Artificer
Base Class: Artificer

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Tool Proficiency

When you adopt this specialization at 3rd level, 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.

Puppeteer Spells

Starting at 3rd level, 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.

Cleric Level Spells
3rd Command, Unseen Servant
5th Phantasmal Force, Suggestion
9th Spirit Guardians, Animate Dead
13th Compulsion, Phantasmal Killer
17th Danse Macabre,Dominate Person

Fine Craftsmanship

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 its size of small, medium or large.
In combat, the puppet 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 order it to use an action or attack, sacrificing your own in return. If you are unconscious, the puppet drops to 0 hit points, or is further than 30 ft from you, than the puppet is incapacitated until healed by at least 1 hit point

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your carpenter'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 steel defender returns to life after 1 minute with all its hit points restored.
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
Small, Medium, or Large Construct, Unaligned

Armor Class 15 (Natural Armor)
Hit Points The Puppet's Constitution modifier + your Intelligence modifier + four times your artificer level (the puppet has a number of Hit Dice [d6s] equal to your artificer level) + a number of hit points equal to your artificer level (Large Puppet Only)
Speed 30 ft.

STR 12 (+1)
DEX 14 (+2)
CON 15 (+2)
INT 4 (-3)
WIS 10 (+0)
CHA 10 (+0)


Saving Throws Dex +4, Str +2, Con +3
Skills Intimidation +4, Acrobatics +4
Damage Vulnerability: Thunder
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, exhausted, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages understands the languages you speak

Will of the Puppet Master Whenever you speak, you may choose to speak through the puppet instead of yourself, the puppet rolls a contested deception check against a listeners insight.
Inconspicuous While the puppet remains motionless and out of combat, it is indistinguishable from a normal puppet.

Wire Walking(Small Version only): As this puppet is much smaller in size, the wires needed to control it are also much thinner than normal threads. If a creature walks in the space between you and your puppet, you can feel their presence, if they are hidden then they are revealed to you. This does not reveal the strings to the creature.

Human Doppleganger (Medium Version only): Being a Master Craftsman you have the ability to make your puppets look....alive. A creature first meeting your puppets must make a DC15 Insight Check of think they are a person, on a failure they have disadvantage on the Will of the Puppet Master check

Mahogany (Large only): Due to how sturdy you have built this Behemoth, it is a bit hardier than the others. This puppet gains additional maximum hit points equal to your Artificer level.



Actions
Blade Fury Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target, Hit: 1d8+your intelligence modifier + your All Purpose Tool Bonus magical slashing damage.
Ranged Bolt Ranged Spell Attack: your spell attack modifier to hit, reach 30 ft., one target you can see. Hit: 1d6+your intelligence modifier+ your All Purpose Tool Bonus magical Peircing damage.
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

Artisan Fighter

When you reach 3rd level, you use your years of artisan experience to add your knowledge to your fighting style:

• When you attack using your puppet, you can use your Intelligence modifier, instead of the puppets Strength or Dexterity modifier, for the attack and damage rolls. If you are using an All Purpose Tool you may add its bonus to hit and damage modifiers of your puppet attacks.

Swift Show

At 5th level, you know how to amp up the action when your puppet performs. You can attack twice, rather than once, whenever you take the Attack action using either the puppet or your own hands

Battle-Hardened Puppet

Starting at 9th level, you upgrade your puppet to make it more of a battle capable performer. Your Puppets loose their Vulnerability to Thunder Damage. Additionally, you can now choose 2 of the abilities listed below for your puppet to use, and can change any chosen options on a short or long rest provided you have carpenter’s tools in your hands and they meet any prerequisites. If any of the chosen actions have a saving throw it uses your Artificer Spell Save DC. Each option can only be used 3 times per short rest. You must use your full action to use 1 of these.

-Dummy’s Bomb The puppet can set down or throw a small explosive. If thrown, the explosive has a range of 30 feet and detonates immediately on impact; if set down, the explosive can be detonated remotely from up to 60 feet away as an action, if a creature gets within the same space of the explosive, or the explosive is reduced to 0 hit points. The explosive has an AC of 10 and 4 hit points. A placed Dummy’s Bomb can be seen with a successful Wisdom (Perception) check against your Spell Save DC and disarmed with a successful Dexterity check against your Spell Save DC with a Dexterity (Thieves Tools) Check.
When detonated, each creature within a 10 ft. radius of the explosive must succeed a Dexterity saving throw, taking 4d6 force damage on a failure and half as much on a success. The puppet can only have one Dummy's Bomb placed at a time.

-Piercing Barrage(Small only) The puppet throws a flurry of piercing weapons in a 20-foot cone. Each creature in that area must succeed on a Dexterity saving throw or take 3d6 magical piercing damage, or half as much on a success.

-Sharp Strings You make every part of your puppet a weapon, even the strings it’s connected to. Your puppet can make a special attack against any creatures that are in the space in between you and your puppet. This attack uses your Intelligence Modifier + Your Proficiency Bonus to hit and deals 2d6 + your Intelligence modifier magical slashing damage and reduces a creatures walking speed by 10ft. until the end of its next turn on a hit.

-Chitter Chatter(Medium only): The puppet, with a body hand constructed by you has the ability to make noses to make even the toughest monster weak. Any creature within 10ft of the Puppet must make a Wisdom saving throw or be frightened of the puppet and must use its reaction to move as far away from the puppet as possible.

-Web of Strings The puppet can wrap your enemies in strings to entangle them. It shoots a web of strings at any number of creatures of your choice in a 15ft Radius Circle around it. The targets must succeed on a Dexterity saving throw or be restrained until the end of your next turn.

-Puppet Coffin (Large Only): Due to the Size of this puppet it has the ability to reach out and bring 1 person into the barrel of its body. An unwilling creature must make a Dexterity saving throw or be brought into the body of the puppet, during this the person is restrained and blinded, it has total cover from attacks and effects from outside the puppet. If 20 or more damage is done to the inside of the puppet it releases the creature inside. If a person is willing they do not have to roll the dc. The Puppeteer can also choose to release a creature using a bonus action.

Superior Puppetry

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. You may only use 1 of each type of puppet at a time. Additionally both of your puppets' attacks increase in damage. The Blade Flurry increases to 2d8 and the Ranged Bolt increases to 2d6.

Previous Versions

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12/18/2023 3:24:56 AM
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