Base Class: Warlock
The player has entered into a pact with a being known as “The Puppet Master,” an entity renown for their incredible ability to control/manipulate others like puppets. The being’s true identity and power are unknown. Due to circumstances (which is up to the DM), the player has been granted a pact with this being. In exchange for this power, the player has become a living puppet. This means that they have to follow the Puppet Master’s demands and be it’s eyes/ears to the world. When they are not willing/able to, the Puppet Master may intervene.
Side note to DM’s and players alike: The Puppet Master doesn’t control every aspect of the player (tho if someone wishes to play it that way that is also fine). Imagine it is someone giving them a task that has to be done. If they are physically not able to do something, only then will the Puppet Master take direct control. Direct control should be used sparingly. Please do not use this as an excuse to railroad a player into doing something (DM’s) or as an excuse for being a dick to the party (players).
Expanded Spell List
1st-level Puppet Master feature
The Puppet Master lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Undead Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | bane, false life |
| 2nd | blindness/deafness, calm emotions, invisibility |
| 3rd | animate dead |
| 4th | freedom of movement, stoneskin |
| 5th | geas, mislead |
Strings To Hold You Down
1st-level Puppet Master feature
Your manifest an aspect of the Puppet Master’s control. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
- You gain temporary hit points equal to 1d10 + your warlock level.
- Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target uses its reaction to attack an ally in range or move 15ft away.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The appearance of your Marionette form reflects some aspect of your patron. For example, spectral strings would shoot out of your body and reach high into the sky, a giant spectral hand could be above your head “making” you move, or you could take on the form of a wooden marionette.
Nose For Trouble
6th-level Puppet Master feature
Your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.
In addition, once per day, you can cause one creature know the name of and can see to grow a large wooden nose for one minute. You have advantage on all Wisdom checks made against this creature. For every successful check the target’s nose grows. After the first successful check made against the creature, the target has disadvantage to Wisdom saves due to the psychological trauma.
I’m A Real Puppet Now
10th-level Puppet Master feature
Your connection to the Puppet Master has grown and you feel him improve your body. Your body has become lighter, harder (almost wooden like), and slightly hollow. You have resistance to poison damage. If you are transformed using your Strings To Hold You Down, you instead become immune to poison damage.
In addition, when in need the Puppet Master intervenes. If you fail an Acrobatics check or Dexterity save, you can add 1d6 to the roll. You can use this feature twice per day, and if you use both charges you gain one level of exhaustion.
Master Of Puppets
14th-level Puppet Master feature
You have grown closer to the Puppet Master and have learned the art of true control. When you use this feature, black string strings shoot from your fingers into the back of a willing creature within 80ft. For one minute the creature becomes your living puppet. The target creature cannot take an action or cast spells. By expending your bonus action, you can move the creature up to half of their maximum movement and attack using their body.
While the creature is controlled, they have advantage on Dexterity, Constitution, and Strength Saves. The creature also has advantage on all melee attack rolls. The user cannot move while this feature is active, and they have disadvantage on Dexterity saves until the effect ends. The effect can be ended by dispel magic, when the minute ends, or when the creature doesn’t want to be controlled anymore.
Once you use this feature, you can’t do so again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/26/2022 11:40:45 PM
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3
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2
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1
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Coming Soon
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