Base Class: Bard
provided via quote
Q: "Puppeteers, entertainers and or eccentrics. They dedicate themselves to a craft wholeheartedly and that deserves respect because they strive to bring their work to literal life. I have seen many a reason for this. Some folks have tried to recreate a lost loved one, a sad tale all too common, others simplify to elevate their craft to something beyond and some see it simply as a chance to play with power and, lastly, some just enjoy the company of dolls rather than people, but despite their difference in reason, they are untitled by method and as such are dubbed puppeteers, now then with this history Lesson completed on to the practical let us see you all attempt to pull some strings."
Enchanted Doll
at 3rd level you gain a small puppet companion using the stat block provided at the bottom of this feature this companion can only operate within 300 feet outside of this range it falls limp of you it also falls limp if its master goes unconscious and can equip weapons and armors if they are especially made for it. (it shares its proficiencies and mental stats with its master) and can attack with the weapons given to it
it has its own action economy but shares its masters Initiative (if both it and its master are in combat) its action economy consists of an action, bonus action, movement, and reaction but in order to do anything its master must expend a bonus action to instruct it this can either be a verbal command or puppeteering gesture if not instructed it spends its turn doing nothing
when first created at level 3 it starts with 28 hit points additionally, when its master gains a level, it also gains maximum hp using a d6+ con hit die this persists even if the Puppet is destroyed and remade it additionally gains ability score increases and only to its physical stats when its master would do so regardless of if the master takes a feat (the doll cannot gain feats)
if the familiar is destroyed you can spend a long rest remaking it
Enchanted Doll
tiny construct
hp 28
Initiative +1
11ac (natural armor
str 3
dex 12
con 14
int wis chr shared with its master
Immunities Poison and psychic damage; Paralyzed, Petrified, Poisoned
Senses Darkvision 30 ft Passive Perception 10
Languages shared with its master
{traits}
False Appearance. If the doll is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the doll move or act, that creature must succeed on a DC 16 Intelligence (Investigation)check at disadvantage to discern that the doll is animate additionally if the investigator has familiarity with the master and has seen its master with the doll they can make the roll at advantage instead this can be avoided if the investigator doesn't know the master well or by using several outfits.
shared senses. the doll can take share its senses with its master if their master is within 300 feet and additionally their master can communicate via the doll.
Unusual Nature. The doll doesn't require air, food, drink, or sleep.
{actions}
Unarmed attack Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1d4 bludgeoning
{bonus action}
Cackle (Recharge 4–6). The doll cackles as it targets up to three creatures it can see within 30 feet of it. Each target that can hear the doll's cackling must make a DC 11 Wisdom saving throw, succeeding automatically if it has an Intelligence of 4 or lower. On a failed saving throw, the creature takes 5 (2d4) psychic damage and is Frightened of the doll instead for 1 minute. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to this doll's Cackle for 24 hours.
Inspiring assistant
you can use your doll to give bardic inspiration from their position additionally if both the master and the doll are within 30 feet of the target you can add your proficiency bonus to the bardic inspiration roll whenever it is used
Level 6: Manic laughter
the Enchanted Dolls Cackle ability is replaced with the manic laughter ability
manic laughter (Recharge 4–6). The doll laughs manically as if bathing in the blood it spills it targets up to five creatures it can see within 30 feet of it. Each target that can hear the doll's laughing must make a DC 18 Wisdom saving throw, succeeding automatically if it has an Intelligence of 4 or lower. On a failed saving throw, the creature takes 5 (4d8) psychic damage the master can as a reaction expend a Bardic inspiration die to the damage inflicted and any creature who failed the saving throw also falls prone and is Frightened of the doll instead for 1 minute. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to this Manic laughter Cackle for 1 minute.
Masters work
at 14th level, the Enchanted doll gains proficiency in all armors and shields and martial weapons and can operate fully independently from its master and as such no longer shares initiative with its master or takes a bonus action to instruct and is not limited by range the master and doll additionally share senses at all times as well as mental stats
you may also choose to make the doll small or medium sized at this point And also gains +10 to strength score max of 20 if you chose to do so or plus 4 to dex score (+6 to score if it remains a tiny creature) max of 20 (adjusting its equipment to match at Dm's discretion)
additionally, the doll can now act indistinguishable from either a person or doll at will requiring a dc 22 investigation check to determine its true nature as something in between
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/7/2025 9:51:50 PM
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3
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2
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1.3 Promo Ver
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Coming Soon
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