trait until the start of your next turn.
Life Mimicry
At 9th level, as an action the puppet can cast Disguise Self at will.
Mirrored Sentience
At 15th level, you impart some of your will onto your puppet allowing it to operate autonomously. The puppet no longer requires your control, and instead obeys any commands given as a bonus action on your turn. If no commands are given, it can still move and use its reaction on its own, but the only action it takes on its turn is the Dodge action. Any actions or features are treated as if it were being controlled with two free hands.
If you die, your soul is transferred into the body of your puppet provided it is on the same plane of existence and has not been destroyed. Your game statistics are replaced with those of your puppet, although you retain your original Intelligence, Wisdom, and Charisma scores. You are also able to speak the languages you know and cast Artificer spells as outlined in your Spellcasting feature. After 2d4 days, your mechanical body is able to return to its original state, and your game statistics return to how they were before you died.
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Well it's been years. Did you turn this into a homebrew sub class? Would love to test this
I have not, but now might be a great time to revisit it. I am not overly skilled at incorporating the mechanical parts into D&D Beyond's tools, but Ill get back to you once I have a new version to see what you think
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
No rush I was curious because I had a campaign Where my character just died and I wanted to see if I could replace it with this
I have just posted a more updated version I put together in the original post, which I think offers some unique mechanics while still being "in line" with the published Artificer's design. Id appreciate your input, if you have any.
Let me know what you think, and if you like it I can try to throw something together in the D&D Beyond homebrew builder.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
Visually I see no issue it looks amazingly neat! I'm gonna be out for 2 or 3 sessions and just observing for story reasons so you have plenty of time to get the class put together whenever you feel like it
Show this to A few friends of mine including my DM and everyone thinks it's pretty cool. My DMand i were curious If using one hand or a psychic link as an alternate to using both hands to control the puppet would be ok
The intent is that you can use one or both hands to control the puppet. It just becomes stronger if you are exerting control with both hands. Its like a longsword or warhammer with their varying damage die due to the versatile property. Whether or not a psychic link would work in place of one or both hands is entirely up to your DM, but I will say that it is not the intent. Although the Puppet is a construct creature, it is really more closely related to an object in that it lacks any real intelligence or sentience (at least prior to level 15) to understand verbal commands, psychic or otherwise.
Quick question about the current version. It feels like 9th level is a little lackluster on its own for this subclass. Do you think it would be better if I moved Force Empowered Blast to 9th level instead of 5th, or should I design some other ability altogether?
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
I would say
1. Add a material cost if the puppet is completely destroyed. That would make it to where the player isn't so willing tossing it into dangerous situations knowing it could probably just get it immediately right back without consequence
2. I would say go ahead and add something else And keep that ability where it is. Perhaps Allow it to use one of the prepared spells that come with the class. As long as it makes sense on why a construct can use the Web or entangle
3. Would it be going overboard to Maybe add 1 or 2 more spells to 9th and 17th lvl?
That would arguably make it worse than the Battle Smith Artificer's Steel Defender, whereas I am trying to keep it different while roughly on par
I will come up with something different, although I dont want to give the Puppet too much spellcasting on its own. I may add one or two other spells to the Life Mimicry bit
Id like to try and keep the format of 2 spells per level, although I still need to come up with a new spell list for the latest version, as I have not filled that in all the way yet
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Well with everything that was discussed hows the class looking so far?
Apologies. I have not made many changes since we last spoke. I have some other stuff on my plate right now, so it is probably not going to be a priority for me, but I will let you know if I come up with anything new
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Re-imagining unpopular subclasses as part of FIFY WotC. Let us know what you think of our changes!
yup yup! no prob
Been a while since this got some momentum. But I have been working on a puppeteer subclass for the Artificer as well. It's interesting to me the different directions people go with it.
My thought was more focused on the craftsmanship of the puppeteer. The main feature idea is magic string attached creations, (almost the exact same) but have different "models" that can be made. Three medium sized variants; a melee, a defender, and a spell conduit. And one small sized variant.
The idea is the puppeteers combat role is crowd control. Staying out of The fray then using the puppets to do so. Being able to attach/re-attach the magic chords to a puppet as a bonus action. So clever puppeteers could essentially set up puppets as booby traps.
I love your idea of the puppets being able to cast spells that would change its appearance to seem passible as an NPCs. I think thats stellar and would love to feature it in my homebrew.
Hopeful for input, and maybe we can bounce some ideas back and forth!