Artificer
Base Class: Artificer

An Artificer who walks the path of the Puppetmaster utilities its creations for the purposes of battle and defending its allies. Using the Arcane Threads the Puppetmaster can masterfully maneuver its puppet across the battlefield and even channel its own magics through the threads to the puppet itself.

Puppetmaster Spells

 

3rd-level Puppetmaster feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Puppetmaster 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

3rd

False Life, Command

5th

Aid, Hold Person

9th

Revivify, Speak with Dead

13th

Dominate Beast, Faithful Hound

17th

Dominate Person, Animate Objects

Arcane Thread

3rd level Puppetmaster 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 5 different models to choose from and can swap them on a short rest.

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 the puppet will fall prone and be incapacitated.

If it has died within the last hour, you can use your tinkerer’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 60 feet away from the puppet, which will cause the puppet to fall out of your control, causing it to fall prone and become incapacitated. You must use an action to reattach the Arcane Thread to take control of the puppet once more.

At the end of a long rest, you can create a new Puppet model if you have your Tinkerer’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: Jester

Armor Class 12(natural armor)

Hit Points Your Intelligence Modifier plus five times your Artificer level.

Speed 25 ft.

STR
(-2)
DEX
12 (+1)
CON
12(+1)
INT
16 (+3)
WIS
10 (+0)
CHA
12 (+1)

Saving Throws WIS 0+PB, INT 3+PB 

Skills Athletics -2 + PB, Perception 0 + PB

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB)

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Arcane Recovery. Once per day the Jester can choose to cast one its spells a second time before taking a short rest.

Actions

Club Attack. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 + your Intelligence modifier bludgeoning damage. 

Spellcasting (1/long rest). The Jester can cast the following spells at their base level once each per long rest: burning hands, grease, ice knife, magic missile, and witch bolt.

Repair (3/Day). The magical mechanisms inside the puppet restore 2d8 + your intelligence modifier hit points.

Reaction

War Caster. You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.

 

 

PUPPET MODEL: Unicorn

Armor Class 14(natural armor)

Hit Points Your Intelligence modifier plus five times your Artificer level.

Speed 25 ft.

STR
10 (+0)
DEX
14 (+2)
CON
12(+1)
INT
4 (−3)
WIS
16 (+3)
CHA
6 (−2)

Saving Throws WIS 3+PB, CON 1+PB

Skills Athletics + PB, Perception +3  plus PB

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 13 + (PB)

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Lay on Hands Pool. The Unicorn has a pool of healing power that can restore 15 HP per long rest. As an action, it can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.

Actions

Horn Drill. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + Your Intelligence modifier piercing damage.

Spellcasting (1/long rest). The Unicorn can cast the following spells at their base level once each per long rest: cure wounds, healing word, aid, and prayer of healing

Repair (3/Day). The magical mechanisms inside the puppet restore 2d8 + your Intelligence modifier hit points.

Reaction

Nope. The Unicorn release a jolt of electricity causing every creature within 5 feet of it to make a Dexterity Saving throw equal to your spell save DC. Targets suffer 2d8 Thunder damage on a fail and is pushed 10 feet from the puppet and half as much on a save and is not pushed.

 

 

 

PUPPET MODEL: Stormhawk

Armor Class 14(natural armor)

Hit Points Your Intelligence Modifier plus five times your Artificer level.

Speed 40 ft.

STR
10 (+0)
DEX
16 (+3)
CON
12(+1)
INT
4 (−3)
WIS
14 (+2)
CHA
6 (−2)

Saving Throws Dex +3 plus PB, Con +1 plus PB

Skills Athletics + PB, Perception +2  plus PB

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + PB

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Dread Ambusher. At the start of the Stormhawks first turn of each combat if you take the Attack action on that turn, you can make one additional weapon attack as part of that action, dealing an extra 1d8 damage of the weapon’s damage type on a hit.

Actions

Featherbow. Ranged weapon attack, 150/600, your spell attack modifier to hit, one target you can see. Hit: 1d8 + your intelligence modifier piercing damage.

Hunter’s Mark (1/shortrest). The Stormhawk can cast the hunter’s mark spell.

Repair (3/Day). The magical mechanisms inside the puppet restore 2d8 + your Intelligence modifier hit points.

Reaction

Tailfeather. When the Stormhawk or a creature within 5 feet of it is attacked, it may use its reaction to move itself and an ally up to half its movement speed in any direction away from the attacker without imposing an attack of opportunity.

 

 

 

PUPPET MODEL: SCORPION

Armor Class 14(natural armor)

Hit Points Your Intelligence Modifier plus five times your Artificer level.

Speed 40 ft.

STR
10 (+0)
DEX
16 (+3)
CON
12(+1)
INT
4 (−3)
WIS
14 (+2)
CHA
6 (−2)

Saving Throws Dex +3 plus PB, Con +1 plus PB

Skills Athletics + PB, Perception +2  plus PB

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB)

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, whether 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 + your intelligence modifier slashing damage.

Stinger (1/shortrest). Melee weapon attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + your intelligence modifier piercing damage. If the attack hits the target must make a consitution saving throw against your spell save 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 puppet restore 2d8 + your intelligence modifier hit points to itself.

Reaction

Whiplash. The Puppet can make an oppurtunity attack against an enemy, when that enemy attacks an ally within 5 feet of it.

 

 

 

PUPPET MODEL: RHINOCEROS

Armor Class 16 (natural armor)

Hit Points Your Intelligence modifier plus five times your artificer level.

Speed 40 ft.

STR
14 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
4 (−3)
WIS
10 (+0)
CHA
6 (−2)

Saving Throws Dex +0 plus PB, Con +3  plus PB

Skills Athletics +2 plus PB, Perception + PB 

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB)

Languages understands the languages you speak

ChallengeProficiency 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 + Your Intelligence modifier piercing damage.

Repair (3/Day). The magical mechanisms inside the puppet restore 2d8 + Your Intelligence modifier hit points to itself.

Stand Strong( 1/Day): You shield you fellow allies and give them vigor. Every ally within 5 feet gets Temporary hit points equal to 1d10 + Your Intelligence modifier. 

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.

 

 

 

Infuse Puppet

5th level Puppetmaster feature.

You can equip up to 2 of your Artificer Infusions to your puppet.

In addition your Jester and Unicorn models gain additional spells that they may cast at their base level.

Unicorn:
aura of vitality
mass healing word
daylight

Jester:
fireball
lightning bolt

Finally the attacks on your Rhinoceros, Stormhawk and Scorpion models are considered magical.

Model Improvements

9th level Puppetmaster feature.

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:
Horn Drill: Damage die increases to 2D8
Charge: Damage die increases to 3d8

Scorpion:
The stinger attack range increases with 5 feet.
Claw Attack: Damage die increases to 2d12.

Stormhawk:
Featherbow: Damage die increases to 2d8.
Hunters Mark can be cast one additional time.

Jester:
Spells can be cast at one additional level.
Arcane Recovery can be used one additional time.

Unicorn:
Spells can be cast at one additional level.
Lay on Hands Pool increases by 10.

In addition increase the healing from your puppets repair ability to 4d8 + your Intelligence Modifier. 

Master Puppeteer

15th level Puppetmaster feature.

Your puppets attain their final enhancements and gain the following:

Rhinoceros:
Stand Strong: Temporary Hit Points granted increases to 2d10

Scorpion:
Stinger: You can choose to inflict the paralyzed condition instead of the poisoned condition. In addition the damage die are increased to 2d10 and 2d8.

Stormhawk:
Dread Ambusher: The damage die is increased to 2d8

Jester:
The Jester can increase all spells cast by two levels instead of one.

Unicorn:
The Unicorn can increase all spells cast by two levels instead of one.

You’ve also mastered The Arcane Thread and can control a single puppet with one hand. You are now able to have two puppets on the battlefield at once using a single bonus action to control both puppets.
 

Previous Versions

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