Base Class: Bard
The art of Bunraku has traveled through many generations and has been a closely guraded secret. You have been invited to this tight knit group and have become aware of their secrets. Your skills in puppetry exceed those of a normal individual and allow you to use puppets in combat.
Puppeteer
At 3rd level you have learned the Art of Bunraku and are able to use your puppetry in combat and in social situations. You are able to magically control the puppet up to 60 feet away and can magically see, speak, and hear. You are also able to use the puppet as a spell casting focus. In combat you are able to expend a bardic inspiration to have a puppet take a hit for you. You also gain proficency in Stealth, Performance and Puppet Tools.
Combat Puppet
At 6th level you have developed the ability to make your puppet fight. The Puppet has their own action but share your initiative. They receive bonuses to their AC, HP, & damage equal to your proficency bonus. You gain the ability to utilize an additional puppet at levels 12 and 18.
Puppet Customization
At 14th Level you have gained the ability to customize your puppet with a variety of effects. Each puppet may have up to 3 attachments and requires an hour of work this may be shortened at a Puppeteer workshop or somewhere similar. Your puppet may use any of their attachments as an action.
- Martial Attachments (Unlimited Uses)
- Any Simple Weapon
- Any Martial Weapon
- Area of Effect Attachments (1 Use until it has to be reloaded. Takes about 10 minutes to do.)
- Acid Spray: Your Puppet sprays a cloud of acid at your enemies. The puppet releases a spray of acid in a 15ft cone. The opponent makes a Constitution save equal to your spell DC and on a fail takes 4d6 Acid damage or on a successful save half as much.
- Flamethrower: Your Puppet sprays a plume of fire at your enemies. The puppet shoots fire in a 30ft by 5ft line. The opponent makes a Dexterity save equal to your spell DC and on a fail takes 4d6 Fire damage or on a successful save half as much.
- Net: Your puppet shoots out a net at the opponent. The target must make a Dexterity saving throw equal to your spell save DC and on a fail is restrained until it is freed.
- Shuriken Storm: Your Puppet releases a flurry of shuriken from within itself. This targets a 10 foot radius from the puppet and all creatures within this area must make a Dexterity saving throw with a DC equal to your spell save DC. On a failed save they take 6d4 piercing damage and on a successful save half as much.
- Arcane Attachments (1 use until reloaded. Takes about an 8 hours for each spell attachment to recharge.)
- Any spell up to a 3rd level spell is able to be attached to your puppet. However the spell takes up a number of attachment slots equal to the spell level.
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