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The Puppeteer

The Puppeteer

The seemingly bottomless powers of magic, the limitless

ingenuity of the art of artifice. Few vocations marry these

aspects of life as well as the mystical art of puppetry.

What was once but a small exercise meant for students of

the school of necromancy, the simple art of controlling these

arcane strings became easy enough to master that even those

devoid of any magical talent could harness them with little

help. And to help those people, so was the first puppet core

created, a small metal frame built around a common blue salt

stone.

With a single spark, a perfect catalyst is created to harness

and augment the power of the arcane string. These cores

quickly became an integral part of the puppeteer, some

dedicating their entire lives in the pursuit of creating the

perfect core.

Puppets of Every Kind

With great craftsmanship, come thousands of creations.

From wood, metal, stone, some puppets are even created out

of nothing but paper and their core. The art of creating a

puppet is a deeply personal one, and their shapes they can

take are limitless.

There is but one thing uniting all puppeteers: dedication.

Be it creating a world-rending construct, able to level

kingdoms; a graceful marionette able to perform inhuman

dances; or simply an indestructible core, all puppeteers are

wholly dedicated in giving their hopes and dreams shape,

placing part of their souls on every core they make.

Simple Living Creating a Puppeteer


You might find several puppeteers who have given up on the To create a puppeteer, consult the following subsections,
life of an adventurer, choosing instead to devote themselves which give you hit points, proficiencies, and starting
to their craft as artisans, as performers, or taking up a life of equipment. Then look at the Puppeteer table to see which
hermitage with their creations as their only friends. features you get at each level. The descriptions of those
Because of that, you will never fail to find materials for features appear in the "Class Features" section.
your puppets, some may even hold secret tools of only their
own creation. As honorable it is to live a simple and quiet life, Quick Build
it is equally honorable to be devoted to spreading the You can make a puppeteer quickly by following these
knowledge of puppetry through the world. suggestions. First, put your highest ability score in

Intelligence, followed by Dexterity. Second, choose either the

guild artisan or the entertainer background.

String of Many Worlds


Throughout the D&D multiverse, puppeteers tend
to change. Whether through the puppets they use,
the physical of magical aspect of their strings, or
simply the repair tools available for them to use.
Talk with your DM in how this class can be
incorporated into the world.

Part 1 | Introduction
2
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The Puppeteer
Proficiency

Level Bonus Class Features Puppet Damage Dice Spell Sieve Scrolls
1st +2 Puppet, Arcane String 1d8 —
2nd +2 Spell Sieve 1d8 1st level
3rd +2 Puppet Core 2d8 1st level
4th +2 Ability Score Improvement 2d8 1st level
5th +3 Healing-Core Transfer (2) 2d8 2nd level
6th +3 Puppet Core feature 2d8 2nd level
7th +3 Living Attunement 3d8 2nd level
8th +3 Ability Score Improvement 3d8 2nd level
9th +4 Last Resort 3d8 3rd level
10th +4 Puppet Enhancement, Healing-Core Transfer (4) 3d8 3rd level
11th +4 Puppet Core feature 4d8 3rd level
12th +4 Ability Score Improvement 4d8 3rd level
13th +5 Sudden Transposition 4d8 4th level
14th +5 Living Attunement (2) 4d8 4th level
15th +5 Everlasting Creation 5d8 4th level
16th +5 Ability Score Improvement 5d8 4th level
17th +6 Puppet Core feature 5d8 5th level
18th +6 One with the String 5d8 5th level
19th +6 Ability Score Improvement 6d8 5th level
20th +6 Eternal Cage 6d8 5th level

Hit Points

Hit Dice: 1d6 per puppeteer level

Hit Points at 1st Level: 6 + your Constitution modifier


Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
modifier per puppeteer level after 1st Multiclassing and the Puppeteer
If your group uses the optional rule on
Proficiencies multiclassing in the Player's Handbook, here's what
Armor: Light armor you need to know if you choose puppeteer as one
Weapons: Daggers, darts, rapiers slings, light crossbows of your classes.

Tools: Carpenter's tools, smith's tools, tinker's tools, two Ability Score Minimum. As a multiclass character,
types of artisan's tools of your choice you must have at least an Intelligence score of 13
Saving Throws: Dexterity, Intelligence to take a level in this class.

Skills: Choose three from Animal Handling, Arcana, History, Proficiencies Gained. If puppeteer isn't your initial
Investigation, Medicine, Performance, Religion, and class, here are the proficiencies you gain when you
Sleight of Hand take your first level as a puppeteer: light armor,
carpenter's tools, smith's tools, tinker's tools.
Starting Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) two daggers or (b) a light crossbow and 20 bolts
(a) carpenter's tools or (b) smith's tools
(a) dungeoneer's pack or (b) explorer's pack
a puppet and leather armor
Part 2 | The Puppeteer
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To create a spell scroll your must have a spellcaster that
Class Features knows the spell, or a book or scroll to copy from.
You take a
number of days equal to two times the spell's level to craft a
As a puppeteer, you gain the following class features, which spell scroll, and must have with you the corresponding
are summarized in the Puppeteer table. materials. These scrolls are custom made for your puppet,
they can only be used with it, and will vanish if not placed
Puppet inside the puppet after their creation.
1st level puppeteer feature
Puppet Core
After countless days of work, you have created your first
puppet, linking yourself with its magical core and forming a 3rd level puppeteer feature
bond for life. See its game statistics in the Puppet stat block, After setting your mind on your puppet's final form, you
which uses your proficiency bonus (PB) in several places, create its core, choosing from among the following: Armored-
along with your spellcasting ability. You use your Intelligence Core, Living-Core, Spell-Core, String-Core, or Twin-Core,
whenever your puppet refers to your spellcasting ability. In each of which is detailed after the class's description. Your
addition, you use your Intelligence modifier when setting the choice grants you features at 6th level and again at 11th and
saving throw DC for the puppet. You determine the puppet's 17th level.
appearance and material composition whenever you create
one; your choice has no effect on its game statistics.
Your puppet is used as an extension of your own character.
Using a bonus action, you can activate your puppet, it Puppet
remains active for 1 hour, until you dismiss it as a bonus Medium Construct
action, or until you're incapacitated. While active, you can use
your actions, bonus actions, or reactions to activate the
puppet's abilities. Your puppet's damage dice increase as you Armor Class 15 (natural armor)
gain levels in this class, as shown in the Puppet Damage Dice Hit Points 5 + your Intelligence modifier + five times
column of the Puppeteer table. You can also have your puppet your puppeteer level
wield any simple or martial melee weapon. Speed fly 40 ft. (up to 30 ft. away from you)
At the end of a long rest, you can repair your puppet or
create a new one as long as you have carpenter's tools or STR DEX CON INT WIS CHA
smith's tools with you.
16 (+3) 15 (+2) 14 (+2) 10 (+0) 1 (-5) 1 (-5)
Spell Save DC = 8 + your proficiency Bonus +
your Intelligence modifier Saving Throws Con +2 plus PB, Int +0 plus PB
Skills Athletics +3 plus PB, Acrobatics +2 plus PB
Spell attack modifier = your proficiency Bonus + Damage Immunities poison
your Intelligence modifier Condition Immunities blinded, charmed, frightened,
exhaustion, poisoned
Proficiency Bonus (PB) equals your bonus
Arcane String
1st level puppeteer feature Healing-Core. During a short rest, you can heal your
Fragments of magic are weaved between yourself and your puppet using your hit dice, with a bonus equal to
creation in the form of pure strands that emerge from the tip your spell attack modifier.
of your fingers. Vice-Like Grip. Your allies have advantage on attacks
You learn the mage hand cantrip. When you cast it, your against creatures grappled by the puppet.
strings act as the spectral hand.
Actions
Spell Sieve Threaded Ram. Melee Weapon Attack: your spell
2nd level puppeteer feature attack modifier to hit, Reach 5ft., one target you can
see. Hit: 1d8 + your spell attack modifier force
While the power of the magical arts has never been yours to damage. (damage dice increase as you gain levels in
master, you have learned how to store and use scrolls this class, as shown in the Puppet Damage Dice
through your puppet. The Puppeteer table shows the level of column of the Puppeteer table.) If the target is a
spell scrolls that you can create place inside your puppet. You Medium or smaller creature, the puppet can attempt
can have two different scrolls of any class at a time inside to grapple them.
your puppet, and can place or replace them during a short Reaction
rest.
Unlike with normal scrolls, you determine the spell's String Snare. The puppet attempts to grapple a
saving throw DC and attack bonus. Also unlike regular creature that leaves its attack range.
scrolls, your puppet cannot attempt to cast a spell scroll of a
higher level than it can normally cast.

Part 2 | The Puppeteer


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Ability Score Increase Everlasting Creation
4th level puppeteer feature 15th level puppeteer feature
When you reach 4th level and again at 8th, 12th, 16th, and Even as you fall, your puppet knows not to stop fighting until
19th level, you can increase one ability score of your choice its body falls apart. If you fall unconscious while your puppet
by 2, or you can increase two ability scores of your choice by is active, you can still control it, and you do not have to make
1. As normal, you can't increase an ability score above 20 death saving throws until your puppet falls to 0 hit points You
using this feature. suffer the normal effects of taking damage while at 0 hit
points, and will die once you fail three death savings throws.
Healing-Core Transfer
One with the String
5th level puppeteer feature
18th level puppeteer feature
You learn to heal your allies in the same way you channel
energy into your puppet's core. You can use your action heal After many sleepless nights, you discover how to place a
up to two allies within 30 feet for 1d6 + your spell attack puppet core inside you, turning your body into a living
modifier.
You can use this feature once per long rest. construct. Your body no longer ages, and can't be magically
At 10th level, you can heal 4 allies in the same way. aged, and you no longer need food or water.
You can now use your puppet's actions, bonus actions, and
Living Attunement reactions as if they were your own, and you gain a base AC of
17 as long as you aren't wearing armor. (your Dexterity
7th level puppeteer feature modifier doesn't affect this number)
Your bond with your puppet has reached a new level, part of
your soul transferred into its core. Eternal Cage
You can now give up one of your attunement slots to equip 20th level puppeteer feature
your puppet with one magical item that requires attunement.
Furthermore, your puppet's attacks now count as magical for With your core's destructive power perfected, you have
the purpose of overcoming resistance and immunity to developed your greatest technique. As an action, you or your
nonmagical attacks and damage. puppet can attempt to grab a Medium creature within 10 feet,
You are able to equip it with two magical items that require forcing it to make a DC 18 Strength saving throw. If they fail,
attunement at 14th level. your core emerges, swallowing them whole and killing them
instantly. You can use this feature once per long rest.
Last Resort A creature is immune to this effect if it has legendary
actions. Such a creature instead takes 10d8 force damage
9th level puppeteer feature from this feature instead, as the core pushes them 10 feet
Charged with a will to win, your puppet can deliver an away from you.
explosive charge with its dying breath. When your puppet is
reduced to 0 hit points, you can detonate its core, forcing
each creature in a 20-foot-radius to make a DC 16 Dexterity
saving throw. Each creature takes 8d6 fire damage on a failed
save, or half as much damage on a successful one. You have
advantage on the saving throw.
The DC of the explosion increases to 18 and the damage to
12d6 fire damage at 15th level.
Puppet Enhancement
10th level puppeteer feature
You have finally achieved a new stage for your puppet and its
core, gaining the following features:
Each Hit-Dice you use to heal yourself or your puppet
heals for 2d6.
Your puppet gains a +2 bonus to Armor Class.
Your puppet can now be up to 60ft from you.
Sudden Transposition
13th level puppeteer feature
The movement between you and your creation is unmatched,
like an effortless waltz. If an effect you can see forces you or
an ally within 60 feet of you to make a saving throw, and not
your puppet, you can use your reaction to quickly switch
locations, and have your puppet perform the saving throw.
Part 2 | The Puppeteer
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Living-Core
Puppet Cores The origin of your arcane string, those who devote
The heart and soul of every puppet, their core is what gives themselves to create Living-Cores are compelled by the
them their strength, what connects you as one. Here are the beyond. A single lifeless puppet is not enough, you yearn for
core options you can choose from at 3rd level. an army at your side, each one a strand of your masterful
tapestry.
Armored-Core
The Armored-Core focuses on creating the ultimate shield. Grave-Bound
Fear not in being flung into a battlefield, because your 3rd-level Living-Core feature
creation will always have your back. Your connection to the underworlds is able to infect every
Tightly-Wound String
one of your creations. You and your puppet gain resistance to
necrotic damage, and advantage on saving throws against
3rd-level Armored-Core feature undead creatures.
As you bring your puppet closer to you, it becomes easier to Limitless Puppets
tense and release its strings in order to better shield it from 6th-level Living-Core feature
attacks. When your puppet is at least 5 feet from you, it gains
a +3 bonus to its Armor Class. You learn how to create simple improvised cores, perfect to
At 11th level, the range increases to 10 feet, and the Armor use on a living puppet. You learn the animate dead spell and
Class bonus becomes +5. can cast it once per long rest. If your puppet ever falls during
Well-Timed Shield
combat, you can use your reaction to connect your strings to
any of your undead creations, empowering them with the
3rd-level Armored-Core feature power of your last puppet. That undead creature receives all
When a creature you can see attacks a target other than your stats and abilities of your regular puppet, its hit points remain
puppet that is within 10 feet of it, you can use your reaction the same however.
to have the puppet switch places with the creature. You must At 11th level, you become able to cast animate dead twice
decide to do this before the DM says if the attack hits or per long rest.
misses. Fueled by Death
Hardened Frame 11th-level Living-Core feature
6th-level Armored-Core feature With every living being that falls to the ground, you feel
After careful studying the marks on your puppet after every invigorated. Whenever an undead creature under your control
fight, you have conceived a new and stronger exterior: drops to 0 hit points, you can use your reaction to reanimate
it back to unlife and restore all its hit points. You can use this
Your puppet now has advantage on all non-magical saving feature once per short rest.
throws.
Whenever you repair your puppet or create a new one Glimpse into Perfection
after a long rest, choose bludgeoning, piercing, or 17th-level Living-Core feature
slashing. Your puppet gains resistance to that type of After months of scouring for notes from master
damage.
necromancers, you finally have enough information to
Perfect Parry recreate one of their masterpieces. By spending 1000 gp
11th-level Armored-Core feature worth of materials over a week, you can construct a
Boneclaw to use as a puppet.
The perfect defense construct should also be equipped with This creature is not animate and can only be used as a
the most powerful counter attack. Whenever an enemy within puppet, it's statistics become the same as the Boneclaw's
range misses an attack against your puppet, you can use your statistics, but it retains all features from this class. Once the
reaction to have them roll their damage dice as normal. Your puppet is destroyed, you must spend another week and
puppet deals half of the result as force damage to the target. another 1000 gp in materials to rebuild it.
Armored Empowerment
17th-level Armored-Core feature
Your puppet becomes a stronghold, even divided, able to
protect everyone. As an action, you can split your puppet into
four pieces for 1 minute or until you lose your concentration
(as if you were concentrating on a spell), empowering up to
four allies other than you within 60 feet with its powers. They
gain the following features:
+5 bonus to Armor Class
Attacks deal an extra 4d8 force damage once per turn
Resistance to all damage types that the puppet resists
Part 3 | Subclasses
6
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spell-Core Embodiment of Magic
17th-level Spell-Core feature
The magical abyss calls out to you, and you reach out to it.
Your puppet becomes your runes, your scrolls, your After hundreds of scrolls have passed through your puppet,
spellbook, all those inside its Spell-Core. its core has become a scroll of its own, forever charged by
your bond. Choose one 5th-level or lower spell scroll, after
Spell Catalyst inserting it inside your puppet, the spell is absorbed. Your
3rd-level Spell-Core feature puppet can cast that spell once per short rest.
Whenever you create a new puppet, you have to infuse a
As you choose to not forgo your bond with magic, you work new spell scroll into its core.
tirelessly to augment your puppet's scroll compartment. You
can now place scrolls inside your puppet as shown in the String-Core
Spell Catalyst table. If you have a spell scroll of 7th level or
higher inside your puppet, you cannot put another scroll The String-Core is meant for those who want to control their
inside your it. enemies, stopping them in their tracks like a spider. With this
The spell scrolls you create now take as many days as the core, even the mightiest of beasts can be trapped in your web.
spell's level to create. Restraining Threads
Spell Catalyst Table 3rd-level String-Core feature
Puppeteer Level Spell Level Your control over the arcane string increases further. As an
3rd 1st action you can attempt to grapple any creature up to 30 feet
away from you. You can use your Intelligence (Arcana) for the
3rd 2nd grapple check. You can grapple creatures two sizes larger
5th 3rd than you using this feature.
7th 4th Awakened String
9th 5th 6th-level String-Core feature
11th 6th Your puppet gains a new form, composed only by your
13th 7th
strings. As a bonus action, you may activate your puppet,
emerging from your hands in an unoccupied space 10 feet
15th 8th from you. This new puppet uses the Stringed puppet stat
block. If it is dropped to 0 hit points, you can summon
17th 9th another one using your bonus action.
Arcane Infusion Fibrous Cocoon
6th-level Spell-Core feature 6th-level String-Core feature
Remnants of your spell scrolls begin to seep out into your Imbued with your willpower, your string can become as hard
puppet as it readies them for combat. Your puppet gains as steel to shield yourself from attacks. When you or a
resistance to whatever type of damage the scrolls inside it creature you can see within 30 feet of you is attacked, you can
can deal, this includes acid, cold, fire, lightning, necrotic, use your reaction to cover them with your strings, giving
psychic, radiant, and thunder. them a +2 bonus to their Armor Class and reducing incoming
If the spell inside the scroll does not specify a type of damage by 2d8. You must decide to do this before the DM
damage, or has more than one type, then your puppet does says if the attack hits or misses.
not benefit from any resistance. At 11th level, the Armor Class bonus becomes +4 and the
damage reduction becomes 4d8.
Deflecting Ward
11th-level Spell-Core feature Binding Web
11th-level String-Core feature
You have developed a way to siphon any spell that comes near
your puppet. Whenever a creature within 10 feet of your Like the thousands of arcane threads that are weaved
puppet that you can see casts a spell, you can use your through the world, your puppet can unfurl into a giant web.
reaction to bring your puppet up to the creature and attempt As an action, you can have your puppet become a large
to nullify the spell. The DC equals 12 + the spell's level. On a string trap. Up to 5 Medium or Large creatures in a 30-foot-
success, you counter the spell and store it inside your puppet radius sphere centered on your puppet must make a DC 18
as a makeshift scroll as long as you have an empty slot. Strength check or be restrained for 1 minute. Your puppet
You can use this feature once per short rest. can only restrain up to 2 Huge creatures and 1 Gargantuan

creature with this feature and can still attack as normal.

A restrained creature can repeat this saving throw at the

end of each of its turns, ending the effect on itself on a

success.
You can use this feature once per long rest.

Part 3 | Subclasses
7
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Smothering Chains Binary Movement
17th-level String-Core feature 6th-level Twin-Core feature
Your string has become as sharp as a blade, and as strong as With every fight, your puppet's abilities increase, twice as
steel. Whenever you or your puppet successfully grapple or strong as it was before. When you use your puppet's Attack
restrain a creature, you deal 4d8 force damage to it. action on your turn, you may attack twice instead of once.
Core Reflection
String Puppet 11th-level Twin-Core feature
Medium Construct As your hammer strikes a newly built core, you look in awe as
you have finally done it, you have split a core perfectly in half,
Armor Class 19 (natural armor)
allowing you to control two puppets at once.
Hit Points 5 + your Intelligence modifier + five times
As a bonus action you can activate two puppets at the same
your puppeteer level
time, you control them simultaneously, but can use your
Speed fly 60 ft. (up to 60 ft. away from you)
bonus action instead of your action to have one of them
attack using their Threaded Ram. Both puppets share their
hit points, and once one falls, so does the other. Your Spell
STR DEX CON INT WIS CHA Sieve compartments are also split along the puppets, with
each one having space for only one scroll.
18 (+4) 20 (+5) 16 (+3) 19 (+4) 18 (+4) 20 (+5)
Fractured Dance
Saving Throws Con +3 plus PB, Int +4 plus PB 17th-level Twin-Core feature
Skills Athletics +4 plus PB, Acrobatics +5 plus PB
Damage Immunities poison
With blazing speed and control, your two puppets attack with
Condition Immunities blinded, charmed, frightened,
as much fury as an entire army. As an action, you can give
exhaustion, poisoned yourself advantage on all your puppet's attacks for 1 minute
Proficiency Bonus (PB) equals your bonus or until you lose your concentration (as if you were
concentrating on a spell).
You can use this feature once per short rest.
Healing-Core. During a short rest, you can heal your
puppet using your hit dice, with a bonus equal to
your spell attack modifier. Optional Class Feature
Vice-Like Grip. Your allies have advantage on attacks After consulting with your DM, you may choose to take this
against creatures grappled by the puppet. feature at 1st level instead of the one in the Puppeteer table.
Actions Modulating Creation
Wire Rush. Melee Weapon Attack: your spell attack Your puppet becomes a canvas for your creativity. It's stats
modifier to hit, Reach 10ft., one target you can see. become that of the Modulating Puppet, and can be increased
Hit: 2d8 + your spell attack modifier force damage. with items and tools as shown in the Puppet Enhancements
(damage dice increase as you gain levels in this tables.
class, as shown in the Puppet Damage Dice column
of the Puppeteer table.) If the target is a Large or
When you reach 10th level as a Puppeteer, your puppet
smaller creature, the puppet can attempt to grapple
receives +1 to all its stats and Armor Class, along with its
them.
other features.
Reaction Puppet Enhancements Table
String Snare. The puppet attempts to grapple a

Enhancement Effect Cost


creature that leaves its attack range.
Metal Plating AC becomes 14 250 GP
Twin-Core Steel Reinforcing AC becomes 16 1000 GP
One of the strongest cores, to mirror every movement, to Adamantine Case AC becomes 20 3000 GP
double every attack, this power is reserved only for the most Spiked Armaments Strength becomes 14 500 GP
ruthless of puppeteers.
Repeated Barrage String-Charged Pistons Strength becomes 16 1500 GP
3rd-level Twin-Core feature Seal of Giant Strength Strength becomes 18 2500 GP
With every fight, your puppet's abilities increase, twice as Extra Articulations Dexterity becomes 14 500 GP
strong as it was before. When your puppet takes the Attack
action, you can make one additional melee attack using its Detachable Body Parts Dexterity becomes 16 1000 GP
Threaded Ram against another creature within range. You Compacted Core Dexterity becomes 18 3000 GP
can do this once per turn, and once per puppet, and you do
not add your ability modifier to this damage.
Part 4 | Optional Features
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Puppet Enhancements Table

Enhancement Effect Cost


Constitution becomes
Seal of Health 750 GP
14
Diamond Dusted Constitution becomes 1500
Exterior 16 GP
Attuning Gloves Intelligence becomes 8 300 GP
Intelligence becomes
Nerve Strands 750 GP
10
Intelligence becomes 1250
Blood-Tainted Core
14 GP

Modulating Puppet
Medium Construct

Armor Class 13 (natural armor)


Hit Points 5 + your Intelligence modifier + five times
your puppeteer level
Speed fly 30 ft. (can only be up to 30 ft. away from
you)

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 12 (+1) 7 (-2) 1 (-5) 1 (-5)

Saving Throws Con +0 plus PB, Int -2 plus PB


Skills Athletics +1 plus PB, Acrobatics +0 plus PB
Damage Immunities poison
Condition Immunities blinded, charmed, frightened,
exhaustion, poisoned
Proficiency Bonus (PB) equals your bonus

Healing-Core. During a short rest, you can heal your


puppet using your hit dice, with a bonus equal to
your spell attack modifier.
Vice-Like Grip. Your allies have advantage on attacks
against creatures grappled by the puppet.

Actions
Threaded Ram. Melee Weapon Attack: your spell
attack modifier to hit, Reach 5ft., one target you can
see. Hit: 1d8 + your spell attack modifier force
damage. (damage dice increase as you gain levels in
this class, as shown in the Puppet Damage Dice
column of the Puppeteer table.) If the target is a
Medium or smaller creature, the puppet can attempt
to grapple them.
Reaction
String Snare. The puppet attempts to grapple a
creature that leaves its attack range.

Part 4 | Optional Features


9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Credits:
Thank you so much for reading. I hope to hear
stories of many master pupeteers across the
world.

Art (in order of appearance) by :

Docatto

Doccato (again)

Bagoum
Yu-Han Chen

Zeen Chin

WWW.GMBINDER.COM

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