Rogue
Base Class: Rogue

 

Puppetmaster Operative
Masters of deception and strategy, Puppetmaster Operatives are rogues who blend stealth, intellect, and arcane engineering. Through magnetized threads and conjured shadows, they command lifeless puppets as extensions of their will. On the battlefield, they are conductors of silent death—every strike calculated, every movement controlled.

Operative Precision

 

You can use your intellect to direct small metallic objects as weapons.
Magnetic Strike. As a bonus action, choose a Tiny metal object within 30 feet and hurl it at a creature. Make a ranged attack using your Intelligence modifier for the attack and damage rolls. The object deals 1d4 bludgeoning, slashing, or piercing damage (your choice) and can trigger your Sneak Attack if its conditions are met.
Magnetic Control. As a bonus action, you can push or pull a metal object within 30 feet up to 30 feet in any direction. If it’s held or worn, the creature must succeed on a Strength save (DC = 8 + PB + Int mod) or drop it.

Shadow Forge

 

You can conjure temporary weapons or tools made of hardened shadow.
As a bonus action, you can create a shadow dagger or thieves’ tools that last for 10 minutes or until they leave your grasp.
Weapons made this way are magical and deal necrotic damage.
You can use this feature a number of times equal to your Intelligence modifier (minimum 1), regaining all expended uses after a long rest.

Controlled Construct

 

You can build and command lifeless puppets to fight alongside you.
You can create up to 1 puppet per 4 points of Intelligence modifier (e.g., Int 18 = 4).
Puppet Stats:
• AC = 13 + your proficiency bonus
• HP = ½ your hit points
• STR 12, DEX 14, CON 12, INT 3, WIS 10, CHA 3
• Immune to poison and psychic damage
• Cannot speak, make ability checks, or saves
• Actions: Slam (+PB to hit, 1d8 + PB bludgeoning damage)
Puppets act on your initiative and default to Dodge.
As a bonus action, you can command one or more to take the Attack, Dash, Disengage, or Help action.
If destroyed, a puppet can be rebuilt after a long rest.

Silencing Strike

 

Once every two kills, you can make one additional weapon attack as a free action using any weapon you or a puppet control.
If that attack qualifies for your Sneak Attack, the target also suffers Wounds equal to half your Sneak Attack dice (rounded up).
A Wounded creature takes 1d6 damage at the start of its turn until it receives magical healing or succeeds on a DC 15 Medicine check.

Master of Strings

 

You can command all your puppets with a single bonus action, and they can each take the Attack or Help action this turn.
When you deal Sneak Attack damage, one puppet within 30 feet can immediately make a free attack on the same target.
If all your puppets are within 60 feet, you gain half cover (+2 AC) as they intercept incoming blows.

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