Otherworldly Patron

The Puppeteer

Your Patron is the puppeteer, an otherworldly entity with the power to easily bend the minds, bodies, and souls of mortals to fulfil their ambitions. Whether you chose this fate for yourself or were manipulated into it doesn't matter, all that does matter is that you play the role given to you.

Expanded Spell List

The Puppeteer lets your choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Puppeteer Expanded Spells

Spell Level Spells 1st command, compelled duel 2nd detect thoughts, ventriloquism 3rd conjure animals, slow 4th conjure minor elementals, dominate beast 5th animate objects, geas

At 1st Level, you acquire the knowledge to craft a puppet imbued with your Patron's eldritch influence. You gain proficiency with weaver's tools, and the arcana skill. These tools can also be used as an arcane focus.

Furthermore, when you craft clothing (PHB p187),on your own, the time it takes you is halved, and you can infuse magic into the clothing you create. As a bonus action, you can cause a creature who is wearing these magical clothes and you can see within 40ft to make a Strength saving throw against your Warlock spell save DC (if unwilling).

On a failure, it must move up to 10ft in any direction of your choice or becomes restrained until the end of their next turn. You can use this feature a number of times equal to your Charisma modifier + your proficiency bonus, and you regain all expended uses of it when you finish a short rest.

Sturdy Strings

At 1st level, your patron will not let you escape their grasp by any means, even by death.

When you drop to 0 hit points, your unconscious body can still move up to half your movement speed, dragged across the floor by the neck. Due to your condition, you cannot make actions, bonus actions, or reactions.

While in this state you are considered incapacitated and stay as such until you regain conciousness, you must still make death saves as normal, however, you do not take opportunity attacks.

Manufacture Marionette

At 6th level, you gain the ability to seieze control, to puppeteer the empty shells of those around you. If a beast or a humanoid of medium size or smaller dies within 10ft of you, you can use your reaction to puppeteer it, causing it to rise up immediately with 1 hit point. The creature uses the zombie stat block (MM p316), replacing it's size with the creatures. In combat, the puppets's turn comes immediately after yours.

You can choose whether the puppet looks like the deceased, allowing you to attempt to pass them off as the original, and maintaining their creature type. Or if they look like an actual puppet, changing their creature type to construct.

The puppet will collapse, falling back, dead, to the ground, if you are incapacitated, if the puppet's hit points reach 0, if you and it are in different planes, or if 1 hour has passed since you seized control of it.

You can use this feature a number of times equal to half your Charisma modifier rounded up (minimum of once), and you regain all expended uses of it when you finish a short rest.

Manikin's Madness

When you reach 10th level, you become capable of inspiring fear through your puppets. When you use your Manufacture Marionette feature to create a puppet, you can contort it in such a way that anyone who sees it is horrified. Anyone who can see the puppet, and is within 30ft of it, must succeed on a Wisdom saving throw or be frightened.

A creature who failed its saving throw can try again at the end of each of it's turn to end it. A creature that succeeds on this saving throw is immune to this feature for 24 hours.

You can use this feature once for each puppet you create.