‘THE PUPPETEER
Level Proficiency Bonus Features Spells Known Spell Slots Spell Level Alteration Made
Ast Evy Possessive Binding, Fetish Magic 2 2 1 -
2nd 42 Alterations 2 2 1 2
3rd +2 = 2 2 1 2
Ath +2 Ability Score Improvernent 2 2 1 2
sth 3 Improved Binding 4 2 2 3
6th 3 Binding Feature 4 3 2 3
7th 3 = 4 3 2 4
8th 3 Ability Score Improvernent 4 3 2 4
sth +4 - 6 3 3 5
Toth “4 Binding Feature 6 3 3 5
nth +4 Masterful Binding 6 4 3 5
12th “4 Ability Score Improvernent 6 4 3 6
13th 5 = 8 4 4 6
14th s Binding Feature 8 4 4 6
15th 6 = 8 4 4 7
16th “5 Ability Score Improvement 8 4 4 7
17th 46 Monstrous Marionette 10 4 5 7
18th +6 - 10 4 5 8
19th +6 Ability Score Improvement 10 4 5 8
Spontaneous Binding 5 8
PUPPETEER
[A small dog made of burlap bounded into the clearing, and in
its wake grasping vines that bound the men’s feet to the
ground. A young woman followed it, gloating over the
helpless men and slowiy twirling a small pair of scissors,
‘The doll looked like alittle jester, and somehow danced
like one, too, The siblings were so transfixed by the spectacle
that they didn't notice the sneering figure sneaking up behing
them,
‘Staring at the dripping, weirdly twitching sack at the
practitioner's feet was giving him a headache. No...he
thought, wiping blood from his nose with a trembling hand,
This is something else.
Puppeteers are odd practitioners who have mastered a
tunique style of fetishistic magic wherein a soul is bound into
an object to animate it and command its service. The
animalistic potential of nature can be harnessed in this way
by binding a beast spirit. By trapping the soul of a humanoid
inn appropriate vessel one can gain power over other
intelligent creatures, For those either dating ot foolish
enough to attempt to bind the alien essence of an extraplanar
outsider can use the freezing cold and utter madness of the
void to assail their foes with terrifying power.Macicat SERVITUDE
Puppeteers use a unique arcane technique to trap souls in
certain objects and bind them to their service. The biding
ritual additionally bonds the soul of servant to master, mixing
their essances and altering both in strange and interesting
ways,
‘The bound spirit is driven by the desires of ts master, and
alters the objects they are bound to in subtle and fantastic
‘ways to better suit its needs. Dolls develop articulation and
sacks grow arms and legs; whatever allows the puppet to
better perform its duties. Because of this adaptability of form,
‘magical puppets come in an endless variety of shapes and
sizes, rom one-eyed umbrellas to the common, unassuming
stuffed bear. The only common thread amongst the endless
variety being their simple-minded drive to serve.
Rarg TALENT
The rituals required to perform this kind of binding are rare
knowledge usually not shared and difficult to develop. This
leads to very few individuals ever becoming puppeteers, and
even fewer advance beyond the most basic stages of
development in the class. This Scarcity means a vast majority
‘of common folk will have never heard tales of puppeteers let
alone seen one in practice.
“Another consequence ofthe difficulties inherent in the
practice isthe propensity for the ritual knowledge of the
puppeteer to be passed from master to apprentice, Without
this transferrence of knowledge, the art of soul binding may
have been lost long ago.
CREATING A PUPPETEER
‘When making a puppeteer, consider how they came about the
ritual knowledge needed to create their puppet. Perhaps they
found a dust covered scroll hidden in a shadowed corner of a
book seller's shop. Perhaps they gleaned the knowledge from
a mouldering tome fetched from a weathered tomb. Or did
they learn their skills from a teacher, someone to show them
how to harness and express their magical talent.
Also consider what your character did once you'd
completed the ritual to bind your puppet-soul to your service?
Did they use it for nerfarious purposes, perhaps revenge or
robbery? Did they use it to provide assistance on excursions
away from civilization? Does your character see the puppet as
anything other than an object, or ita companion or a partner?
‘These questions will help you develop and expand your
character,
Qurcx Bun
You can make Puppeteer quickly using these suggestions
First, make your highest bility score one ofthe fllowing
+ Intelligence ifyou are using the Binding of Man,
* Charisma ifyou are using the Binding of Beast.
* Wisdom ifyou are using the Binding of the Outsider.
‘Your next highest score should be Constitution. Finally,
choose the Haunted One background
Cass FEATURES
‘As a Puppeteer, you gain the following class features.
Hrr Ponts
Hit Dice: 146
Hit Points at 1st Level: 146 (or 4) + your Constitution
modifier
Hit Points at Higher Levels: 1d6 (or 4) +your Constitution
‘modifier per Puppeteer level after Ist
PRovIcIENcy
‘Armor: None
‘Weapons: Simple weapons
‘Tools: Choose one type of artisan’s tools and one gaming set.
Saving Throws: Intelligence, Charisma
‘Skills: Choose three skills from Arcana, Deception, History,
Insight, Perception, Pursuasion, and Slight of Hand
Eguiement
You start with the following equipment in adltion to the
caquipment granted by your background
+ (a) two dagger or 0) a handax
+ (@) adungeoneer’s pack or (b) an explorer's pack
Possessivz BINDING
At Ist level you've bound a spirit to a puppet that is under
your control, The nature of your puppet’s Bound Spirit
determines the effects ofthe binding and is your choice:
Binding of the Beast, The Binding of Man, and The Bound
Outsider, each of which is detailed at the end of the class
description. Your choice grants you features at Ist level and
‘again at 6th, 10th, and 14th level
‘Additionally, you gain the following benefits,
+ All creatures summoned by the effects of a puppeteer
spell you cast are constructs instead of any other type.
Constructs are do not need to eat or sleep and are
immune to poison damage and the Charmed, Exhaustion,
Frightened, Paralyzed Petrified, and Poisoned conditions.
+ Puppeteer spells you cast with a range of self can instead
target your puppet,
* Ifyou are within 30 ft of your puppet, any puppeteer spell
‘you cast that originates in your square can instead
originate in the square occupied by your puppet.
BInpIne SpEiis
Each type of spirit grants a lst of spells—its binding spells—
that you gain at the Puppeteer levels noted in the binding
description,FerisH Macic
ABILITY SCORE IMPROVEMENT
‘The magic binding you to your puppet has granted you a
‘measure of magical ability. See Spelis Rules forthe general
rules of spelicasting.
Canrairs
You know two cantrips from the spell list granted by your
Possessive Binding feature.
Spex. SLots
“The Puppeteer table shows how many spel slots you have.
The table also shows what the level of those slots is; all of|
‘your spell slots are the same level To cast one of your spells
of Ist level or higher, you must expend a spell slot. You regain
all expended spell slots when you finish a short or long rest.
For example, when you are 6th level, you have three 2n-
level spell slots. To cast a Istlevel spell you must spend one
of those slots, and you cast it as a 2nd.evel spell
SPELLS KNOWN OF 1sT LEVEL AND HIGHER
At Istlevel you know two Latlevel spells from the spell list
granted by your Possessive Binding feature.
‘The Spells Known column of the Puppeteer table shows
‘when you lear more puppeteer spells of 2nd level and.
higher. When you reach Sth level for example, you learn two
more spells which are 2nd level
SPELLCASTING ABILITY
‘Your spellcasting ably is determined by the Possessive
Binding option you choose at Ist level and you use that
ability whenever a spell refers to your spelleasting ability. In
addition, you use your ability modiffer when setting the
saving throw DC for a Puppeteer spell you cast and when
‘making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Ability
Score modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier
SrELLcastiN Foaus
‘You can use the puppet granted by your “Possessive Binding”
feature as a spelleasting focus for your puppeteer spells
ALTERATIONS
‘As you mastery of binding magic and your control over your
bound spirt increase, you begin to develop magical
alterations you can make to your puppets to alter and
enhance their power
‘At 2nd level you gain two alterations of your choice. Your
alteration options are detailed at the end of the class,
description. When you gain certain puppeteer levels, you gain
additional alterations of your choice as shown in the
Alterations Made column of the Puppeteer table.
Additionally, when you gain a level in this class, you can
‘choose one of the alterations you've made and replace it with
another alteration that you could make at that level
When you reach 4th lovel and again at 8th, 12th, 16th, and
19th level you can increase one ability score of your choice
by 2, or you ean increase two ability scores of your choice by
1. As normal you can't increase an ability score above 20
using this feature,
IMPROVED BINDING
At Sth level, you've improved upon the ritual you used to bind
your puppet’ spirit. Instead of using your action to issue a
‘command to your puppet, you can use a bonus action.
INEFFABLE BINDING
By 1th level, you and your puppet are as one mind and need
not communicate to be effective. No action is required to
issue commands to your puppet. Furthermore, you can spend
your hit dic o heal your puppet during rests,
Monstrous MARIONETTE
‘The spirit contained in your puppet has grown powerful is
unsettling to be near. At 17th level, all enemies within 20 ft of
your puppet have disadvantage on saving throws against
spells or effects with you or your puppet as their source.
SPONTANEOUS BINDING
‘At 20th level you've learned to summon the spirits needed to
bind new puppets and bind them with ease. During a long
rest, you can bind a new spirit to your puppet, effectively
changing your Possessive Binding specialization. Ifyou
spend a long rest doing this, you do not gain any of the
benefits of that long rest.
Bounp Spirits
‘The spirits used by puppeteers to create their min‘ons are as
varied as the forms that they are bound to. These wildly
different souls provide wildly diferent abilities to those who
control them, and the ability tomaster the use of all different
types of spirit i the truest sign of a master puppeteer.
‘The collection ofa sou is not an easy process, nor is the
ritual required to complete the binding. Once completed
though, the bound spirit will serve its new master faithfully,
attempting to the best ofits ability to complete all tasks
presented by its creator.
At Ist level you learn the magical ritual used to bind a
spirit to a magical puppet. The statistics of your puppet are
determined by which Possessive Binding feature you choose
at Istlevel You can have only one puppet ata time unless
otherwise stated.
I your puppet is ever slain, the magical bond you share
allows you to return it to life. With 8 hours of work and the
expenditure of 25 gp worth of rare materials, you call forth
your puppet’ sprit and use your magic to create a new body.
for it You can return a puppet to life inthis manner even if
you do not possess any part ofits bods. Ifyou use this ability
to return a former puppet to life while you have a current
puppet, your current bound spirit leaves you and is replaced
by the restored spiritMaster's COMMAND
‘Your puppet obeys your commands as best as it can. It takes
its turn on your initiative, though it doesnt take an action’
unless you command it to, On your turn, you can verbally
command the puppet where to mave (no action required by
you} You can use your action to use a command action,
instructing it to take the Attack, Dash, Disengage, Dodge, or
Help action. Your features can change the type of action used
to give verbal commands to your puppet.
Ifyou are ineapacitated or absent, your puppet does
nothing, becoming inanimate until you are conscious or
return. The puppet never requires your command! to use its
reaction, such as when making an opportunity attack.
Your puppet has abilities and game statistics determined in
part by your level The puppet uses your proficiency bonus
rather than its own. In addition to the areas where it normally
uses its proficiency bonus, a puppet also adds its proficiency
bonus to its AC and to its damage rolls. Your puppet gains
proficiency in two skills of your choice. It also becomes
proficient with all saving throws. For each level you gain after
1st, your animal companion gains an additional hit die and
nereases its hit points accordingly. Whenever you gain the
Ability Score Improvement class feature, your puppet’s
abilities also improve. Your puppet can increase one ability
score of your choice by 2, oF it ean increase two ability scores,
‘of your choice by 1. As normal your puppet can't increase an
ability score above 20 using this feature unless its description
specifies otherwise, Your puppet shares your alignment, and
has a personality trait and a flaw that you can roll for or select
from the tables below. Your puppet shares your ideal and its
bond is always, “I'm bound to obey the commands of my
creator"
d4 Trait
1 I think scaring people is funny.
2. I mock people when they aren't looking.
3. dislike being underestimated
4. Im incredibly loyal to my creator.
d4Flew
1 My jokes can seem a bit threatening
2 Idon't like new people, and | don't hide it
3 lim alittle too energetic at times
4 | pointedly disapprove of everyone my creator
associates with
pce a
KRePING TRACK OF PROFICIENCIES
When you gain your animal puppet at 1st level, its
proficiency bonus matches yours at +2. As you
gain levels and increase your proficiency bonus,
remember that your puppet's proficiency bonus,
improves as wel, and is applied to the following
areas: Armor Class, sills, saving throws, attack
bonus, and damage rolls.
=> SEE
BINDING OF THE BEAST
When the puppeteer binds the sprit of a beast to a magical
puppet, the resulting construct is ferociously savage and.
follows its creators orders enthusiastically and tothe letter.
‘The nature magic granted by the beast spirit allows the
puppet to take on the aspects of natural beasts, including.
sharp claws and teeth and a resistance to natural damage
types. Examples of appropriate vessels fora beast spirit are
stuffed animals that resemble beasts, such as teddy bears, or
taxidermy animals.
‘When you create a puppet with a bound beast spirit, it has
the following statistics.
BrEast PupPET
‘Small beast construct
‘Armor Class 14 (Natural Armor)
Hit Points 12 (2d8 + 2)
Speed 30 &.
STR DEX CON INT WIS CHA
14 (42) 12.(1) 14 (42) 4 (3) 8 (1) 12641)
Damage Immunities Poison
Condition Immunities Paralyzed, Petrified, Poisoned
Senses passive Perception 12
Languages Understands all languages spoken by the
puppeteer, but can't speak, read, or write
False Appearance. While the puppet remains
motionless, itis ingistinguishable from a normal
example of whatever form it takes.
Actions
‘law. Melee Weapon Attack: +2 to hit, reach 5f
one target. Hit: 7 (148 ~ 2) slashing damage. If
the targets a creature, you can force it to make a
Strength saving throw with a DC of & + the
puppet's Strength modifier + your proficiency
odifier or be knocked prone, Ifyou use this
feature, the puppet cannot move or make any
more attacks this tur.
BINDING OF THE BEAST SPELLS
Spell Level Spells
Cantrips Druideraft, Primal Savagery
Ist Absorb Elements, Ensnaring Strike
Sth Animal Messenger, Seast Sense
9th Elemental Weapon, Protection from Energy
13th Dominate Beast, Guardian of Nature
Vth Commune with Nature, Hold Monster
Your spelleasting ability for spells granted by this class is
Wisdom,‘Ferocious AssavLt
Starting at Ist level your puppet reacts ierely when ordered
toattack. When you command your puppet to use the attack
action, ican attack twice instead of once.
‘Reacrrvg ATTACK.
‘At 6th level. your puppet is extremely reactive to your actions
in combat. When you cast a spell on your turn, if your puppet
can see you it ean use its reaction to make a melee attack.
Compar REFLEXES
Starting at 10th level your puppet's reflexes have become
preternaturally fast. Your puppet ean use a number of
reactions equal to its Dexterity modifier.
Mavt
‘At 14th level, your puppet has become a savage attacker.
‘When your puppet hits a foe with a melee attack, as a
reaction it can make an additional atack against one
creature adjacent to the target that is also within range of
your attack.
‘Tue BINDING oF MAN
The binding of a humanoid spirits tricky, and creates a
puppet with a rebellious streak and a mind of its own. On the
other hand, puppets created using humanoid souls are much
‘more intelligent and cunning than those use that use beasts
and outsiders, so many puppeteers are willing to deal with
the added dificulties in exchange for the benefits of having
an intelligent servant, Puppets containing bound humanoid
souls most often take the form of dolls, small mannequins, or
puppets with a roughly human shape so that the soul is able
to fully make use of the object it is bound within.
When you create a puppet with a bound humanoid spirit, it
has the following statistics.
HUMANOID PupPET
‘Small humanoid construct
‘Armor Class 12 (Natural Armor)
Hit Points 12 (148 + 2)
Speed 30 f.
STR DEX CON INT WIS CHA
6(-2) 16 (+3) 8 (1) 142) 12(41) 1442)
Damage Immunities Poison
Condition kmmunities Paralyzed, Petrified, Poisoned
Senses passive Perception 14
Languages Understands and speaks all languages
spoken by the puppeteer, but cart read, of write
False Appearance. While the puppet rernains
motionless, itis indistinguishable frorm a normal
‘example of whatever form it takes.
Actions
Pummel. Melee Weapon Attack:-2 to hit, reach
5ft, one target. Hit: 1 bludgeoning damage
THE BINDING OF MAN SPELLS
SpellLevel Spells
Cantrips Friends, Guidance
Ist Charm Person, Cornmand
2nd Calm Emotions, Suggestion
3rd Catnap, Hypnotic Pattern
4th Compulsion, Confusion
Sth Dominate Person, Geas
Your spelicasting ability for spells granted by this class is
Intelligence,
Czver CREATION
‘Starting at Ist level you can equip your puppet with any
weapons a creature ofits size can use, Additionally, it can use
‘two-weapon fighting if it meets the conditions for it.
‘Vira Sraixe
Avéth level, your puppet has learned where to strike a tarot
to inflict serious harm. Once per turn, your puppet can deal
an extra 1d6 damage to one creature it hit with an attack ift
hhas advantage on the attack roll or at least one of your allies
is adjacent to the target. The attack must use a finesse or a
ranged weapon,
ARTERIAL STRIKE
‘Starting at 10th level your puppets Vital Strikes cause
intense bleeding when they hit. Whenever you deal damage
with your Vital Strike feature, roll 1d4. The target takes
damage equal to your roll at the end of each ofits turns. This,
bleed damage can be stopped with a suecessful medicine
check or magical healing.
SNEAKY SURPRISE
[At LAth level. your puppet has become quite adept at taking
advantage ofits ability to surprise its foes. You have
advantage on attack rolls against any creature that hasn't
taken a turn in the combat yet. Additionally, any hit the
puppet scores against a creature that is surprised isa critical
hitTue Bounp OUTSIDER
‘Outsiders are incredibly powerful unknowably alien
creatures with vast amounts of power. Though the risk
involved is immense, some puppetcers have takca to stcaling
portions of their essence and binding it to objects to utilize
the eldritch creatures’ strange magics. This binding need not
bbe done on a puppet, as the objects containing the essence of
‘an outsider often become twisted and nightmarish, rarely
resembling the objects they once were. Though almost
completely mindless and hard to control utilizing the power
of an outsider can grant a mortal powers beyond that oftheir
in,
When you ereate a puppet with a bound outsider, has the
following statistics.
Bounp OvTSIDER
‘Small aberration construct
‘Armor Class 16 (Natural Armor)
Hit Points 11 (112 + 4)
Speed 20 ft
STR DEX CON INT WIS CHA
6 (+2) 4 (+1) 18 (2) 1¢4) 1201) 6(2)
Damage Immunities Poison
Condition Immunities Paralyzed, Petrified, Poisoned
Senses passive Perception 10
Languages Understands all languages spoken by the
Puppeteer, but can't speak, read, or write
Aberrant Appearance. While the puppet remains
motionless, itis almost completely
indistinguishable from a normal example of
‘whatever form it takes Ia creature uses its
action to examine the puppet, the creature can
determine that i isn't what it appears to be with
a successful Intelligence (Investigation) check
against your spell save DC.
Actions
Mental Intrusion. Ranged Spell Attack: 11 to hit,
reach 1Oft, one target. Hit:7 (1d6 + 1) psychic