Base Class: Warlock
The Puppeteer is an ancient being grown bored of immortality. It finds joy now in only one way: choosing hapless mortals to imbue with power that they are not equipped to handle. The entity takes a greater interest in its chosen ones than many patrons, even going so far as to intervene in their actions if it feels they are not providing sufficient entertainment.
Extended Spell List
In the spirit of fun, your patron grants you spells not ordinarily available to your class. Use them wisely, or risk their displeasure!
The Puppeteer Expanded Spells
|
SPELL LEVEL |
SPELLS |
|---|---|
|
1st |
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2nd |
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3rd |
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4th |
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5th |
The Puppeteer’s Plaything
You must work hard to earn your patron’s approval with entertaining actions, and that approval is fickle. Every time you take an action, the DM will roll a D20. If they roll a 2-20 your patron is entertained. If they roll a 1, The Puppeteer takes temporary command of your body. If this happens, the DM will tell you to roll on this D10 table and enact the result.
| ROLL | ACTION |
|---|---|
| 1 | Run away. |
| 2 | Stop what you are doing and burst into song. |
| 3 | Attack the nearest non-party member. |
| 4 | Attack the nearest party member. |
| 5 | Attempt to seduce the nearest creature. |
| 6 | Trip and fall prone. |
| 7 | Cast a spell (DM’s choice). |
| 8 | Continue your current action but better (you gain advantage). |
| 9 | Continue your current action but worse (you take disadvantage). |
| 10 | Loudly shout your name and current intentions. |
At the Mercy of Magic
Your patron will decide if the magic you cast is entertaining enough for its purposes; if not, it will intervene on its own behalf. Whenever you cast a spell of 1st level or higher, the DM will roll a D20. If they roll a 1, they will tell you to roll on the Wild Magic Surge table, with the effect replacing your intended spell.
Wild Magic Surge
|
d100 |
Effect |
|---|---|
|
01–02 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
|
03–04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
|
05–06 |
A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
|
07–08 |
You cast fireball as a 3rd-level spell centered on yourself. |
|
09–10 |
You cast magic missile as a 5th-level spell. |
|
11–12 |
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
|
13–14 |
You cast confusion centered on yourself. |
|
15–16 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
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17–18 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
|
19–20 |
You cast grease centered on yourself. |
|
21–22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
|
23–24 |
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
|
25–26 |
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
|
27–28 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
|
29–30 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
|
31–32 |
You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
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33–34 |
Maximize the damage of the next damaging spell you cast within the next minute. |
|
35–36 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
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37–38 |
1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
|
39–40 |
You regain 2d10 hit points. |
|
41–42 |
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
|
43–44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
|
45–46 |
You cast levitate on yourself. |
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47–48 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
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49–50 |
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
|
51–52 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
|
53–54 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
|
55–56 |
Your hair falls out but grows back within 24 hours. |
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57–58 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
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59–60 |
You regain your lowest-level expended spell slot. |
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61–62 |
For the next minute, you must shout when you speak. |
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63–64 |
You cast fog cloud centered on yourself. |
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65–66 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
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67–68 |
You are frightened by the nearest creature until the end of your next turn. |
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69–70 |
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
|
71–72 |
You gain resistance to all damage for the next minute. |
|
73–74 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
|
75–76 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
|
77–78 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
|
79–80 |
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
|
81–82 |
You can take one additional action immediately. |
|
83–84 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
|
85–86 |
You cast mirror image. |
|
87–88 |
You cast fly on a random creature within 60 feet of you. |
|
89–90 |
You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
|
91–92 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
|
93–94 |
Your size increases by one size category for the next minute. |
|
95–96 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
|
97–98 |
You are surrounded by faint, ethereal music for the next minute. |
|
99–00 |
You regain all expended spell slots. |
Can’t Cancel Me
Starting at 6th level, The Puppeteer is invested in you as an entertainment product. This means that it wants you to stay alive, so that you can keep staging off its eternal boredom.
You now have resistance to bludgeoning, slashing and piercing damage from nonmagical weapons. Whenever you take bludgeoning, slashing or piercing damage, roll a D6. On a roll of 1-3, your attacker takes the amount of damage dealt to you in the form of psychic damage.
Additionally, if you are called upon to make a death save, one success is now enough to stabilise you.
I Don’t Do My Own Stunts
Starting at level 10, your patron gives you the ability to protect yourself and sow discord on the battlefield by creating a duplicate of yourself.
As an action, you create a perfect duplicate of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). This is your stuntman - a quasi-real stand in that looks mostly similar to you, with small cosmetic differences noticeable only to those familiar with you. The stuntman has physical form, and can interact with the world. For the purposes of any stat or skill checks the stuntman uses your character stats and abilities.
For the duration, you can cast spells as though you were in the stuntman’s space, but you must use your own senses. Additionally, when both you and your stuntman are within 5 feet of a creature that can see the stuntman, you have advantage on attack rolls against that creature, given how distracting the stuntman is to the target.
As you get more powerful, your stuntman is more physically robust, and able to take greater hits before it is destroyed. If it is destroyed before the duration is up, roll a number of D4 equivalent to your level; you take this much psychic damage.
|
PLAYER LEVEL |
STUNTMAN HP |
|---|---|
|
10 |
40 |
|
14 |
60 |
|
17 |
80 |
|
20 |
100 |
Jump the Shark
Your ratings are dropping with your patron. In order to spice things up, they will override your intent with something a little more chaotic. Every time you cast a spell, roll a D20. If you get a 20, this feature supersedes both the spell you intended to cast and your patron’s usual Wild Magic table roll. This feature can only activate once per long rest.
When this feature activates, roll on the following table to see what creature is summoned. The creature appears instantly within 30ft of you; when it appears, roll an Animal Handling check. If you succeed, the creature will be amenable to basic commands. If you fail, the DM will control the creature. The creature will vanish after 5 minutes.
| 1D10 | CREATURE |
|---|---|
| 1 | Small - Giant Fire Beetle |
| 2 | Small - Octopus |
| 3 | Medium - Deinonychus |
| 4 | Medium - Swarm of Insects (Wasps) |
| 5 | Large - Rhinoceros |
| 6 | Large - Stench Kow |
| 7 | Huge - Giant Shark |
| 8 | Huge - Tyrannosaurus Rex |
| 9 | Gargantuan - Brontosaurus |
| 10 | Tiny - Frog |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/1/2019 3:09:08 PM
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168
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3
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1
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Posted Aug 11, 2019Good job