Artificer
Base Class: Artificer

The art of the Puppetmaster was created for Artificers who lack physical prowess and needed a method of attacking and defending themselves where they could find no companions. However, the Puppetmasters were later outlawed because of their tendency to seize people as they slept in the night to create their puppet servants out of their corpses and they were prosecuted as madmen. The Puppetmasters create and control puppets to do the actions that they are not confident in themselves for. The Puppetmaster specializes in numbers and self-preservation, dangerous encounters are to be fought by puppets, that's what they're for. 

Puppets

By 3rd level, your tinkering and your studies have gifted you with the skill to craft powerful puppets. You may create your puppets during a Long Rest if you have the materials to do so. 

Creating Puppets

During a long rest, you may create Puppets requiring proper materials. During this rest, you may create up to two puppets of humanoid shape and medium size or smaller or one puppet of large or huge size. The amount of materials that is required is determined by the size and material of the puppet you wish to create. refer to the Size Categories chart on Monster Manuel page 6 for the amount of material in cubic feet needed to make a puppet. When calculating your puppets' HP, use the Hit Dice By Size chart found on Monster Manuel page 7. Your puppets' Hit Dice will be the level you craft the puppet at x Size chart dice value (Example: a 5th level Artificer making a medium-sized puppet would roll 5d8 for the puppet's hp).

Puppets Stats:

Your Puppets Have base stats of 14 in all categories, however, they have 0 in Intelligence, Wisdom, and Charisma. for every size above medium, add 5 to Strength and subtract 5 from Dexterity, for every size smaller than medium, reverse the bonuses. Your Puppets share the Armor class and Damage/Condition resistances of an Animated Armor(Monster Manuel page 19). When moving, you have 40 feet of movement to use for your puppets. 

Arcane Cords and Controlling Puppets

By attaching strands of arcane cords from your fingertips to the appendages of your puppets, you gain control of your puppet's actions. The puppet strings are completely invisible unless True Sight or Detect Magic is used. You may control two puppets of medium or smaller sizes or one of large or huge sizes at a time and controlling puppets acts as a concentration spell with somatic components. To control your puppets, you must move the fingers attached to the arcane cords which will move the puppets and allow them to take actions. The puppets can only travel 120 feet of you, that being the maximum length of your cords. If a puppet is pulled more than 120 feet from you, you will be pulled along with it unless you drop concentration on that puppet; if pulled, you must make a DC 13 Dexterity saving throw or be knocked prone. While controlling your puppets, you may make an action with your puppets, sharing movement their movement between the two if applicable. When making actions with the puppets, their actions in combat must take your own actions and bonus actions; if you are controlling two puppets, the puppet controlled by your non-dominant hand will make its action using your bonus action. This secondary puppet will not be restricted to only using bonus action abilities and will be able to act as normal. In addition, you may cast non-concentration spells from your puppets(this will not disrupt your concentration on your puppets); when cast, treat the spell as if cast using the Subtle Spell Metamagic trait. As an action, you may speak through one of your puppets, so long as it has a mouth. As a Bonus Action, you can expend a first level spell slot and teleport the amount of puppets you can control at any given time to an unoccupied space next to you. 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Flesh Puppets

Your knowledge of Puppetmaking has grown to a new level as you have learned the dreaded ability of the Puppetmaster, the ability to create new Puppets from corpses. 

Crafting Flesh Puppets

During a Long Rest, you may take the body of a Humanoid creature that has died within the last 24-hours and turn it into a puppet. Either use the stats for your normal puppets, or Your Flesh Puppets retain all abilities(Ability scores, HP, HD, AC, Proficiencies, actions, etc.) that they had in life, except they have the same Intelligence, Wisdom, Charisma, resistances, and immunities as your regular puppets because they have no brain. You must choose which option you will use before you create the Flesh Puppet. Your Flesh Puppets look identical to how they did when they were alive, however, you must still control them in the same way as your other puppets. If your puppet was a spellcaster in life, they cannot cast their spells, though you can use your infusions to combine the puppet with their spellbook and treat it as a spell storage object. Additionally, creatures who are destroyed in the sunlight, such as vampires or Bodaks cannot or rather should not be turned into Flesh Puppets, as their bodies will be destroyed when unleashed in sunlight. 

Actions with Flesh Puppets

Your Flesh Puppets work the same way as your regular puppets, but they retain the actions they had in life. In addition, when you talk through your Flesh Puppets, you speak using their voice if they had a voice in life.

Monstrous Puppets

Your knowledge of both Puppets and life itself has given you the ability to transcend the normal confines of the humanoid body. When you are creating either a Puppet or Flesh Puppet, you may make it in the shape of a Nonhumanoid. When making a Nonhumanoid Flesh Puppet, the creature must follow the guidelines already created in Puppetmaking, must have a solid physical form, and must at appendages. Appendages such as a Beholder's eyestalks or a mimic's pseudopod do not count, and as such creatures like them cannot be made into a Flesh Puppet. Additionally, incorporeal creatures or creatures with an undefined shape such as an Ooze, Ghost, Spectre, or Banshee cannot be turned into Puppets. 

Puppet Death Trap

A Flesh Puppet of a Dragon that can fly and breathe fire is one thing, but nothing can compare to the destructive power of the Puppet Death Trap

Crafting The Puppet Death Trap

During a Long Rest, you may create a Non-flesh Puppet(can still be Non-humanoid in shape) that has an enlarged chest cavity. You may only have one Puppet Death Trap in use, and the Puppet has +4 to its Armor Class and additional Hit Points equal to twice your Artificer level when you create the Puppet. Additionally, when you create this Puppet, you must choose from one of the following damage types: Bludgeoning, Piercing, Slashing, Fire, Cold, Poison, Acid, and Lightning. Bludgeoning, Piercing, and Slashing are considered magical when overcoming resistances. 

Actions with The Puppet Death Trap

Your Puppet Death Trap works the same way as your regular puppets, but it has limited action in combat. While it can take the Dash, Dodge, and Hide like normal Puppets, it only has one attack in combat. When the Puppet Death Trap comes within 5 feet of a target, it can use an action to make a grapple check against a creature of its size or smaller, it has advantage on this check and if it succeeds, the creature is stored within its large chest cavity and has the incapacitated condition. At the start of your turn, while a target is trapped within it, the Puppet Death Trap will automatically deal 8d6+your Intelligence modifier of the damage you chose when creating it. This will happen every round until you end it as a bonus action, the Puppet Death Trap is destroyed or the target's health is reduced to 20 hp below 0. 

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