Warlock
Base Class: Warlock

Your Puppeteer patron grants you access to a permanent minion that takes the shape of whatever the player chooses that can be a reskin of certain beasts or humanoid creatures. they act as a body guard and keep their summoner alive as long as possible to allow the warlock to focus on dealing damage. this subclass also gives way  to a lot of creative interactions between them and other  players or even NPCs.

Expanded Spell List

The Puppeteer 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.

Spell Level Spells
1st Command, Disguise Self
2nd Magic mouth, Gift of Gab
3rd  Haste, Tiny Servant
4th Dominate Beast 
5th Bigby’s Hand, Animate Objects

Bonus Proficiencies

Starting at 1st level, gain proficiency with Tinkerer’s tool kit and the Performance skill.

Ghastly Puppet

Starting at 1st level, your patron grants you the ability to control a puppet or doll. In order to control this particular puppet, you must spend a long rest binding your soul to it and it must be within 5 feet of you when you take control. It must be Tiny in size and constructed by you. As an action, you can gain control of the puppet and it will take the form of a Beast you choose with a CR of ¼ or lower (the CR cap raises to ½ at 4th level, and CR1 at 8th level). Alternatively, the doll can take the form of a Humanoid. In this case, it would use the statistics of a zombie or a skeleton (can be upgraded to the Soldier or Thug at 4th level and a Warforged Soldier at 8th level). Your puppet cannot swim, fly, or speak and it is considered a Construct. The puppet uses the statistics of a chosen creature with the following changes:

HP: 2 + your Charisma modifier + 5 times your Warlock level

Proficiency bonus: equals your bonus

Once in control of the puppet, you must maintain concentration on it, as if concentrating on a spell. It rolls its own initiative using the stats of the chosen creature. While the puppet is being controlled, you gain the following special actions:

  • Reaction: Defend. If your puppet is within 5 feet of you and you are targeted by an attack, you can use your reaction to move your puppet between yourself and the attack. Your attacker must then roll against your puppet’s AC. You may use this reaction once the creature declares an attack but before you know whether or not it hits you. Once you use this reaction, you cannot use it again until you complete a long rest.
  • Bonus Action: Mend. You magically mend your puppet, restoring 2d8 + PB hit points to it. You  may use this feature a number of times equal to your Charisma modifier. 

You can use the Ghastly Puppet feature a number of times equal to your Charisma modifier.

In addition, you gains bonus to your Concentration checks equal to your Charisma modifier when rolling to maintain concentration on your Ghastly Puppet.

Phantasmal Protector

Starting at 6th level, you learn to channel more energy through your construct. Once per turn, when your puppet uses the Attack action, it can add your Charisma modifier to one of its damage rolls.

Additionally, if your puppet is summoned and you reach 0 hit points, you can choose to sacrifice your puppet to immediately regain half of the puppet’s maximum hit points. You can only use this feature once per long rest.

Ventriloquism

Starting at 10th level, your patron teaches you how to use your controlling power on willing creatures. As an action, you can touch a willing creature to take control of their speech. During this time, the creature has complete control of their movement and actions, but you can speak through them from up to 500 feet away. They are still able to communicate with you telepathically. The creature has advantage on Persuasion, Deception, Intimidation, and Performance checks and uses your Charisma modifier and Proficiency bonus (if applicable) on these ability checks. Your control over the creature ends if you dismiss it (no action needed) or if the creature becomes unwilling. 

Perfect Creation

At 14th level, your puppet gains the ability to Swim and Fly (or Hover if it has no wings) according to the chosen Beast. If your puppet is in the shape of a Humanoid, it gains a Hover speed of 30 feet. In addition, your puppet gains the following feature:

Relentless. On your turn, you can take one additional Action on top of your regular Action. You can only use this feature once per long rest.

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