Basher Builds

Shield Arm - Replaces one of your puppet's arms. Provides +2 armor and is detachable to create a 5x15ft two-thirds cover terrain. The terrain has an AC of 14 and 25 HP. When removed, you lose the armor bonus this build provides. Projectile Launcher - Can shoot any ammo or weapon with thrown property except for darts as those are too small. Only one type of projectile can be loaded in. Can hold a maximum of 15 arrows or bolts, 5 daggers, 3 nets, 3 handaxes, 5 light hammers, 3 spears, or 3 tridents. Ammunition shot from here cannot be retrieved as it typically breaks on impact. Weapons shot from here can be retrieved. This build can be taken twice. If it is, the second time it is taken a launcher replaces one of your arms.

Dual Wield - +1 AC. Add Int to offhand damage. Can dual wield non-light weapons.

Motorized Legs – Your puppet gains the ability to perform a standing jump as a bonus action up to 20ft at 10ft high. This is considered a part of your puppet's movement.

Spin Attack - Requires Level 5 - Your puppet’s waist is attached on a specialized swivel allowing for a spin attack. Your puppet can spin as an action and deal attack damage to all targets within 5ft. You do not add your Int modifier to this damage. If your puppet is dual wielding, you can add the second weapon’s damage as well. You can do this a number of times equal to your Int modifier before it requires a tune up. Smoke Screen - As a reaction after your puppet has been attacked, you can cause an explosion of smoke to blast outwards. This knocks the attacker back 5ft and a 10x10 cube centered on them is covered in a thick, white smoke. The smoke causes the area to be heavily obscured. You can do this twice before it requires a tune up.

Mechanized Weapon - Requires Level 5 - One of your puppet’s arms is replaced by the two handed or versatile weapon of your choice. This weapon only requires the arm it replaces to function, but your puppet cannot hold or build a melee weapon into its other arm. If the weapon is versatile, consider it held in two hands for damage purposes.

Armor Plating - Upgrade the armor of your puppet to add +3 to its AC.

Distracting Flash - As an action, your puppet creates a distracting flash of bright color at an enemy within 5ft. The enemy must make a Wisdom save. The DC for this save equals 8 + Int + Proficiency. If the enemy fails, until the end of your next turn they have disadvantage on any attacks made against targets other than your puppet.