Antimagic Susceptibility. The puppet is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the puppet must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Charismatic Performance. The puppet's dexterity, constitution and charisma scores are equal to the bard's charisma score. The puppet, like the bard, is neither intelligent or wise. The puppet uses your charisma score to calculate its saving throw DC. The puppet is considered a 1st level caster when calculating damage dealt with a cantrip. At 11th level, your puppet is considered a 5th level caster
Spellcaster's Conduit. When you Cast a Spell with a range of touch, your puppet can deliver the spell as if it had cast the spell. Your puppet must be within 30 feet of you, and it must use its Reaction to deliver the spell when you cast it.
Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target. Hit 5 (1d6 + PB)
Hidden Needle. Ranged Weapon Attack your spell attack modifier to hit, reach 20 ft., one target. Hit 4 (1d4 +PB)
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Description
The Combat Puppet is a wooden construct fitted with one shortsword and hidden compartments containing needles. The puppet's Armor Class is equal to 10 + your proficiency bonus. The Puppet's Hit Points equal your Charisma Modifier + five times your Bard level.
At the end of a long rest, you can summon one wooden combat puppet from a hidden understage workshop. If you already have a combat puppet from this feature, the first one immediately perishes. The puppet also perishes if you die.
It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Combat Puppet stat block, which uses your proficiency bonus (PB) in several places. The puppet's proficiency bonus is equal to your own You determine the puppet’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the puppet 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 on its turn is the Dodge action, unless you take a bonus action on your turn to perform a somatic gesture, guiding your puppet to take one of the actions in its stat block or the Dash, Disengage, Help, Hide or Search action. If the Mending spell is cast upon the puppet, it regains 2d6 hit points.
If it has died within the last hour, you can use an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The combat puppet returns to life after 1 minute with all its hit points restored.
You can customise your puppet with two features from the Puppet Performance list. You gain access to two additional features of your choice at 6th level and again at 14th level in this class. You can swap these features for different options at the end of a long rest when you summon a new puppet.
Previous Versions
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3/11/2021 11:55:39 PM
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3/12/2021 1:34:09 AM
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3/14/2021 11:10:37 AM
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