Arcane Puppeteer, Variant (5e Class)

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Arcane Puppeteer, Variant[edit]

Arcane puppeteers are gifted sorcerers who channel their energy through another being, rather than through themselves. Some are afraid of confrontation, whilst other have the drive of a performer.

A puppeteer sits quietly in the shrubbery, waiting for the opportunity to attack. The goblin troupe is slain in a devastating volley of arcane needles, raining down through the trees.

The adventurers held onto their last breaths. The puppeteer's last-ditch effort sends his puppet to a farewell chattering end. The hoard cries out in a fiery blue flame. The heroes jump to their feet and finish off the few remaining foes.

A large chattering figure in a cloak makes its way through the town center. Both fear and curiosity spark in the minds of the townfolk as the puppeteer secretly sits inside of her construct, watching through the puppet's eyes.

Arcane Puppeteer, Variant Xablau[edit]

Arcane puppeteers are gifted sorcerers who channel their energy through another being, rather than through themselves. Some are afraid of confrontation, whilst other have the drive of a performer.

A puppeteer sits quietly in the shrubbery, waiting for the opportunity to attack. The goblin troupe is slain in a devastating volley of arcane needles, raining down through the trees.

The adventurers held onto their last breaths. The puppeteer's last-ditch effort sends his puppet to a farewell chattering end. The hoard cries out in a fiery blue flame. The heroes jump to their feet and finish off the few remaining foes.

A large chattering figure in a cloak makes its way through the town center. Both fear and curiosity spark in the minds of the townfolk as the puppeteer secretly sits inside of her construct, watching through the puppet's eyes.

Creating a Arcane Puppeteer[edit]

Quick Build

You can make a Arcane Puppeteer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Secondly, choose the artisan background.

5e Class Features[edit]

Class Features

As a Arcane Puppeteer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Arcane Puppeteer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Arcane Puppeteer level after 1st

Proficiencies

Armor: light armor
Weapons: simple weapons, martial weapons
Tools: tinker's tools
Saving Throws: Dexterity, Charisma
Skills: Performance, and your choice of two from: Sleight of Hand, Acrobatics, Arcana, Deception, Stealth, or Intimidation.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • padded armor
  • (a) 2 light hammers or (b) a spear
  • (a) a hand puppet or (b) a shadow puppet
  • (a) Scholar's pack or (b) Entertainer's pack
  • (a) Tinker's tools or (b) Thieves tools
  • If you are using starting wealth, you have 5d4 × 10 gp in funds.

Table: The Arcane Puppeteer

Level Proficiency
Bonus
Spells Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Arcane Puppet, Willing Puppet, Puppet School
2nd +2 2 Spellcasting 2
3rd +2 3 Puppetry Expertise 3
4th +2 3 Ability Score Improvement, Improved Puppet 3
5th +3 4 4 2
6th +3 4 Improved Control 4 2
7th +3 5 Puppet School Feature 4 3
8th +3 5 Ability Score Improvement 4 3
9th +4 6 4 3 2
10th +4 6 Marionette Maestro 4 3 2
11th +4 7 Puppet School Feature 4 3 3
12th +4 7 Ability Score Improvement 4 3 3
13th +5 8 4 3 3 1
14th +5 8 Travel Trunk 4 3 3 1
15th +5 9 Marionette Fusion 4 3 3 2
16th +5 9 Ability Score Improvement 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 10 Puppet School Feature 4 3 3 3 1
19th +6 11 Ability Score Improvement 4 3 3 3 2
20th +6 11 4 3 3 3 2

Strings[edit]

Some of your class features require you to use a set of strings – threads of magical force used for controlling your puppets and other creatures. A set of strings comprises of five threads, attached from each of your fingers on one hand to the limbs and head of a target puppet or creature. You must have an empty hand to use one set of strings: thus if you have two empty hands you can control two sets of strings. Strings are intangible and invisible and cannot be severed.

At 1st level the length of your strings is 60 feet. You lose control of the subject of the strings if you are separated from it by a distance longer than the length of the strings. You can dismiss one or both sets of strings on your turn: this does not require an action. The strings also disappear if you fall unconscious.

Puppet Saving Throw[edit]

Some features of your puppets require a target to make a saving throw against your puppet DC. This is equal to 8 + your Dexterity modifier + your proficiency bonus.

Arcane Puppet[edit]

You can craft an arcane marionette as a using the "crafting a magic item" downtime activity (DMG p. 128). At 1st level you can craft common marionette. If you begin play as an arcane puppeteer (but not when you multiclass into arcane puppeteer) you start with one common marionette.

An arcane marionette is a small animated object with the following statistics:

  • 25 HP, AC 16, Str 10, Dex 14, Con 10, Int 3, Wis 3, Cha 1, speed 30 ft.
  • Gains as much HP as you do when you level up.
  • Unlike other animated objects, it does not have blindsight, instead sharing your senses.
  • It can make a slam (melee weapon) attack that deals 1d8 + Your Dexterity modifier bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus. It does not roll for initiative, take its own turn, and cannot move or take actions or reactions on its own.
  • The marionette uses your proficiency bonus, but does not share your proficiencies.
  • If the marionette falls to 0 hit points, it is destroyed.
  • It weighs 40 lbs. You can use an action to fold it up into Tiny size to be transported in a backpack, sack or basket; it takes another action to unfold it for use.
  • The Marionette is able to use items and weapons instead of its slam attack.

From 7th level onwards, when you construct a marionette, you can choose to make it Medium-sized instead of Small. A Medium marionette has the following base statistics: 40 HP, AC 13, Str 10, Dex 12, Con 10, Int 3, Wis 3, Cha 1, speed 30 ft. Its slam attack deals 2d6 + 1 bludgeoning damage. It weighs 80 lbs., and can fold up into a Small package when not in use.


Marionette Manipulation

You control a marionette using a set of strings. While you are controlling a marionette, you can sense what it senses.

If you are in control of a marionette, you can use your action to have the the marionette take an Attack or Disengage action on your turn, or your reaction to have the marionette take a reaction. You can use your bonus action to allow the marionette to move on your turn.

Repairing Marionettes

Marionettes that have less than their maximum hit points but greater than 0 hit points can be repaired. This can be done during a long or short rest, and requires your tinker's tools. It also requires materials worth 1 cp per hit point recovered for a common marionette, 5 cp per hit point for an uncommon marionette, 5 sp per hit point for a rare marionette, 5 gp per hit point for a very rare marionette, and 50 gp per hit point for a legendary marionette.

During a short rest, you can repair 2 hit points × your arcane puppeteer level. During a long rest you can repair all your marionettes back to their maximum hit points.

A destroyed marionette cannot be repaired, but can be salvaged for parts for building a new marionette. It provides materials equal to half its original value.

Willing Puppet[edit]

you can attach a set of strings to a willing creature within 30 feet. The creature can still move freely and still has it's own turn. While using the strings on the target:

You can use your reaction or a bonus action, if it's your turn, to stand the target up immediately if it's knocked prone. You can use your reaction or a bonus action, if it's your turn, to move the target, up to their movement speed, between the limits of your strings. If the target is engaged and you move it more then 5 feet from the creature he's engaged, he may provoke an opportunity attack. You can use your action to make the target attack, disengage or dodge, even if it's paralyzed or stunned. If the action is related to dexterity, you can choose to use your modifier instead of the creature's modifier, unless it's paralyzed or stunned, in that case, you must use your modifier. This feature requires concentration as described on the spells section of the Player's Handbook

Puppet School[edit]

Choose a puppet school: the School of Aegis, the School of Adroitness, the School of Simulacra, or the School of Furtiveness.

Your choice of school grants you a benefit at 1st level, and again at 5th, 11th and 18th level.

Spellcasting[edit]

By the time you reach 2nd level, you have learned to cast arcane spells.

Spell Slots

The Arcane Puppeteer table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these arcane puppeteer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the arcane puppeteer spell list. The Spells Known column of the Arcane Puppeteer table shows when you learn more arcane puppeteer spells of your choice. Each of these spells must be of a level for which you have spells slots.

Additionally, when you gain a level in this class, you can choose one of the arcane puppeteer spells you know and replace it with another spell from the arcane puppeteer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your arcane puppeteer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an arcane puppeteer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Marionette Somatics

If you are in control of a marionette, you can have your marionette perform the somatic component of a spell you cast. Thus you do not need an empty hand to cast such a spell, so long as you are using a set of strings to control a marionette.

Puppetry Expertise[edit]

From 3rd level onwards, you can project your voice through a marionette you control. You can convince another creature that your marionette is talking by making an Charisma (Deception) contested by their Intelligence (Investigation) check.

In addition, when you can make an Charisma (Performance) check to entertain others with a puppet. When you do so, you are considered proficient in the Performance skill and add double your proficiency bonus (instead of your normal proficiency bonus).

also you can make +1 attacks with your puppet with full prophecy this increases by +1 at 6,9,12,15,18 as long as it is with a different weapon

Improved Control[edit]

At 3rd level, the length of your strings increases by 30 feet.

In addition, the AC of all your marionettes increases by 1. at 6, 9, 12, 15, 17, 19 these bonuses increase by +10 feet and +1 AC |

Improved Puppet[edit]

At 4th level a Arcane Puppeteer can improve the quality of the puppets they make increasing giving it a +2 to any ability score (or +1 to two) it works the same as Ability Score increase

Marionette Maestro[edit]

Starting at 10th level, you can use an action or a bonus action to allow a marionette you control to take an Attack or Disengage action. One marionette you control may move on your turn without you having to use a bonus action.

Travel Trunk[edit]

From 14th level onward, you can spend 1 hour preparing a nonmagical chest as an arcane travel trunk. You can only have one such trunk at a time: when you prepare a new trunk, the old trunk reverts to a nonmagical chest. Marionettes treat the interior of the trunk as nondimensional: you can place folded-up marionettes into the trunk, up to its carry capacity of 300 lbs, regardless of the size of the marionettes. If the trunk only contains marionettes, it has a fixed weight of 25 lbs.

If the trunk is destroyed, its contents spill out unharmed.

Once per turn, if you are within 60 feet of the trunk, you can call the name of one of your marionettes. It will immediately spring out of the trunk and unfold.

Marionette Fusion[edit]

At 15th level, if you are in control of two marionettes and they are within 5 feet of each other, you can use your bonus action to have them combine into a single marionette. Two Small marionettes become a Medium object; two Medium marionettes become a Large object.

Combined marionettes are treated as a single marionette, although you still require two sets of strings to control it. Its statistics are as follows:

  • It has hit points equal to the total of the component marionette's hit points.
  • Each ability score is the better of the component marionette's scores.
  • Its AC is the better of the two component marionette's ACs.
  • When it takes the Attack action, it may attack twice instead of once.
  • It has all the special features of the two component marionettes.

They remain combined until you separate them with a bonus action or fold them up. When you do so, divide its remaining hit points between the two component marionettes (up to that marionette's maximum hit points).

Marionette Maestro[edit]

At 20th level, the length of your strings increases to 120 feet. In addition, your marionettes have resistance against bludgeoning, piercing and slashing damage from nonmagical weapons.

Puppet Schools[edit]

School of Aegis[edit]

You have learned the perfect combination of marionette manipulation and spell casting to protect yourself and others.

Cantrips

At 1st level you learn 2 of the cantrips from the Arcane Puppeteer spell list.

Marionette Bond

At 1st level, you learn a ritual that creates a magical bond between yourself and a marionette. You perform the ritual over the course of 1 hour, which can be done during a short rest. The marionette must be within your reach throughout the ritual, at the conclusion of which you touch the marionette and forge the bond. If it is on the same plane of existence, you can summon that marionette as a bonus action on your turn, causing it to teleport instantly to an unoccupied space within 5 feet of you. You can have only one bonded marionette. If you attempt to bond with a second marionette, you must break the bond with the first one.

Bonded Strike

At 7th level, you learn how to make your marionette's weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a marionette's weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge

At 11th level, you gain the ability to teleport up to your marionette or magically switch places with it. As an action you can do one of the following options. You can magically switch places with one of your controlled marionettes that is within 60 feet of you, or you can use your strings to teleport to one of your marionettes within 60 feet of you.

Improved Marionette Control

Starting at 18th level, when you control two marionettes, you can use your action to make both marionettes attack once. You can also allow one marionette to move without using your bonus action.

School of Adroitness[edit]

You have studied minutiae and fine construction of puppetry.

Mending

You know the mending cantrip. This allows you to fix marionettes that haven't been destroyed.

Master Tinkerer

Starting at 7th level you gain the following benefits.

  • You craft marionettes at a rate of 75 gp per day (instead of 25 gp)
Master Craftsman

Starting at 11th level, when one of your marionettes is broken in combat, but not destroyed (ex. destroyed in lava), you can spend your short rest restoring it to a half of its maximum hit points.

Also, when you make a marionette you can choose one of the following benefits

  • You have learned to make marionettes much stronger, infusing them with tougher materials. Your marionettes have +1 to AC and an additional 15 hit points.
  • You choose the right materials to make the marionette resistant to only one form of damage (ex. slashing, or fire, or acid).
Marionette Master

Starting at 18th level you can build marionettes of almost any size. When building your marionettes you can following the rules in the Animated Object Statistics chart from the spell Animate Objects (Adjust AC and HP accordingly for the Master Craftsman Feat). The marionettes you create with these statistics also have all of the benefits of the type of marionette they are.

School of Simulacra[edit]

You seek to perfect lifelike appearances and behavior in your puppets.

Disguise Marionette

You can cast the disguise self on your marionette. You must finish a long rest before you can cast it again.

Full-Sized Marionettes

From 7th level onwards, when you construct a marionette, you can choose to make it large instead of Small. A large marionette has the following base statistics: 80 HP, AC 15, Str 17, Dex 16, Con 14, Int 3, Wis 3, Cha 1, speed 30 ft. Its slam attack deals 2d8 + 2 bludgeoning damage. It weighs 100 lbs., and can fold up into a Small package when not in use.

Spell Mimicry

At 11th level, if you have one set of strings attached to your marionette, you may use the following benefit. When you cast a spell targeting yourself, you can also affect your marionette with the spell if it is within 30 feet of you.

Perfect Mannequin

At 18th level, you have created a mannequin that so uncannily mimics your own physical and emotional being, that your soul transfers to it. It is assumed that you have been working on the mannequin during your downtime throughout your adventuring career, and that it is stored in your travel trunk. Once, at any point you choose, your original body dies, and you emerge from the trunk in your new form.

Your statistics remain unchanged except for the following changes:

  • Your type changes to Construct. This makes you immune to certain spells, such as hold person or dominate person. You do not age, and you do not need to breathe. You still require food (although your new diet consists of oil, metal, ivory, gems and the like) and sleep.
  • You gain a +1 bonus to AC
  • Choose one feature from a marionette. You gain that feature.

School of Furtiveness[edit]

You cling to the shadows as your marionette strikes with deadly precision.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction caused by the connection you have with your marionette. Once per turn, you can deal an extra 1d6 damage to one creature you or your puppet hit with an attack that is within 5 feet of your marionette. The attack must use a finesse or a ranged weapon and you must have control of your marionette at the time of attack. The sneak attack damage is negated if you have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class is as follows: lvl 5 - 2d6, lvl 9 - 3d6, lvl 13 - 4d6, lvl 17 - 5d6. Along with this you may take the Hide action as your bonus action if your marionette is engaged in combat.

Miniature Marionette

At 7th level, you can craft a finely detailed marionette only 3 inches in height. It is a Tiny construct with the following base statistics: 1 HP, AC 8, Str 2, Dex 18, Con 10, Int 3, Wis 3, Cha 1, speed 10 ft. It cannot make an attack. It weights 1 lb., and can fold up into a walnut-sized orb. It can squeeze through gaps as small as 1 inch. In addition, you have advantage on ability checks made to manipulate tiny, delicate objects if your miniature marionette has access to them. For example, if you control your miniature marionette and have it climb into a keyhole, you could have advantage on a Dexterity check made to pick the lock.

Assassinate

Starting at 11th level, you are at your deadliest when you get the drop on your enemies. Due to your deadly accurate control of your marionette, you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Nimble Marionettes

Starting at 18th level, your marionettes have a Dexterity of 18, and AC of 18. A marionette you control has proficiency in Dexterity saving throws, and has a +2 bonus to damage rolls made with weapons.

Multiclassing[edit]

Prerequisites

13 Dexterity and 13 Charisma.

Puppets[edit]

When a feature says that a marionette can use an action, bonus action or reaction, it can only do so via your marionette manipulation feature. You only benefit from the following features if you are manipulating the marionette.

The following puppets start up with 40 HP and gains 6HP each time you leveled up. So if you're level 3 and you get one of the puppets below, it'll start with an HP of 58.

Knight Marionette[edit]

Common (100 gp)

This puppet resembles a noble knight with a shield.

  • Shield. It has +1 to AC.
  • Protector. When a creature you can see attacks a target other than the marionette within 5 feet of it, it can use a reaction to impose disadvantage on the attack roll.

Warrior Marionette[edit]

Common (100 gp)

This puppet resembles a typical humanoid soldier, armed with a banded club.

  • Brute. You gain a +2 bonus on the damage rolls of it attacks.

Artisan Marionette[edit]

Common (100 gp)

A puppet resembling a craftsperson, with slender hands and delicate tools.

  • Journeyman. The rate at which you craft arcane puppets is increased by 25 gp per day.

Cleric Marionette[edit]

Common (100 gp)

A puppet resembling a regal acolyte, dressed in a gown.

  • Healer. As an action, you may cast cure wounds. You can use this ability equal to your Charisma Modify per long rest.

Boreas Marionette[edit]

Uncommon (500 gp)

Boreas resembles a old man with snakes for feet and arms.

  • Snake-limbed. When a Boreas marionette makes a grapple, you add double proficiency bonus to the check. If this puppet is grappling a Medium or smaller humanoid, you can use your action to attempt to control the target on your turn. The target makes a Strength saving throw using your puppet DC. On a failure, you can move the target (and marionette) up to 10 feet and have it make a melee attack.
  • Poison Bite. When a Boreas marionette makes a attack its arms and legs make a bite attack,4d6 piercing plus 4d4 poison

Caeneus Marionette[edit]

Uncommon (500 gp)

Caeneus has an exaggerated masculine body, to the point of caricature.

  • Impervious Skin. It has resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. At 20th level, this becomes immunity to bludgeoning, piercing and slashing damage from nonmagical weapons.
  • Guardian. When it shoves a creature, you add double your proficiency bonus to the check.

Telchine Marionette[edit]

Uncommon (500 gp)

A telchine has flippers instead of hands, and the head of a dog. You can use it to work metals and alloys quickly, and into detailed or precise shapes. The oil from its bite is a mixture of abyssal water and sulfur.

  • Adept. The rate at which you craft arcane puppets is increased by 50 gp per day.
  • Stygian Spit. It can use its action to spit at a creature within 30 feet. The target must make a Dexterity saving throw, using your puppet DC. On a failed save, the target takes 2d10+2 acid damage. On a successful save, damage is halved.

Shield Guardian Marionette[edit]

Rare (5,000 gp)

Shield guardians could be made with various sizes and strengths, but the simplest and cheapest to make stood about nine feet (nearly three meters) tall and weighed over 1,200 pounds (540 kilograms). They looked something like a large stick figure made of wood with rocky appendages and metal parts.

  • Spell storing A spellcaster who controls the marionette can cause the marionette to store one spell of 4th level or lower. To do so, the user must cast the spell on the ,marionette.The spell has no effect but is stored within the marionette.When commanded to do so by the user or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no Components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
  • Punch attacks Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage,The marionette can use its gauntlet to stun a creature nearby,puppet DC.
  • Shield When a creature makes an Attack against the puppeteer or any other player,the marionette shield guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer or the marionette moves into the place of the player or puppeteer,marionette DC.

Manticore Marionette[edit]

Rare (5,000 gp)

A manticore marionette, whilst humanoid, resembles its namesake with an upright lion's body and the head of a wild man. It can open its mouth to fire a volley of needles.

  • Needle-mouth. It can use an Attack action to make two ranged melee attacks, range 20/60, 4d4 piercing damage.
  • Tough. It has +2 Constitution and an additional 15 hit points.
  • Wings. It has a fly speed of 40 feet.

Phrike Marionette[edit]

Rare (5,000 gp)

Phrike resembles a typical child's doll, with porcelain skin and unnerving eyes.

  • Nimble. It has +2 Dexterity and +1 AC.
  • Uncanny Visage. It can use its Action to make a horrifying gaze. Each creature in a 30-foot cone originating from this marionette must succeed a DC 14 Wisdom saving throw or become frightened by this marionette for 1 minute. You must finish a short or long rest before you can use this feature again.
  • Shattering End. When it has less than 15 hit points left, but more than 0, you can use your Bonus action to have it explode. This destroys the marionette. Each creature within 20 feet must make a Dexterity saving throw using your puppet DC, taking 4d10 piercing damage and 3d6 psychic damage on a failed save, or half as much on a successful save. 4d10 hours after it's "end" it's shards can be reformed into the Phrike during a short rest, however the puppet's health is permanently halved (stacking indefinitely).

Medusa Marionette[edit]

Very Rare (10,000 gp)

Medusa's are usually represents a humanoid with snake hair and glossy stone eyes that will turn those foolish enough to look into her eyes.

  • Petrifying gaze. The Marionette uses its gaze to turn any creatures in a 30ft range cone to stone. (No save if eye contact/multi-eyed being)

If shielding eyes or otherwise blocking own eyesight, Wisdom Save DC 5

  • Beauty beyond compare. The Marionette uses its unearthly beauty in order to charm (1 min) opponents in a 30ft cone,marionette save DC,Works on both genders. Twice per long rest.
  • Venomous hairdo. The Marionette Stretches her hair out to bite the opponents,5d5 piercing plus 4d5 poison.
  • Slippery. The Marionette is able to use her reaction to slip out of a grapple or attack made to her, Puppet DC.

Wyvern/Dragon Marionette[edit]

Very Rare (10,000 gp)

Dragon resembles a typical dragon you would usually see in the monsters manual with scaly skin and different kinds of colors and breaths.

  • Wings. It has a fly speed of 40 feet and is able to use its wings to move creatures nearby 15 feet and move up to half of its flying speed.
  • Breath attack. It can use its action to use its breath attack,3d8(refer damage to type),depending on the type of dragon marionette you have. Wyvern=Arcane Breath,Other Dragons=different breaths.
  • Sharp Fangs. It can use its action and/or its bonus action to bite its opponent, 3d6+5 piercing.
  • Roar of the Furious. It can use a action or bonus action to roar loudly frightening others around you in a 2- ft diameter for 3 minutes,puppet DC. Disadvantage on kobolds, goblins, dryads and all creatures under size: "Large".

Lich Marionette[edit]

Legendary (30,000 gp)

This Marionette is a hallowed out human wizard with withered flesh,eyes succumbed to decay,almost skeletal looking.

  • Undead presence. It has resistance to necromancy based attacks made to it or to yourself when using this marionette and when using it's slam attack it has advantage to attacking undead.
  • Spell casting ability. The spell casting ability of the marionette makes your own spells or the marionette,more powerful and able to hit,+3
  • Arcane Horror. It is able to use its action or bonus attack to induce fear into your opponents in a 30ft cone must succeed on a DC 18 Wisdom Throw or become frightened by this marionette. 3 uses a day, recharging 1d4+1 on a short rest or long rest in order to use this ability again.

Extra charges are stacked, once they reach ten or more, the lich gains sentience and if defeated can be remade into a puppet with two additional spells.

  • Necromancy Spell book. It has a certain spell book that you are able to write spells from the necromancy wizard spell list up to Level 6.
  • Commander of the undead. It has the Create,Destroy,and the Command undead spells at will and is able to use them as cantrips.

King Marionette[edit]

Legendary (30,000 gp)

The king resembles a typical king with its rod/scepter and crown with a big red flowing cape.

  • Command others. It has the ability to make others do its bidding during its action instead of making a action,The commanded creature does not use its action when commanded or used in this way. Charisma Saving Throw (Puppet DC Puppeteer's CHA)
  • Royal presence. It's very presence makes others inspired to do things perfectly,+2 to all ability checks.
  • Knighting. When the king knights a character, that character gains temporary hit points equal to 3d10 plus your Charisma modifier. You can do this only 1 + your charisma modifier (with a minimum of 1) times per day.
  • Checkmate. When the Marionette is about to be attacked, it can use its reaction to either move away from the attacker or can bring another creature and move it into its place.
  • Payday. The Marionette tosses money around itself distracting all within 25ft of it. These creatures must make an Charisma saving through equal to your spell save DC, on a failed save the creature is knocked prone grabbing as many coins as the creature can physically hold.



Puppet Modifications[edit]

Arm modifications

Arm blade - 250gp this replaces your puppet's slamming arm with a bladed arm doing 1d8+ your dex (this can replace your puppets slam)

Shield arm - 300gp this replaces one of your puppet's arms with a shield that grants a +2 Ac bonus

Crossbow - 300gp this gives your puppet a light crossbow in it's arm dealing 1d6+ your Puppet's Dex

Maul arm - 300gp this gives your puppet a large maul on it's arm dealing it a 1d10+ your puppets Str

Claw arms - 300gp this gives your puppet a pair of clawed arms that do 1d6+ your Dex

Leg Modifications

Arcane Booster - 400gp this modification gives +10 movement speed

Talon - 400gp this gives your puppet a pair of Talons that do 1d4+ Dex

Body Modification

Extra joint - 250gp you add another joint to your puppet giving you more room for extra mods

Tail blade - 300gp you add a tail bade to your puppet that deals 1d8+ your dex

Head Modifications

Needle gun - 300gp your puppet gains the ability to shoot a flurry of metallic needles at your opponent dealing 1d4+ your dex. Your puppet can hold 6 clips of needles that cost the same as arrows

Full body Corpse Puppet - 100gp x the base creatures cr (x2 if they are large) Corpse puppets are puppets made from slain monsters or people. They retain all the monster physical qualities and stats but none of their mental ones. They also lose the ability to cast spells. They keep any natural attacks, abilities, and movements.



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