Puppeteer The wooden doll gracefully paces through the battlefield. Its strings attached to the fingers of its human master. Swords cut through flesh and poisoned darts find target. All his enemies laying on the ground, the human ends his performance with a satisfactory smile. The legs of the multi-coloured puppet tap rhithmicly in front of an audience while he juggles four brightly coloured balls in the air. As he catches the balls one by one in his mouth, confetti shoots out of its hand. As a cheerful Halfling appears behind the curtain, the onlookers applaud the magnificent performance. Whatever their goals and affairs, all puppeteers share their devotion to their puppet. Wether they perform tricks before a king, fight in battle alongside others, or play their puppet just to entertain theirselfs, their puppet is an extension of their body. With a flick of their fingers, power and play surge through the strings and puppet to make steady steps to their goal. Swift Strings Puppeteers excel at building and using their puppets. Their powers lies in the abilities of their puppets, while they stay at a safe distance. Every puppet is different, as Puppeteers build their puppets to their own liking. As a result, every Puppeteers skills are different. Life in their Hands The Puppet is everything to a Puppeteer. They spend hours crafting one to their liking and can be crafted as one sees fit. Creating a Puppeteer Puppets are the life of a puppeteer, wether they're used in combat or in court. When creating a puppeteer character, think about why your character started making puppets and what drives him or her. Perhaps you got a chance to play before a king, but you'd needed an act and made your first puppet? Or you didn't have a lot of friends when you grew up, so you made puppets to keep you company? The Puppeteer Level Proficiency Bonus Puppet Parts Repair Features 1st +2 - 1d6 Puppet Fighting, Repair 2nd +2 2 1d6 Puppet Parts 3rd +2 2 1d6 Puppet Type 4th +2 3 1d6 Ability Score Improvement 5th +3 3 1d6 Extra Attack 6th +3 4 2d6 Strong Suit 7th +3 4 2d6 Puppet Type Feature 8th +3 5 2d6 Quick Repair, Ability Score Improvement 9th +4 5 2d6 Strong Suit (Improved) 10th +4 6 2d6 Puppet Type Feature 11th +4 6 3d6 - 12th +4 7 3d6 Ability Score Improvement 13th +5 7 3d6 Master's Protection 14th +5 8 3d6 Strong Suit (Improved) 15th +5 8 3d6 Puppet type Feature (Improved) 16th +5 9 4d6 Ability Score Improvement 17th +6 9 4d6 Puppet Type Feature 18th +6 10 4d6 - 19th +6 10 4d6 Ability Score Improvement 20th +6 11 4d6 Master of Puppets Quick Build You can make a Puppeteer quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second choose the entertainer background. Class Features As a Puppeteer, you gain the following class features

px' /> Hit Points Hit Dice: 1d8 per Puppeteer level

1d8 per Puppeteer level Hit Points at 1st Level: 8 + your Constituion modifier

8 + your Constituion modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per Puppeteer level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple melee weapons, shortsword, light crossbow and darts

Simple melee weapons, shortsword, light crossbow and darts Tools: Tinker's Tools Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two from Sleight of Hand, Investigation, Performance, Deception and Acrobatics. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortsword or (b) a light crossbow

(a) a simple melee weapon or (b) a sling

(a) An explorer's pack or (b) an entertainer's pack

Leather armor and tinker's tools Puppets and Strings At level 1 you gain acces to one puppet and a set of Ceitrartium Strings. You use the Ceitrartium Strings to control your puppet. A basic puppet has a humonoid form of size Medium. Your puppet is considered a object you're holding when effected by spells. Puppet Fighting Using a set of Ceitrartium Strings requires both hands. You can move your puppet equal to your own movement speed. This does not take up your movement. Your puppet acts as an extension of yourself. Most Actions you can make, you can make with your puppet. For example, you can use your puppet to attack, Attacks made with the Puppet use your Dexterity modifier for attack and damage roll. Some of your freatures require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Saving throw DC = 8 + your profeciency bonus + your Intelligence modifier Your Puppet can be equiped with weapons you are proficient with. His Attack and Damage rolls are made with the same modifiers as if you would have made them. The Puppet is considered an object, and you can't take an opportunity of attack when a creature leaves your Puppet's reach. At 1st level, your puppet has an Armor Class of 12 and half your maximum Hit Points + your proficiency bonus. Every time you gain a level the maximum Hit Points of your Puppet increases by half the amount you gain. When you are incapacitated you can't control the Puppet and it falls to the ground. Repair As Puppets will get damaged or become defective, a good Puppeteer can and will always repair his Puppet using his Tinker's Tool. As an action, you can repair the Puppet for 1d6 Hit Points. You have to be within 5 feet of the puppet to do this. The amount of Hit Points you can repair as an action increases as you gain levels, as shown in the Repair column of The Puppeteers class table. Part Blueprints Beginning at 2nd level, your experience in puppeteering has given you insight on new parts for your Puppet. Select one Part of the "Puppet Parts" section. At 2nd level you can choose 2 parts to fit your Puppet with. The number of parts you can choose from increases as you level. Whenever you level up, you can choose to change one part blueprint with another. However, you can't put mutiple parts in the same slot. You can fit or change one part during a short rest. Puppet Type All Puppeteers share knowledge and skill in handling their puppet. Some focus more on one aspect that others. When you reach 3rd level you can shoose one of two puppet types. Your type choice grants you features at 3rd level and then again at 7th, 10th and 17th level. Extra Attack Beginning at 5th level, your puppet can attack twice, instead of once whenever you take the Attack action on your turn. Strong Suit At 6th level you have gained enough experience with other building materials. During a short rest you can cover your Puppet with Scale mail, increasing its Armor Class to 14. At 9th level you can upgrade to Chain mail, increasing its Armor Class to 16, at 14th level you can upgrade to Plate, increasing its Armor Class to 18. These upgrades take a short rest to do. Variant: Armor With your DM's permission you can fit your Puppet with different types of Amor. You can use the "Armor" table in PHB page 145 for Armor Class and Costs. Quick Repair Starting at 8th level you can use your bonus action to repair your Puppet. You can also fit or change 2 Puppet parts during a short rest. Master's Protection Starting at 13th level your swift hands move without thinking. When you are targeted by a melee attack from a creature you can see, you can use your reaction to pull your Puppet to you and jump to an empty space. The Puppet becomes the target for the attack. Once you use this feature, you can't use it again until you finish a long rest.

Master of Puppets You've mastered the art of the strings. At 20th level you can use your action to drop the strings of your puppet and attempt to attach them to a living creature you can see within 30 feet of you. The creature must make a Strength saving throw or be controlled by you. A controlled creature keeps all of its statistics and abilities. You can only make basic attacks with the controlled creature, using its statistics. At the end of each of its turns, the target can make a Strenght saving throw. On a success, the effect ends. Once you use this feature, you can't use it again untill you finish a long rest. Puppet Type All puppeteers have knowledge and skill in handling different aspects of their puppets: entertaining, deception, utility and attacking. Some Puppeteers specialize in certain aspects. Some focus on utility, while others focus on combat, and dealing as much damage as possible. Court Puppets Many Puppeteers perform in front of an audience. Puppeteers choosing for the utility type focus on controlling the battlefield and helping their allies this way. Court Proficiencies When you choose this puppet type you gain proficiency in Charisma(Entertaining) checks when you perform with the puppet. You can talk through your puppet as if you cast the spell Magic Mouth on it, and you can change the look of you puppet as if you cast the spell Disguise Self on it. When you finish a short rest you regain this feature. On 11th level you can use this feature twice every short rest. What's In The Box? At 7th level you can use your action to make your Puppet produce thunderous fireworkds and flare its eyes. When you do so, choose a number of creatures, up to a maximum of your Intelligence modifier (minimum of 1) within 30 feet of the puppet. If the creature can see or hear your puppet, it must succed on a Wisdom saving throw or be frightened of your puppet until the end of your turn. That's the Trick Your puppet becomes more and more an extension of you. From level 7 on, when determining wheter you can see a target or not for your Puppet to attack, you can use your Puppet's head to detemine line of sight (provided there's enough light). Party Popper Entertaining others is your speciallity. Starting at 10th level you can use your action to shoot beautiful fireworks. Every friendly creature within 30 feet of your Puppet gains advantage on its next attack roll. This effect fades after 10 minutes. You can use this feature twice, after which you can't use it again until you finish a short of long rest. Juggler Starting at 17th level you can use your action to juggle weapons with the Light and Thrown properties. Your proficiency bonus + your Dexterity modifier is the maximum amount of weapons you can juggle at a time. Using the same Action, you can throw the weapons at a target you can see. Make an attack roll for each of the attacks. You must finish a long rest to use this feature again. War Puppets Puppeteers choosing for the fighter type focus on dealing damage with their puppet and increasing their own survivability. War Proficiencies When you choose the War Puppet type you gain proficiency with all martial melee weapons, hand Crossbow and heavy Crossbow for your Puppet to use. You can now equip these weapons on your Puppet. Also, from 3rd level on, you can use your Reaction to perform an opportunity attack when a creature leaves the range of your Puppet. Hack 'n Slash Starting at 7th level you can use one of your attacks to make an Improved Strike. Your have four charges for you Improved Strikes. Using an Improved Strike uses one of you charges. You regain all your charges on a short or long rest. You can choose from the following improved strikes: Trip Attack : after you hit a target with a melee weapon attack, the target has to make a Dexterity saving throw or be knocked prone

: after you hit a target with a melee weapon attack, the target has to make a Dexterity saving throw or be knocked prone Sweeping Strike: when you make a weapon attack with your puppet, you can target an additional target within 5 feet of your original target. At 15th level you gain two more charges and another two improved strikes: Shove : after you hit a Large or smaller target with a melee attack, the target has to make a Strength saving throw. On a failed save, your puppet push the target up to 15 feet away from your Puppet.

: after you hit a Large or smaller target with a melee attack, the target has to make a Strength saving throw. On a failed save, your puppet push the target up to 15 feet away from your Puppet. Feint: using one charge, you can act as if you want to hit from one direction, but actually hitting from another. You have advantage on your next weapon attack. Tough Skin Your experience in warfare and its resources gives you further knowledge to improve your puppet's armor. Starting at 10th level, your puppet has resistance from bludgeoning, slashing and piercing damage from non-magic attacks. Tougher Skin When you reach 17th level, you can harness your puppet as if it is armor. If your are within 5 feet of your puppet you can use an action to jump in your puppet and wear it for 10 minutes. You are considered in full cover and gain all features of your puppet. After 10 minutes, or when the puppets hitpoints are reduced to 0, the puppet falls apart. Once you use this feature, you can't use it again until you finish a long rest.

Puppet Parts A Puppeteer can adapt his puppet to his likings. He can choose between the following Puppet Parts. Some Puppet Parts have prerequisets. These are mentioned at the specific Part. Arrow Volley You fill the head part of you Puppet with a large quiver of arrows. As an action you can target a spot within 30 feet of your Puppet you can see. Everybody within 15 feet of the targeted spot has to make a Dexterity saving throw. You deal 3d6 piercing damage to everybody in the area. On a succes, the creature takes half damage. You can use this feature three times, before you have to take a long rest. Black Surprise You place a large flask in the chest part. As an action you can shoot black oil out of the puppet's chest within 60 feet of it. A 10-foot square appears as if the spell Grease was cast. You can use this feature twice, after that you have to take a long rest in order to use it again. Flamethrower Prerequisite: War Puppet type You attach a large tube on the head of your Puppet. As an action you can throw a fire bolt at a target within 30 feet of your Puppet you can see. Make a ranged attack against the target. on a hit, the target takes 1d10 fire daamge. A flammable object hit by this spell ignites if it isn't being worn or carried. This feature's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level(4d10) When you reach 9th level you can take an action to throw a Fireball at a location within 90 feet of your Puppet you can see. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 damage on a failed save, or half as much damage on a succesful one. You can use this feature's Fireball twice, then you have to take a long rest before using it again. Horsepower You fit the legs of your puppet with another set of retractle legs. It takes 1 minute to unfold or retract the legs. When unfolded your puppet can serve as your mount. The size of your puppet increases to Large and its movement speed increase to 60 feet. Your puppet can still fight while in this form. However, the range of your Ceitrartium Strings doesn't change. When the legs are unfolded and you have the War Puppet type your puppet can make a Trampling Charge like the Warhorse (MM. P.340) can, using your own save DC. Laughing Bomb Prerequisite: Court Puppet type You fit the head part of your Puppet with small bombs. As a bonus action throw a Laughing Bomb with a range of feet. The bomb is filled with a euphoric narcotic gas. Every creature within 10 feet range of impact must make a Constitution saving throw. On a failure, the creature takes 2d4 poison damage and starts laughting uncrontrollably, and have disadvantage on attack rolls until the beginning of your next turn. On a succesful save, a creature takes half damage, and resists laughing. Net Prerequisite: Court Puppet type You fill the head part with a reinforced net. As an action you can throw the net to a target within 30 feet of your Puppet you can see. You make an attack roll to see if it hits. On a hit, the target is considered Entangled. The Entangled target can use an action to make a Dexterity(acrobatics) or a Strenght(athletics) saving throw to escape the net, or make an attack against the net. The net has a 15 AC and 10 hit points. If the net is destroyed, you can use a short rest and 20g to repair or replace the net. Poison Darts A handslot is replaced with a little blowpipe. As an Action you can shoot a Poisoned Dart at a target you can see within 60 feet of you. On hit the target takes 1d4 + your Dexterity modifier piercing damage and has to succeed a Constitution saving throw or take an additional 2d6 poison damage. Prison The chest part is fitted with extendable cables. As an action, you can choose a target of size Large, or smaller, you can see within 5 feet of your Puppet. The target has to succeed a Dexterity saving throw or be considered Restrained by your Puppet. Each turn, the target can use an action and try to succed the saving throw to break free. Save Distance You replace the puppetcords with longer ones. Your puppet can now move up to 60 feet away from you. This increases the range for Master's Protection and Master of Puppets too. Shocker You fill the hands of your puppet with alchemical materials. As an action you can mix the materials which causes a shockwave to form in a 15-foot cone in front of the puppet. All creatures in the cone have to make a Dexterity saving throw. A creature takes 2d6 lightning damage ona failed save, and half as much damage on a succesful one. The damage increases to 3d6 at 5th level, 4d6 at 9th level, 5d6 at 13th level and 6d6 at 17th level. You can still wield and use weapons while this Puppet Part is equiped. You can use this feature twice, after that you have to take a long rest in order to use it again. Siege Mode Prerequisite: Combat Puppet type You reinforce the hands of your Puppet with metal, making them extra solid. When you use the Attack action, you can use an unarmed strike. These unarmed striked now deal 1d6 bludgeoning damage, and double damage against structures.

Smoke Screen Prerequisite: Court Pupet type You stock the chest part of your Puppet with smoke bombs. You can use your action to throw a smoke bomb within 30 feet of the puppet. This works like a .... spell. You can use this feature twice before you need a long rest. Spider Legs You replace the legs of your Puppet with 8 spiderlike legs. Your Puppet now has a climbing movement speed equal to its movement speed and is not restricted when walking over Web-based terrain. Tail Prerequisite: Combat Puppet type You attach a tail made of wooden links to your puppet. When you take an Attack action, you can use your Bonus action to make an extra attack with the Puppets tail. On hit, this Tail Attack does 1d10 + your Dexterity modifier bludgeoning damage to one target within 5 feet of the Puppet. Items Following are some items that are flavored towards Puppeteers, or only usable by Puppeteers. As a DM you can choose to include these into your campaign. Ceitrartium Strings Wonderous Item, Uncommon (prerequisite: Puppeteer class) A set of 10 strings 30 foot long made from the metal Ceitrartium. During a short rest a Puppeteer can attach these strings to a Puppet. Once attached you can equip the Ceitratium Strings to control the puppet. Ceitratium is very flexible, yet sturdy material. It had an Armor Class of 18 and 15 Hit Points and has resistance to non-magical bludgeoning, slashing and piercing damage. Feats Following are some feats flavored towards Puppeteers, or only usable by Puppeteers. With your DMs permission, you can use these feats. One With The Puppet (Prerequisit: Puppeteer class) Your training with a Puppet gave you the ability to act like you're at the same place as your Puppet. When a hostile creature leaves the reach of you puppet, you can use a reaction to make an attack.

When determining wheter you can see a target or not for your Puppet to attack, you can use your Puppet's head to detemine line of sight (provided there's enough light).