Base Class: Artificer
Know for their unorthodox ways of attacking. Puppet Master Artificers use their inventions to attack and defend them selfs and their allies. Not to confuse with the battle smiths defender, these puppets are the main thing the artificer focusses on. The puppets are sometimes better known to the commoners as harbringers of chaos. The puppet masters are characterized by their chaotic nature, which stands in stark contrast with other artificers.
Tool Proficiency
3rd-level Puppet Master feature
You gain proficiency with Woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Puppet Master Spells
3rd-level Puppet Master feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Puppet Master Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Puppet Master Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Arcane Thread
3rd-level Puppet Master feature
Your tinkering has given you a powerfull ally, a puppet. You’re the only one who can control this companion and have full controll over it. You have up 2 different models you can choose right from the start.
See this Construct’s game statistics in the Scorpion model stat block or the Rinocerus model, which uses your proficiency bonus (PB) in several places. 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 model 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 command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated or lose concentration, the puppet will fall prone and incapacitated.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your woodcarver’s tools or smith’s tools as 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 Puppet returns to life after 1 minute with all its hit points restored.
You can’t be more than 120 feet away from the puppet, which will cause the puppet to fall out of your control. Which also make the model fall prone and incapacitated.
You can use 1 action to regain control of your puppet.
You must also treat the puppet as if your concentrating on it. And you can only concentrate on 1 puppet at the time.
At the end of a long rest, you can create a new Puppet model if you have your Woodcarver’s tools with you. If you already have a Puppet from this feature, the first one immediately perishes. The Puppet also perishes if you die.
Puppet Model: Rhinocerus
Puppet Model: Rhinocerus
Medium construct
Armor Class 16 (natural armor)
Hit Points 3 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed 40 ft.
STR14 (+2)DEX10 (+0)CON16 (+3)INT4 (−3)WIS10 (+0)CHA6 (−2)Saving Throws Dex +0 plus PB, Con +3 plus PB
Skills Athletics +2 plus PB, Perception + PB × 2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Charge. If the puppet moves at least 10 feet straight toward a target and then hits it with a Horn Drill attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC (spellsave) Strength saving throw or be pushed up to 10 feet away and knocked prone.
Actions
Horn Drill. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + spellcasting modifier force damage.
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Stand Strong( pb/Shortrest): You shield you fellow allies and give them vigor. Every ally within 5 feet gets 1d10 + Pb Temporary hit points
Reaction
Deflect Attack. The Model imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the Model.
Puppet Model: Scorpion
Puppet model: Scorpion
Medium construct
Armor Class 14(natural armor)
Hit Points 1 + your Intelligence modifier + four times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed 40 ft.
STR10 (+0)DEX16 (+3)CON12(+1)INT4 (−3)WIS14 (+2)CHA6 (−2)Saving Throws Dex +3 plus PB, Con +1 plus PB
Skills Athletics + PB, Perception +2 plus PB × 2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Mobile. The scorpion can move in and out of combat in a wink. When it attacks an enemy, wether it hits or misses, it can move freely out of range without trigering opportunity attacks.
Actions
Claw Attack. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d12 + spellcasting modifier force damage.
Stinger (pb/shortrest). Melee weapon attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + PB force damage. If the attack hits the target must make a consitution saving throw (DC your spell dc). If it fails it is poisoned and at the start of its turn it will take 1D8 poison damage. At the end of it’s turn it can make another try to resist the poison out of it system.
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Reaction
Whiplash. The Puppet can make an oppurtunity attack against an enemy, when that enemy attacks an ally within 5 feet of it.
Instrument adjustments
5th-level Puppet Master feature You can attach up to 3 infusions to your Puppet Model
Model Improvement
9th-level Puppet Masterfeature Through your tinkering, you’ve enhanced your puppet models in various ways. You can now also cast spells with the point of orgin, originating from your puppet.
Rhinocerus:
- Stand Strong: The temporarly hitpoints increase to 2d10
- Horn Drill: Damage die increases to 2D8
- Charge: Damage die increases to 3d8
- Repair: Hitpoints restored increases to 4D8
Scorpion:
- Stinger: You can choose to paralyze the target, instead of the poisoned condition. And damage die increases to 2d10 and 2D8
- The stinger attack range increases with 5 feet.
- Claw Attack: Damage die increases to 2d12
- Repair: Hitpoints restored increases to 4D8
Master Puppeteer
15th-level Puppet Master feature You’ve mastered the treads of the puppets, which makes it almost no effort to control one. You can now have 2 puppets simutanlously at the same time. It still recquires your concentration to controle them.
You can use 1 bonus action to command both of the models.
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