Puppeteer (5A)

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Dolls and puppets hold a never-ending fascination for many people, but the puppeteer goes beyond fascination into magic. Animating puppets to a lifelike state, the puppeteer artificer uses dolls to fascinate, amuse, and in the end also as weapons. Less militant than other artificers, puppeteers work on the public and personal scene. But there are rumors of underground fighting rings where puppets fight for their creator's amusement.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with weaver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Puppeteer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Puppeteer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Puppeteer Spells
Artificer
Level
Spells
1 Shield,
Tasha's Hideous Laughter
3 Cloud of Daggers,
Mirror Image
5 Enemies Abound,
Spirit Guardians
7 Guardian of Faith,
Evard's Black Tentacles
9 Animate Objects,
Hold Monster

Troupe of Puppets

At 3rd level you learn to animate puppets of your own creation. At third level, you can animate one puppet. At level 5, 9, and 15 you can have an additional puppet animated at the same time. You can give orders to all your puppets as a bonus action. If it a puppet died within the last hour, you can use your weaver's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The puppet returns to life after 1 minute with all its hit points restored.

In most aspects this is like the Homologous Servant infusion, with the changes noted here. A puppet does not need a gem for a heart and does not count against your limit on infusions known or used. Instead it needs to remain within 30 ft. of you in order to remain animated. A puppet that begins its turn more than 30 ft. away from you is incapacitated until it is again within range. Each puppet has a number of d4 Hit Dice equal to your level and gains a bonus to its Hit Points equal to your Intelligence modifier. Due to its 12 Constitution this results in Hit Points equal to 3.5 times your level + your Intelligence modifier (rounded down, minimum 10 Hit Points). A puppet can use its Force Strike as a melee attack.

Puppet Spellcasting

At 5th level your puppets can form a group to cast a spell that you have prepared. One or more puppets must use the Help action to help the final puppet that uses the Cast a Spell Action to can cast a spell of a level up to the number of dolls that did Help. (This special Help action has no other effect except to enable spellcasting). The spell has effect as if you had cast it yourself and uses your spell slots. Puppets cannot use cantrips with this ability

Puppet Cantrips

At 9th level, your puppets can cast any cantrips you know. They do so as 1st level artificers, using your spell attack and saving throw DC.

Puppet Sacrifice

At 15th level you can use a reaction to have a puppet interpose itself between you and an attack. Move the puppet adjacent to you. The attack now targets the puppet instead of you. Against an area attack, both you and the puppet must save and risks damage, but you gain the advantage of the puppet's Evasion ability, and the puppet does not.