Artificer
Base Class: Artificer

The Arcane Puppeteer, these artificers are dual-masters of woodcrafting and the arcane arts, and this led to the community to start creating puppet like constructs that they can control to help them in combat. This arcane  pursuit has been lost for many centuries within the lands of Volatia, and the last puppeteers haven’t been seen in for a century. The world believes that they vanished due to the fact that they were close to being able to create masses of humanoid clones, and it deeply frightened these leaders. It’s been so long though, only the most elite, or those with the most intrigue know what truly happened to the small but powerful group of arcane engineers. Caution to those who follow in their footsteps in the pursuit of arcane puppetry, because those who truly know what happened to the Arcane Puppeteers, will come running to reunite you with them where that is.

 

I would like to give credit to reddit user u/HicksHomebrew, as I used and modified their already created “The Puppeteer: An Artificer Specialist” for this subclass to fit my campaign and world better.

Tool Proficiency

3rd-level Arcane Puppeteer feature

You gain proficiency with carpenter’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Arcane Puppeteer Spells

3rd-level Arcane Puppeteer feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Puppeteer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Arcane Puppeteer Spells

Artificer Level Spell

3rd

command, unseen servant

5th

darkness, suggestion

9th

sending, spirit guardians

13th

hallucinatory terrain, dimension door

17th

antilife shell, awaken (can also be used on constructs) 

Artisan Fighter

3rd-level Arcane Puppeteer feature

When you reach 3rd level, you use your years of artisan experience to add your knowledge to your fighting style in two ways.

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Fine Craftsmanship

3rd-level Arcane Puppeteer feature

Starting at 3rd level, you can create a puppet companion that you can control to help defend you and your allies and attack your enemies. It is friendly to you and your companions, and it obeys your commands. You determine the puppet's appearance; your choice has no effect on its game statistics. You also choose it's size of Medium or smaller. A Medium or Small puppet occupies its own space, and a Tiny one can be held in one hand.

In combat, the puppet shares your initiative count. It can move and use its reaction on its own. The only action it takes on its turn is the Dodge action, unless you use your bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

If mending is cast on it, it regains 2d6 hit points. If it drops to 0 hit points, you are unconcious, or it is further than 60 ft. apart from you, then the puppet is incapacitated until it is healed to 1 hit point. If it is hit with an attack while at 0 hp it is destroyed. If the puppet is destroyed within the last hour, you can use your carpenter's tools as an action to revive it with full hit points after 1 minute, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher.

At the end of a long rest, you can create a new puppet if you have your carpenter's tools with you. If you already have a puppet from this feature, the first one immediately perishes.

Puppet (red dragon Scale armor)

Armor Class 18 (natural armor)

Hit Points 2 + your Intelligence modifier + 5 times your Artificer level (the puppets has a number of Hit Dice [d8s] equal to your artificer level)

Speed 40 ft.

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

Saving Throws Str +1 plus PB, Dex +2 plus PB, Con +3 plus PB

Skills Acrobatics +2 plus PB, Intimidation +0 plus PB, Perception +0 plus PB x 2

Damage Immunities poison, psychic

Condition Immunities charmedfrightened,  exhaustion, poisoned

Senses blindsight 10 ft., darkvision 120 ft., passive Perception 10 + PB

Languages understands the languages you speak

ChallengeProficiency Bonus (PB) equals your bonus

Evasion. When the puppet is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Head on a Swivel. The puppet can’t be surprised.

Inconspicuous. While the puppet remains motionless
and out of combat, it is indistinguishable from a normal puppet.

Actions

Blade Fury. Melee Weapon Attack: your melee spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB slashing damage.

Ranged Bolt. Ranged Spell Attack: your ranged spell attack modifier to hit, reach 30 ft., one target you can see. Hit: 1d6 + PB piercing damage.

Flaming Flurry (1/Short Rest). The puppet retrieves its blades and they light a flame. The puppets then spins precision and accuracy with an unnatural speed, spreading cuts and flames to those around it. Each creature of your choice within 10 ft of the puppet must make a Dexterity saving throw or take 2d8 slashing damage and 2d8 fire damage. On a save, they take half damage. The DC for this action is equal to your spell save DC. (The slashing and fire damage increase by 1d8 at 9th level, 13th level, and 17th level.)

Reaction

Scurry. When a creature misses an attack against the puppet, the puppet can move half its movement speed in any direction without provoking attacks of opportunity

Swift Show

5th-level Puppeteer feature

At 5th level, you know how to amp up the action when your puppet performs. When you use your bonus action to command your puppet you may have it take two actions from its available actions instead of one.

Arcane Enhanced Threads

9th-level Arcane Puppeteer feature

You've learned to craft arcane enhanced threads that you use to channel some of your magic through the hands of the puppet, allowing it to cast spells that you channel into these threads, and due to the arcane nature of the puppet, it gives the spell a little extra effect. Whenever you cast a spell of 1st level or higher with any range but self, you can choose for it to come from the hands of the puppet, and based on the school of magic, it will have an extra effect rather on the puppet or the target of the spell:

  • Abjuration. The puppet gains a number of temporary hit points equal to 5 x the spell level. 
  • Conjuration. The puppet can teleport a number of feet equal to 10 x the spell level to a point in which you can see.
  • Divination. The puppet can add 1d4 to the next Ability Check, Attack Roll, or Saving Throw it makes within a minute of casting this spell.
  • Enchantment. The puppet chooses one creature within 60ft of it, and that creature must a 1d4 penalty to the next Wisdom saving throw it makes.
  • Evocation. The puppet rolls a d8 and add it to the total damage or healing of the spell.
  • Illusion. The puppet turns invisible until the end of it’s next turn, but the invisibility ends early if it attacks a creature or forces a creature to make a saving throw.
  • Necromancy. The puppet rolls a d8 and can regain a number of hit points equal to the number rolled, or can choose a creature within 60ft of it to restore with these hit points instead.
  • Transmutation. The puppet can choose a second creature to effect with this spell, as long as this second creature is within the range of the spell.

Superior Puppetry

15th-level Arcane Puppeteer feature

At 15th level, your ability to make the battlefield a stage for your puppets is outmatched by no one. Whenever you use your Fine Craftsmanship ability, you can make and control
two puppets. Each puppet can have different chosen action from your Battle-Hardened Puppet feature and can be different sizes. Also, when you command one puppet as a bonus action the second puppet can use it's reaction to make one action from its available actions.

Finally, you now have the ability to turn one of these puppets into a sentient humanoid clone of yourself. You gain the ability to cast Simulacrum without expending a spell slot. You can only cast this spell on yourself, and one of your puppets must be within 5 feet of you. You do not need the snow or ice for the casting of this spell, as the puppet substitutes for that material component, but you still must use the 1500 GP of ruby dust. When the spell is complete, the puppet you used for the casting of this spell will be replaced by the simulacrum. To heal this simulacrum, instead of it taking 100 GP to heal 1 hit point, if mending is cast while using the 100 GP of rare herbs and minerals, it will 2d6 hit points. If the simulacrum dies, the spell ends and it turns back into the corpse of a puppet and must be revived as such. Lastly, if you use your “Fine Craftsmanship” ability while you already have a simulacrum and a puppet, one of the puppets, of your choice, will be instantly destroyed.

Previous Versions

Name Date Modified Views Adds Version Actions
10/27/2022 1:09:19 AM
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