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The Puppeteer

Puppeteer
A young woman hums a song while making a beautiful dress,
around her, little puppets made of colorful fabric dance at the
rhythm of it, moving boxes, embroider ornaments in the
dress and clean the workshop before opening time.
A Kalashtar sits idle in a tavern with her eyes closed while
she plays with a coin, ignoring the patrons. On another
building, her puppet patrols the roofs and streets while she
sees through its senses, seeking for their prey.
The curtain moves to reveal an old man sit with a traditional
outfit, as he starts to play his instrument and tell a traditional
story, a delicate puppet enters the stage and starts enacting
the character from the tale, getting the applause of the
spectators.
Ranging from artisans or actors, to bounty hunters and body
guards, puppeteers create their allies instead of seeking
them, and train to work in perfect synchrony with them and
the runic magic used in their fabrication.
Artificial Couple
More often than not, puppets are seen as simple toys and
tools, but for a puppeteer they are much more. Conduits of
the magic flowing through the world, living masterpieces that
will accompany them for the rest of their lives.
Although members of a guild, many puppeteers have
another profession, maybe given after joining a certain guild
or not, their puppets help them as tireless assistants. Be it
sewing, dance, bounty hunting or whatever thing their creator
propose to do, they will never do it alone.
Bonded in soul and magic
Unlike those who manipulate magic through rituals,
knowledge, or even the one present in nature and their
bodies, puppeteers do it in a more subtle way, fusing simple
materials with carefully crafted runes to create masterpieces
that amaze allies and enemies alike.
Once created, the runes of a puppet bond with the soul of
its creator for the rest of their life, creating a connection that
lets them work in perfect synchrony and share the magic that
gives life to its body, letting them fool enemies, control the
battlefield and unleash destructive attacks.
Creating a Puppeteer
When you create your puppeteer character, think in how you
started to learn making puppets and infusing them. You join a
guild as a family tradition, following the steps of your elders?
Your teacher was an retired master of a guild and took you as
his apprentice, but you never joined their guild? You might be
self-taught, looking through the window of the guilds and
repeating what they did, hearing and seeking books to learn
whatever you could. Maybe you found your puppet lying
around, or someone gift it to you, setting you on this path.
Your decided to start your adventuring career as a way of
perfecting your techniques and runes? What made you join
up with a band of adventurers? Do you want to help others
through what you have learned, or you want to learn from
them all you can in the ways of combat and magic?

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Quick Build Equipment
You can make a puppeteer quickly by following these You start with the following equipment, in addition to the
suggestions. First, put your highest ability score in equipment granted by your background:
Intelligence, followed by Constitution or Dexterity. Second, Leather armor and smith's tools, woodcarver's tools, or
choose the guild artisan background. weaver's tools
(a) an Adventurer's pack or (b) an Entertainer's pack
Class Features (a) two simple weapons or (b) a Light crossbow and 20
bolts
As a puppeteer, you gain the following class features.
If you forgo this starting equipment, as well as the items
Hit Points offered by your background, you start with 4d4 x 10 gp to buy
Hit Dice: 1d8 per puppeteer level your equipment.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per Puppeteer level after 1st Optional Rule: Multiclassing
If your group uses the optional rule on
Proficiencies multiclassing in the Player's Handbook, you must
Armor: Light armor, medium armor, shields have an Intelligence score of at least 13 to take a
Weapons: Simple weapons, shortswords and rapiers level in this class. You gain proficiency with smith's
Tools: Smith's tools, woodcarver's tools, and weaver's tools tools, woodcarver's tools, and weaver's tools, and
Saving Throws: Dexterity, Intelligence simple weapons.
Skills: Choose two from Arcana, History, Investigation,
Insight, Sleight of Hand, and Performance

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Puppeteer
Level Proficiency Bonus Features Modifications Known Modifications applied
1st +2 Puppet Craft — —
2nd +2 Modifications 4 2
3rd +2 Puppetry Guild, Soul String 4 2
4th +2 Ability Score Improvement 4 2
5th +3 Guild Technique 4 2
6th +3 Sentient Shell 5 3
7th +3 Expert Puppet Craft 5 3
8th +3 Ability Score Improvement 5 3
9th +4 Crafter's Pride 5 3
10th +4 Guild Technique 6 4
11th +4 Magic Redirection 6 4
12th +4 Ability Score Improvement 6 4
13th +5 Soul Bond 6 4
14th +5 Guild Technique 7 5
15th +5 Runic Synchrony 7 5
16th +5 Ability Score Improvement 7 5
17th +6 Quick Reconstruction 7 5
18th +6 Guild Technique 8 6
19th +6 Ability Score Improvement 8 6
20th +6 Ethereal Creation 8 6

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Puppet Craft Modifications
Starting at 1st level, you learned the art of creating puppets At 2nd level, you learn how to customize your puppet to better
through tools and runes to accompany you in your travels as a suit your needs with the use of specific runes and parts,
faithful companion. Choose one of the materials below to be changing its aspect and capabilities.
the base of your puppet:
Modifications Known
Cloth: This puppets are the most easy and basic puppets When you gain this feature, pick four puppet modifications to
someone can make, and are common between kids. Using learn, choosing from the "Puppet Modifications" section at
weaver's tools, you can make one puppet as part of a short the end of the class's description. You learn additional
or long rest. modifications of your choice when you reach certain levels in
Wood: This is the bread and butter of all professional this class, as shown in the Modifications Known column of
puppeteers, being malleable and fairly resistant, most the Puppeteer table.
puppets are made with this material. Using woodcarver's Whenever you gain a level in this class, you can replace one
tools, you can make one puppet as part of a long rest. of the puppet modifications you learned with a new one.
Some modifications specify a minimum puppeteer level.
Metal: Only the most versed, or patient craftsmen use this You can't learn such a modification until you are at least that
material for the construction of puppets, creating level.
masterworks that move with gears and runes that Unless a modification's description says otherwise, you
surprise any onlookers. Using smith's tools, you can make can't learn a modification more than once.
one puppet as part of a long rest.
Installing a modification
The created puppet is a tiny magical object that can be held During a short or long rest you can use smith's tools,
in one hand. You can only have one puppet at a time and can't woodcarver's tools, or weaver's tools to modify one of your
create one while your puppet is present. You can choose to puppets with one modification you know. A modification
create a puppet of another material if you have the adequate works only on your puppets.
tools and spending 25 gp, as part of a short or long rest The modification remains in the puppet indefinitely, but if
(Indicated in the material of the new puppet), destroying the you replace one of your installed modifications it lose its
previous one in the process. properties and stops working.
When you create the puppet, you determine its You can install more than one modification on one of your
appearance. You can use an action in your turn to activate the puppets during a short or long rest. The maximum number of
runes in it. It size change to medium or small (your choice) modifications appears in the Modifications installed of the
and, on each of your turns, you can use a bonus action to Puppeteer table. If you try to exceed your maximum number
cause the puppet to move up to its movement speed to an of modifications, the oldest modification immediately stops
unoccupied space, but it cannot move more than 60 feet away working, and then the new modification applies.
from you. As part of the same bonus action you can make it
take an action in its stat block, or the Dodge, Disengage,
Help, or Use an Object action. You need to have one or both
hands free to control the puppet, as magical strings connect
your fingers with it.
It reverts to its previous size and is destroyed if it is
reduced to 0 hit points, or you can dismiss it early as a bonus
action.
You can fully heal your puppet after 1 hour of uninterrupted
work, that can be part of a short or long rest.
Puppeteer Save DC
Some puppeteear features require your target to make a
saving throw to resist the feature's effects. The saving throw
DC is calculated as follows:
Puppeteer Save DC = 8 + your proficiency bonus +
your Intelligence modifier

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Puppeteer Guild Sentient Shell
At 3rd level, you choose the guild you will be part of: Mimicry, Starting at 6th level, you learned how to create an artificial
Persecution, or Replica, each of which is detailed at the end core for your puppet, giving it an false soul and some kind of
of the class's description. Your choice grants you features at awareness to your puppet. You create an artificial core after 1
5th level and again at 10th, 14th and 18th level. hour of work. Choose one from Intelligence, Charisma, and
Wisdom, the selected score increase to 14, and the other two
Soul Strings increase to 10, and the puppet is proficient in saving throws
Starting at 3rd level, every piece of works carry a little of your of the chosen stat.
own soul and pride, letting you use the inner magic in every Additionally, it can understand all the languages you speak,
puppet to control it without the need of physical strings. You but can't speak. It gains normal vision and hearing in a range
can mentally command your puppet (no action required), and of 120 feet.
it can go as far as 120 feet away from you. You may choose not to equip a puppet with an artificial
Additionally, you can manifest ethereal strings and use core, or to remove an artificial core as an action, storing the
them to help your allies in combat. As an action you can personality and all the memories of the puppet in it. If the
manifest your strings and connect them with an ally you can puppet is destroyed, its core falls to the ground, intact.
see within 30 feet of you. Until you break this connection (no Finally, if you are unconscious or didn't give an order, your
action required) or you and the connected target are in puppet acts on its own, focusing on protecting you and itself.
different planes of existence, you can use an action to give The following tables offer personality suggestions
your ally the benefits of the Dodge action until the start of d8 Personality Trait
your next turn.
Finally, you can connect your string to an object that 1
My creator is the most talented person alive, and all
weights no more than 100 pounds, and is not being worn or should pay respect to them
secured. You can use an action on subsequent turns, to move 2 I'm the only suited companion for my creator
it 10 feet in a direction you choose. If the object is being
carried, the creature carrying it must succeed on a Strength I love being the center of attention, and I feel a bit
saving throw against your puppeteer save DC or drop the 3 envious of my creator for doing something as perfect
as me
object.
All organic creatures are inferior to me, except maybe
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Ability Score Improvement my creator
When you reach 4th level, and again at 8th, 12th, 16th, and 5
I like shiny and colorful objects, and insist my creator
19th level, you can increase one ability score of your choice to install them on me
by 2, or you can increase two ability scores of your choice by My creator is the most wonderful person in the world,
1. As normal, you can't increase an ability score above 20 6
and I shall protect them
using this feature.
If your DM allows the use of feats, you may instead take a 7
Every creature that dares to harm my creator in some
feat. way will suffer my wrath
I want to create another puppet like myself, so my
8
creator will be proud of me

d6 Alignment d6 Alignment
1-2 Lawful 1-2 Good
3-4 Neutral 3-4 Neutral
5-6 Chaotic 5-6 Evil

Expert Puppet Craft


Starting at 7th level, you crafting technique and the
understanding of the runes used in your puppets has reached
a new level of improvement. The movement speed of your
puppet increase to 30 feet, and its attacks are now magical
for the purpose of overcoming resistances.
Also, you have learned to give form to your soul strings to
help in moments of need. If your puppet is destroyed, you can
perform a 1-minute ritual to teleport the artificial core of your
puppet at your side, if its still intact, and create a copy of the
puppet. This puppet has half the hit points of the original, and
you must use a bonus action to command it.
Additionally, your puppet can magically communicate with
you simple ideas, emotions, and images telepathically at a
range of 30 feet of you.
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Crafter's Pride
At 9th level, you are filled with pride every time your puppet Puppet
excels inside or outside of combat. Every time your puppet Medium or Small construct, unaligned
roles a 20 on the d20, you can roll an additional 2d4 for your
next attack roll, saving throw or ability check within the next
minute. Armor Class 15 (natural armor)
Hit Points equal the puppet's Constitution modifier
Magic Redirection + your proficiency bonus + five times your level in
this class
Starting at 11th level, you and your puppet have a magical Speed 20ft.
connection that allows you two to take the damage that the
other would suffer. When your puppet is targeted by an
enemy attack, you can use your reaction to take half the STR DEX CON INT WIS CHA
damage for your puppet. The damage dealt to you is force 12 (+1) 14 (+2) 14 (+2) 1 (-5) 1 (-5) 1 (-5)
damage.
Additionally, when you are targeted by an enemy attack, Saving Throws Dex +4 Con +4
your puppet can use its reaction to take half the damage for Skills Acrobatics +4
you. The damage dealt to the puppet is force damage. Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
Soul Bond exhaustion, frightened, poisoned
Senses --
Starting at 13th level, the connection between you and your Languages --
puppet makes you both inseparable. You can use your action
to teleport your puppet to an unoccupied space of your choice Constructed Nature: The puppet doesn't require air,
within 5 feet of you. The puppet must be within 1 mile of you, food, drink, or sleep.
and can be activated or deactivated.
You can use this feature a number of times equal to your Ability of the crafter: The following numbers increase
Intelligence modifier (a minimum of once), and regain all by 1 when your proficiency bonus increases by 1:
expended uses after a short or long rest. the puppet skill and saving throws bonuses, and the
bonuses to hit and damage of it attacks.
Runic Synchrony Flexible Body: (Cloth) The puppet can move through
At 15th level, the runic magic on your puppet grows in power, a space one size smaller without squeezing.
giving you and your puppet an advantage against the magic of Floating Body: (Wood) The puppet has a swimming
your enemies. While you and your puppet are no more than speed equal to its movement speed.
15 feet of each other, both of you have advantage against Powerful Body: (Metal) The puppet is considered
spells and other magical effects. one size larger for the purpose of determining its
carrying capacity.
Quick Reconstruction
At 17th level, you learn a special rune used to preserve Actions
puppets when facing dangerous situations. When your Punch: Melee Unarmed Attack: +4, reach 5 ft., one
puppet is destroyed, it reforms in your free hand, as a new, target you can see. Hit: 1d6 + 2 bludgeoning
intact, and inactive copy of the puppet. If you don't have a free damage
hand, it appears at your feet. Additionally, if it had an artificial
core installed, the puppet appears with it.
Once you use this feature, you can't use it again until you
finish a long rest.
Ethereal Creation
At 20th level, your understanding of your puppet and its
magic equal the one of forgotten masters, letting you
manifest the soul of a puppet. As an action, you can choose to
manifest the magical essence of your puppet, creating an
exact copy of it for 1 minute. The new puppet has resistance
to all damage and is immune to all conditions. You can
command both puppets at the same time. Your allies have
advantage in attack rolls if at least one of your puppets is in 5
feet of the target.
Additionally, your allies have advantage against spells and
other magical effects if they are in a 10 feet radius of one of
your puppets.
Once you use this feature, you can't use it again until you
finish a long rest.
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Puppetry Guild One hundred Voices
At its core, all puppeteers are artisans. Most of them seek Starting at 14th level, the runes on your puppet now sound in
ways of perfecting their talents and learn creative ways to a harmonious tone without the help of anyone. You can
modify the puppets. Puppeteers reunite under the banner of a choose a base voice for your puppet, and it can mimic every
guild, to learn secretive techniques and runes to achieve a voice perfectly if it heard the creature speaking for at least 1
new level in their craft. minute, fooling even the most expert ears.
Additionally, it can cast the spell shatter at its lowest level
Guild of Mimicry only requiring a verbal component, a number of times equal
to your Intelligence modifier before the puppet must finish a
Specialized in the creation of puppets that look like creatures long rest.
of flesh and blood, members of this guild improve their skills
and craft to work in perfect synchrony with their partners on Perfect Copy
the stage, amazing all its onlookers. Still, there are some At 18th level, you have achieved a perfect valance between
members who use their talent and knowledge to serve as your puppet and the runes of your guild. Your puppet is
bodyguards of kings, merchants and nobles, using the indistinguishable from a living creature if it doesn't have a
puppets as substitutes to fool assassins and kidnappers. part of its body completely exposed (like an arm or a leg), and
Made to Act the material of its face, hands, and feet can move and looks
At 3rd level, you learn how to modify your puppet to captivate as if it was skin, even if it's made of metal or gemstones.
your audience. You gain proficiency in Performance. If you Additionally, your puppet can add double your Proficiency
already have proficiency in this skill, your Proficiency Bonus Bonus when making a Charisma (Deception) checks. A
is doubled with it, and your puppet gains proficiency in one creature can discern that its a puppet with a successful
instrument of your choice, thanks to the use of specific runes. Charisma (Insight) check against your puppeteer save DC.
Additionally, your puppet can mimic any sound, including
voices, it has heard in the last 24 hours. A creature that hears
the sound can tell they are imitations with a successful
Wisdom (Insight) check against your puppeteer save DC.
When you install an artificial core at 6th level in your
puppet, it can speak using any sound or voice it heard in the
last 24 hours.
Deadly waltz
Starting at 5th level, you and your puppet synchronize
perfectly in the stage and in battle. When you take the Attack
action and hit a creature with an attack made as part of that
action, your puppet can use its reaction to move 5 feet
towards the creature and make an attack, or it can make an
attack and move 5 feet in any horizontal direction. Attacks of
opportunity made against your puppet have disadvantage
when it uses this reaction.
In preparation for future battles and performances, you
modify the structure and runes of your puppet to give it a
semblance of martial prowess. Your puppet gains proficiency
with the dagger, spear, rapier, or glaive (your choice).
Captivating performance
At 10th level, you can make the magic of the runes create a
beautiful and delicate spectacle. Your puppet can use an
action to start singing or dancing until the start of its next
turn. Enemy creatures that can see or hear the puppet in a
15-foot radius centered on it, must succeed on a Wisdom
saving throw or be captivated by the performance. Until the
start of your puppet's next turn, affected creatures make
attack rolls and Dexterity saving throws with disadvantage. If
you use your action to sing or dance with your puppet the
area increase to 30 feet and the creatures have disadvantage
in the saving throw. You must stay at 5 feet of your puppet to
use this special action yourself.
After using this ability you and your puppet must finish a
short or long rest.

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Guild of Persecution
More often than not, the members of this guild are seen as
law enforcers, ranging from peacekeepers to bounty hunters,
this individuals patrol the streets and hunt criminals with
their trusted puppets, silent instruments that can easily
neutralize any objective.
Silent Chaser
At 3rd level, you learn how to modify your puppet to chase
and capture your objectives more easily. You gain proficiency
in Perception. If you already have proficiency in this skill,
your Proficiency Bonus is doubled with it. Your puppet gains
proficiency in Stealth, and doesn't make sounds when
moving.
Additionally, you gain proficiency in martial weapons and
your puppet can grapple as a bonus action and doesn't have
its movement speed reduced when moving a grappled
creature.
When you install an artificial core at 6th level in your
puppet, you can use an action to see and hear through the
senses of your puppet. While you are using its senses, you are
blinded and deafened in regards of you own surroundings.
Chase and Hunt
Starting at 5th level, you and your puppet work together to
slow and catch up your enemies. When your puppet takes the
Attack action and hits with an attack, you can use your
reaction to make a weapon attack to the same creature, if
your attacks hits, you reduce the creatures speed in 10 feet
until the start of your next turn.
Overwhelming Presence
At 10th level, the magic of your puppet can make its preys feel
the pressure of their imminent end. As an action, your puppet
can create a magical connection with a creature it can see
within 30 feet for 1 minute. The target must make a Wisdom
saving throw. On a failure, the target learns the approximate
location of the puppet and becomes blind beyond a 60-foot
radius around them. If you use your action to strengthen the
connection, the affected creature can only see and hear
themselves, you and your puppet for the duration, and they
know the exact location of you and your puppet for the
duration. You must be at 5 feet of your puppet to use this
special action yourself.
On subsequent turns, the affected creature can repeat the
saving throw at the end of each of its turns. On a success the Additionally it can cast the spell web at its lowest level
effect ends for it. without providing component materials, a number of times
After using this ability you and your puppet must finish a equal to your Intelligence modifier before the puppet must
short or long rest. finish a long rest.
Walking Prison Apex Hunter
Starting at 14th level, the runes and modifications in your At 18th level, the raw magic power of your puppet runes let it
puppet makes it the perfect creation to neutralize your surpass its physical limits easily. The movement speed of
targets. When your puppet hits a grappled creature with an your puppet cannot be reduced except by the paralyzed
attack, it may try to restrain it, even if the target is grappled condition, and it ignores difficult terrain. It knows the exact
by an effect or other creature different from the puppet. If the location of creatures with half its hit points or less, within a
puppet succeeds in the restrain, the grapple ends for the radius of 1 mile.
creature and the puppet gains resistance to all damage dealt Additionally, your puppet can add double your Proficiency
by creatures grappled or restrained by it. Bonus when making ability checks to track a creature that
you or the puppet damaged in the last 24 hours.

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Guild of Replica Equalization
Mostly artisans of all kinds, the members of this guild work At 10th level, the runes of your puppets can momentarily copy
alongside a tireless swarm of puppets to craft true your enemies defenses. As an action, your puppets can gain
masterpieces. But the fluctuating energy of their runes gives one of the resistances of one creature in its space, for 1
the ability to unleash powerful elemental energy to destroy minute. If you use your action to further enhance the defense
their enemies, or attune to the very essence of those close to of your puppets, it gains one of the invulnerabilities of a
them. For these puppeteers, their swarms are the perfect creature in its space.
combination between a helper and a weapon. After using this ability you and your puppet must finish a
long rest.
Arcane Army
At 3rd level, you learn how to link the magic of your runes to Compact Helper
control more than one puppet as one and organized group. Starting at 14th level, you improve the magic connecting your
You gain proficiency in Arcana. If you already have puppets, creating a nearly perfect union between them. You
proficiency in this skill, your Proficiency Bonus is doubled can use a bonus action to fuse all the puppets of your swarm
with it. Your puppet is considered a medium swarm of small into one, functional tiny body, for an easy transport or
or tiny constructs (your choice), and gains resistance to concealment. And you can use a bonus action to revert it to
nonmagical bludgeoning, piercing and slashing damage. its swarm form if it's in its fused body.
Additionally, you gain proficiency in tinker's tools and your Additionally, you can use your swarm of puppets to help
puppet can use its action to make an explosion attack. It you build different objects faster. The crafting time of
takes 5 points of damage and force all enemies within 5 feet nonmagical and magical objects is halved if you have your
of it to make a Constitution saving throw. On a fail, the swarm with you.
creature takes 2d4 thunder damage.
When you install an artificial core at 6th level in your Eternal Bombs
puppet, after your puppet use its explosion attack it can At 18th level, the magic of your swarm let it be more durable
regain 1d4 hit points. and dangerous. When your puppets start its turn with less
Elemental Reflux than half its hit points but more than 0, it regains an amount
of hit points equal to your Intelligence modifier at the start of
Starting at 5th level, you can redirect the magic created from its turn, and they have resistance to all kinds of bludgeoning,
the explosion of your puppet to harm your enemies. When slashing, and piercing damage.
your puppet takes the use its action to make an explosion Finally, the damage dealt by the explosion is now 2d10 +
attack, you can use your reaction to make a melee spell attack your Intelligence modifier.
to one of the damaged creatures in 5 feet of you, if the attack
hits, the creature takes 1d8 cold, fire, lightning, or thunder
damage (your choice).

10
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Modifications Reinforced Strings
Prerequisites: Level 9
Airborn Runes Your puppet can restrain a creature up to 10 feet away, and
Prerequisites: Level 10 can use its action on subsequent turns to pull the creature 5
Your puppet can hover and has a flying speed of 15 feet. feet closer to it. The puppet and creature still need to make
the corresponding skill checks.
Aspect of the Elements
Prerequisites: Level 15 Runic Nightmare
Your puppet can use its action to create a 10-feet radius Prerequisite: Level 10
centered on it for 1 minute. The area moves with the puppet Your puppet can use its action to transform its appearance
and deals 2d6 acid, cold, fire, lightning, or thunder damage to look frightening for 1 minute. Creatures that end its turn at
(your choice), to creatures in the area. Additionally, the 5 feet of your puppet must succeed on a Wisdom saving
puppet gains resistance to the chosen damage type. throw or immediately use their reaction to move up to half
Your puppet can't do this again until it finishes a long rest. their movement speed away from the puppet. Additionally,
the attacks of your puppet deal psychic damage for the
Enchanted Gemstones duration, instead of its normal damage type.
Prerequisites: Level 10 Your puppet can't do this again until it finishes a long rest.
Once per turn, your puppet can change the damage type of
one attack to radiant, necrotic, or psychic damage (your
choice).
Ethereal Armament
Prerequisites: Level 15
Once per turn, your puppet can change all the damage
dealt by one of its attacks to force damage and ignore half
cover and three-quarters cover.
Fast Mechanism
Prerequisites: Level 5
Your puppet can make one attack using its bonus action.
Hardened Construction
Your puppet has resistance to nonmagical bludgeoning,
slashing, or piercing damage (your choice).
You can change this damage type as part of a long rest.
Long range Weaponry
Your puppet gains a new attack with a range of 30/90 feet, +4
to hit, and deals 1d6 piercing damage.
Maiden's Body
Prerequisites: Level 15
Your puppet gains a +2 bonus to Armor Class, and can use
its action to try to trap a creature. The target must succeed
on a Dexterity saving throw or be imprisoned. An imprisoned
creature is blinded, restrained, and it has total cover against
attacks and effects outside of it.
A trapped creature can use its action to make a Strength
check against your puppeteer save DC. On a success, it frees
itself.
On subsequent turns, your puppet can use its action to deal
1d10 piercing damage to the trapped creature.
Polished Body
Your puppet has advantage on ability checks and saving
throws to resist or scape grapples and restrains.
Porcelain Cover
You have advantage in Charisma (Persuasion) checks and
Charisma (Deception) checks while using your puppet.

11
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.
Spiked Body
Prerequisites: Level 10
When a creature within 5 feet of your puppet hits it with a
melee attack, the creature takes 1d6 piercing damage.
Steel Claws
The punch attack of your puppet is replaced by a claw attack
with the same range, that deal 1d10 of slashing or piercing
damage (your choice).
Surprise Attack
Your puppet can use its action to move 10 feet on a straight
line to a creature and make one attack, if it hits, the target
must succeed on a Strength saving throw or be knocked
prone.
Translucent Body
Prerequisites: Level 10
Your puppet can add 1d10 to its Dexterity (Stealth) checks,
and can use its bonus action to hide while it is in dim light or
darkness.

12
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.
Changelog V.1
Removed the duration of 1 hour from Puppetcraft and
Expert Puppetcraft
Now Expert Puppetcraft lets you create a temporal copy
of a puppet if you lose the original
Ethereal Creation extra puppet's duration is reduced to 1
minute
Minor clarifications for some abilities
Added medium armor and shields proficiency
Changed explosion attack of Arcane Army from "all
creatures within 5 feet of it" to "all enemies within 5 feet
of it"
Art Credits
Cover: Raivis Draka
Page 2: Docatto
Page 3: ell
Page 5: Jana Schirmer
Page 6: KOZOUSAN
Page 7: Chin likhui
Page 11: JeongSeok Lee
Page 12: Daarken
Guild of Mimicry: Yu-Han Chen
Guild of Persecution: Joseph Meehan
Guild of Replica: Sara Winters
Stain Credit
Jared Ondricek

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.

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