Base Class: Wizard
Puppeteers are masters of the arcane arts who specialize in the intricate control and manipulation of large puppets. Through their enchanted puppetry, they bring their creations to life, using them as vessels to extend their influence, strike fear into their enemies, and protect their allies.
Puppeteers wield control rods and enchanted strings, allowing them to direct the movements of their puppets with precision. These skilled manipulators can convey subtle gestures and expressions, breathing life into their creations. With their puppetry handbook as their guide, they delve into the secrets of this ancient art, learning advanced techniques and even spells tailored to enhance their puppeteering abilities.
At the heart of the Puppeteer's power lies the ability to possess and control large puppets. They can transfer their consciousness into these mighty constructs, becoming one with them. While possessing a puppet, their arcane mastery merges with the puppet's physical might, and they retain their spellcasting abilities, enabling them to strike from afar while their puppet engages foes in close combat.
Puppeteers also summon their faithful puppet familiar, a miniature version of their large puppets. These tiny constructs assist in combat by delivering touch spells on the Puppeteer's behalf and providing valuable support through their puppetry assistance.
With their puppeteering tools, including puppet paints for vivid expressions and a repair kit for maintenance, Puppeteers keep their creations in peak condition. They may even use disguise accessories to transform their puppets into different personas, enabling them to blend into various situations seamlessly.
Masters of illusion and control, Puppeteers navigate the intricate threads of magic and artistry. They amaze and bewilder with their skillful puppetry, commanding the battlefield through their lifelike constructs. Whether as performers or enigmatic manipulators, they bring a unique flair to the world of magic, standing as both creators and masters of their own extraordinary puppets.
Puppet Proficiency
At 2nd level, you gain proficiency with puppeteering tools. Additionally, you can use your Intelligence modifier instead of your Dexterity modifier for any checks or saving throws related to puppeteering. Aditionaly you can use your puppeteering tools as a spell cast focus for you Wizard Spells.
You can make large puppets constructs for half the price and if half the time it would take someone else. (Prices and times are set by your Dungeon Master). Some notable Puppets are the Arcane Sentinel, the Arcane Marksman, the Guardian Sentinel, the Skyborne Sentinel, the Aquatic Enforcer, the Terrain Warden and the Dimensional Hunter. (The statistics provided are just an example. The Dungeon Master may adjust the puppet's abilities, hit points, and other details to fit the campaign's balance and desired challenge level.)
Puppet Familiar
At 2nd level, you learn the find familiar spell, which is always prepared for you and doesn't count against your number of spells known. When you cast Find Familiar, you can choose to summon a tiny puppet familiar instead of a traditional creature. This puppet familiar has the statistics of a Tiny Puppet construct, its form resembles a miniature version of the large puppets you control.
Puppet Control
Starting at 2nd level, you can cast spells with a range of touch through your puppet familiar as if you were in its space. Additionally, when you cast a spell that requires an attack roll and your puppet familiar is within 30 feet of you, you can make the attack roll at advantage.
You can gain slight control a Large or larger puppet you can make making it move as you please but it can't interact with anything or use an action. this allows for the puppet to follow you along your adventure.
Possess Puppet
At 6th level, you gain the ability to possess and control large constructs as a puppet. As an action, you can target a Large or larger puppet within 60 feet of you that isn't being controlled by another creature. You magically possess the puppet, and your consciousness transfers into it while your physical body becomes unconscious. While possessing the puppet, you can use your action to control its movements and actions, and cast spells from the puppets as if you were the puppet itself. Your puppet's statistics and abilities are determined by the Dungeon Master, but it retains your spellcasting ability, spell save DC, and spell attack bonus.
You can maintain possession of the puppet for a number of minutes equal to your Intelligence modifier (minimum of 1 minute), after which your consciousness returns to your body and the puppet becomes inert. You can possess a puppet number of time equal to you Intellgence modifier (a minimum of once) You regain all expended uses when you finish a long rest.
Puppet Mastery
At 10th level, you have mastered the art of puppeteering. Your puppet familiar can now be a Small Puppet construct instead of a Tiny Puppet construct. Additionally, your puppet familiar gains the ability to use the Help action as a bonus action on its turn, allowing it to assist you or an ally in combat.
Also when you are possessing a puppet using your Possess Puppet feature, your spellcasting abilities are further enhanced. While possessing a puppet, you gain the following benefits:
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Spellcasting Proficiency. You can add your intelligence modifier bonus to possessed puppet's attack rolls and the saving throw DC.
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Enhanced Spell Range. The range of your spells that have a range of self or touch is increased to 30 feet while possessing a puppet. This extended range allows you to cast touch spells through your puppet from a greater distance.
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Shared Spellcasting. You can cast spells through your puppet using your own spell slots. When you cast a spell through the puppet, you can choose to have the spell originate from the puppet's space or your own. This allows you to maintain a safe distance while still wielding the puppet's physical presence in the casting of your spells.
Extended Possession
At 14th level, your mastery over puppetry reaches new heights, granting you the ability to possess a puppet for an extended period of time. When you use your Possess Puppet feature to enter a puppet, the duration of your possession is no longer limited by time and becomes indefinite, as long as the puppet remains intact.
While possessing a puppet for an extended period, the following benefits apply:
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Enhanced Connection. The bond between you and the puppet deepens, enhancing your control and attunement. You gain advantage on all ability checks.
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Sustained Spellcasting. While possessing the puppet, You can maintain concentration on 2 concentration spells, even if you take damage you cant lose consentration. This allows you to fully utilize your spellcasting abilities while seamlessly controlling the puppet.
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Puppet Resilience. While you are possessing the puppet, you can use your reaction to gain resistance to all damage until the start of your next turn. Additionally, you has advantage on saving throws against spells and other magical effects.
- Impoured Attacks. When you are possessing a puppet using your Possess Puppet feature, once per turn when make and attack with your puppet you can expend a spell slot to empower your puppet. The puppet gains a bonus to its damage rolls equal to the level of the spell slot expended.
Previous Versions
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