THE ARCANE PUPPETEER

BY HARRY CRABB

Table Of Contents

Extras

Created by H.Crabb.
My Patreon Campaign&Craft.
Cover image: Puppet Master by YU-HAN CHEN
Current Version: Pre-release - 1.0

The Arcane Puppeteer

Arcane Puppeteers are gifted magic users who can choose to channel their magical energy through their marionettes, puppets and dolls, perhaps even through another being, or by channelling the magic themselves. Some Arcane practitioners are afraid of direct confrontation, leading to the creation and use of war marionettes that can leave scars across the battlefield, all whilst the puppeteer controls the flow of combat from a safe distance. These marionettes can be used in a multitude of different ways, each benefiting from their own set of skills depending on the crafter's needs and preferences.

The Marionettes

The marionette gracefully weaves through corpses littered across the battlefield, the turning of gears emanates from its wooden carapace, its large white eyes flick and flitter between the bodies, its child-like head bobbing and lolling from side to side as it moves, glowing strings branch out from its appendages curving to the fingers of its master. Swords cut through flesh and poisoned darts find their targets... all his enemies lay face down on the ground, the master ends his performance with a satisfactory smirk, the marionette with overly pronounced bow.

The legs of a multi-coloured marionette tap rhythmically on stage, the marionette juggles four brightly coloured balls in the air, the pace of the juggling increases, more balls are added to the routine, the cheers from the audience rise, just as it looks like he will drop a ball, he catches the it in his mouth! Confetti shoots out of the marionettes hands. A cheerful Halfling appears behind the curtain with hat in hand collecting tithe for his brilliant performance.

Whatever goals or affairs, all arcane puppeteers share the same devotion to their marionettes. Whether they perform tricks before a king, fight in battle alongside others, or tinker just for the sake of improving ones own skills. Marionettes are an extension of their body, with but a flick of their fingers, they can end a life or bring forth rapturous applause.

Enchanters, artificers and tinkerers, the makers of magic-infused items and objects, they are all defined by their finished products. Where Wizards see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Arcane Puppeteers, although meticulous and thorough in their craft, are often far more experimental when it comes to magical practice, viewing it as more of a performance and powerplay, focusing on the bizarre, the spectacular and the beautiful, whether that be on stage, or on the battlefield.

ARCANE PUPPETEER

Master Craftsmen

The Puppet is everything to the Puppeteer. They spend hours crafting one to their liking and can be crafted as one sees fit. Arcane Puppeteers spend countless hours tinkering and altering their creations, whether these are war-machines used for slaughter or dancing jesters for the purpose of entertainment, a master craftsman is always looking to perfect their art.

Swift Strings

There is a special bond between a crafter and their creation, and even more so between a puppeteer and their puppet. A puppeteer's strings symbolize a strict union, they are the veins and life blood of the relationship between the Arcane Puppeteer and their puppet. By forming this union through magical strings, the puppeteer can transfer magical essence used to manipulate and sustain the puppet.

Rivals

The puppeteers’ drive to create, craft and expand their arcane knowledge stems from an intense desire to uncover new magical discoveries. A puppeteer who does not understand a mechanism, trap or arcane anomaly will seek to investigate, understand and take advantage of it. Just like Performers, almost every Puppeteer has at least one rival, someone whom they seek to outdo them at every turn. By the same token, puppeteers are often quite closed off and secretive with their discoveries, just as no magician would reveal the secret behind their tricks, no sane minded puppeteer would reveal the mechanisms or arcane encoding that make their
puppets special.

Creating an Arcane Puppeteer

Quick Build

You can make an Arcane Puppeteer quickly by
following these suggestions. First, Dexterity
should be your highest ability score, followed
by Charisma. Secondly, choose the artisan
background. You can also pick quirks, personality
traits, ideals, bonds and flaws from the premade
rollable tables.

5e Class Features

As an Arcane Puppeteer, you gain the following
class features. Your puppets abilities depend on
the type of puppet and craft school you choose.

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: Puppeteers Kit, Tinker's tools and one Artisans tool of your choice.
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 Puppeteers Kit.
An Arcane Puppet. (p. 12)
(a) 2 light hammers or (b) a spear
(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 5d4×10gp in funds.

CREATING AN ARCANE PUPPETEER

The Arcane Puppeteer
Level Proficiency Bonus Spells Known Features 1st 2nd 3rd 4th 5th
1st +2 Strings, Arcane Marionette, Willing Puppet, Puppet School Feature
2nd +2 2 Spellcasting 2
3rd +2 3 Puppetry Expertise 3
4th +2 3 Ability Score Improvement 3
5th +3 4 Extra Attack 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 Master 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 Powerful Performance 4 3 3 3 2

CLASS TABLE

Suggested Characteristics

Personality Traits

D10 Personality Traits
1 When faced with a problem, I talk out the solution to myself.
2 I have a hard time focusing on conversations when I see an object I don't understand.
3 I give unsolicited advice to anyone who will listen.
4 I never do anything technology could do for me.
5 I am always the smartest person in the room.
6 Never tell me what to do, or I will go out of my way to do it differently.
7 Everything, no matter how small or insignificant, must be catalogued.
8 When I see a scrap of metal or wood, I can't help but pocket it.
9 Never calculate anything, the fun is in the experimentation!
10 I must calculate everything!

Ideals

D10 Ideals
1 Organization: Everything has its place and everything should remain in its place. (lawful)
2 Performer: I make marionettes to entertain others. (Good)
3 Freedom: I invent whatever pops into my head, legal or not. (Chaotic)
4 Greed: A marionette isn't useful unless its worth a lot of money. (Greed)
5 Community: Invention comes from necessity, when my community needs something, I see how I can help. (Neutral)
6 Safety: My marionettes are to protect myself and others. (Any)
7 Power: I invent so that one day I can rule through power. (Evil)
8 Knowledge: The more I discover the more questions arise. (Any)
9 Science: The Gods can't be trusted, their power is waning, now is the time for science! (Chaotic)
10 Destruction: I want to know what it is like to crush, burn and destroy. (Evil)

Bonds

D8 Bonds
1 I helped my sister get away from an abusive partner using my marionettes, he will never bother her again.
2 My marionettes are my family, I will protect them with my life.
3 Technology and Magic can be used in union, I will prove it.
4 There was an accident in my hometown, now I can never return.
5 Gold is essential in building my marionettes, therefore I must hoard as much as I can.
6 My brother died when I was young, I made my first marionette in honour of him, it is terribly made, but I take it everywhere.
7 My first love died, a wig of her hair sits atop a beautiful marionette, I will cherish it always.
8 I still have my father's scribblings of his perfect marionette, one day I will build it, I just need to find the right materials!

Flaws

D8 Flaws
1 Gold is all that motivates me.
2 I can't help but look down on others intelligence.
3 Explosions are fun, especially the ones that catch you by surprise.
4 Some money lenders are still searching for me.
5 I love my marionettes a little too much.
6 I killed an innocent with one of my marionettes, it haunts me to this day.
7 I think I am the smartest one in the room, even when I am not.
8 No master or apprentice would ever be worth my time.

Quirks

D8 Quirks
1 Carpal tunnel in joints.
2 Fidgets nervously.
3 Talks to inanimate things.
4 Has a nervous tick.
5 Cowardly, but very good at it.
6 Dirty and unkempt.
7 Takes everything literally.
8 Looks like they have been struck by lightning.

QUIRKS, PERSONALITY TRAITS, BONDS, IDEALS & FLAWS

The Arcane Puppeteers Progression & Levelling

Strings

At 1st level, you gain access to arcane strings. These strings are threads of magical energy that tether yourself to your puppets and other creatures, they are used to control the actions of your puppets and other creatures; a set of strings comprises of five arcane threads.

These arcane tethers attach to 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 connecting to two puppets. 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 connect to, 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

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.

The Arcane Marionette

If you begin the game as an Arcane Puppeteer you start with one arcane marionette. An arcane marionette is a small animated object with the following statistics:

  • 25 HP, AC 16, Str 6, 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 of sharing your senses.
  • It can make a slam (melee weapon) attack that deals 1d8 + 2 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus. It does not roll for initiative or take its own turn, and cannot move or take actions or reactions on its own.
  • The marionette uses your ability scores, modifiers and 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, using these weapons is based on your ability scores and proficiencies, not your puppet's.
  • To Attack: Roll 1d20 with attack modifier equal to your Dexterity modifier + your proficiency bonus.
  • Calculating Damage melee weapon attack using a one-handed longsword, (1d8) then add your Dexterity modifier. The reason you add your dexterity modifier is because it is you controlling the puppet wielding the sword, not you yourself wielding the sword, and you control the puppet using dexterity and arcane strings.

Marionette Manipulation

The puppet itself does not have blindsight or any form of darkvision; its ability to accurately sense or see an opponent in darkness relies on your own senses.

If you are in control of a marionette, you can use your action to have the marionette take an Attack or Disengage action on your turn, or you may use your reaction to have the marionette take a reaction. You use your bonus action to allow the marionette to move on your turn. Furthermore, you have the ability to cast spells through yourself or your puppets as an action or bonus action (depending on the spells action cost) as long as you conform to all other puppetry movement and action rules.

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 puppeteer'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

At 1st level, if a creature is incapacitated, paralyzed or stunned, you can attach a set of arcane strings to a willing creature within 30 feet. On that creature's turn, you can use your 'Reaction' to attach the strings and allow the target to move and make an action. In addition, you can use your 'Reaction' to immediately stand the target up if they are knocked prone. This is only possible if you have a free hand to create more arcane threads to the target.

Puppet School

At 1st level you choose a puppet school, the school grants you a benefit at 1st level, and again at 7th, 11th and 18th level.

  • Symbiote
  • Clockmaker
  • Simulacra
  • Shadowstring
  • Freakshow
  • Stooge
  • Mortician

MARIONETTES & YOU

Spellcasting

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.

Known Spells

Starting at 2nd level 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.

See page 89 for a full list of the spells available to arcane puppeteers.

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 Spells

If a marionette has a spell or enchantment linked to it, it means you gain access to that spell or cantrip even if you do not know the spell yourself. In order to use the spell, you must expend a spell slot to do so, unless that marionette states it has limited stored spells which regenerate each day after a long rest, this will be marked as X/Day after the spells.

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

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

In addition, when you can make a Charisma (Performance) check to entertain others with a nonmagical puppet (such as a hand puppet or shadow puppet from the puppeteers kit). When you do so, you are considered to have expertise in the Performance skill and add double your proficiency bonus to the roll.

Ability Score Improvement

At levels 4, 8, 12, 16, and 19, you can increase one ability score by two points, or two scores by one, and none may be increased beyond 20. or if allowed by the dungeon master you may choose a feat for your character to gain.

Extra Attack

At 5th level, when you use your action to have a puppet take the Attack action, they may attack twice. This is conditional on each attack being made with a different weapon attached to the puppet. The number of attacks increases to 3 at 10th level, 4 at 15th level, and 5 at 20th level.

SPELLCASTING & PUPPETRY

Improved Control

At 6th level, you may use a free action to command one marionette under your control to take the attack or disengage action. This means that you can use two actions and a bonus action between you and two marionettes. In addition to this, one marionette you control may now move on your turn without you having to spend a bonus action.

Marionette Master

Starting at 10th level, the length of your strings increases to a total of 90 feet. In addition, the AC of all your marionettes increases by +1.

Travel Trunk

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 up to your level in number into the trunk alongside other equipment up to its carry capacity of 300 lbs, regardless of the size of the contents. The trunk has a weight of 25 lbs plus that of any non-marionette items contained within.
  • If the trunk is destroyed, its contents spill out unharmed.
  • Once per turn, as a free action 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 5ft from the trunk in an empty space.




























Marionette Fusion

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 combined marionette's hit points at the time of fusion.
  • Each ability score is the better of the component marionette's scores.
  • Its AC is the better of the two marionette's ACs.
  • When it takes the Attack action, it may make a multi-attack, therefore attacking twice instead of once.
  • It has all the special features of the two 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 equally between the two component marionettes (up to that marionette's maximum hit points).
  • The largest marionettes you can join together are large marionettes. Huge puppets or larger cannot be conjoined using marionette fusion.

The Puppeteer's Pride

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.

MASTERING PUPPETRY

Schools of Puppetry

There are a total of six schools of puppetry to choose from, each of which comes with personalised abilities at 1st, 7th, 11th and 18th level. Different schools focus on different aspects of puppetry, from performing, to crafting, to combat, read up on each school before making your decision, as it will stick with you for the rest of the game.

School of the Symbiote

You have gotten closer to your marionettes than any other puppet master would consider normal, the extent of which transcends the physical world, giving you access to the powerful abilities of the arcane bond.

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 the ritual, 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 or melee slam 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 your marionette or magically switch places with it. As an action, while your strings are bound to a marionette, you can do one of the following options.

  • You can magically switch places with one your controlled marionettes.
  • You can use your strings to teleport to one of your marionettes to an unoccupied space that you can see within the range of your strings.

Improved Marionette Bond

Also at 11th level, you may now bond with up to two marionettes, giving you access to the marionette bond ability with both of your marionettes.

Marionette Shell

Starting at 18th level, you have gained the ability to create puppets large enough to house an individual inside. As an action, a creature you allow can enter the body cavity of a puppet under your control that is at least one size category larger than them, granting total cover from attacks. If the marionette is destroyed with a creature inside, that creature is knocked prone and takes any left over damage from the attack that destroyed the marionette. Enemies that use an action to make an Intelligence(Investigation) check of a DC equal to your Puppet Saving Throw DC notice that the puppet houses another creature.

School of the Clockmaker

You have studied intricate clockwork and the mechanisms involved in the fine construction of weaponised puppetry. The school of the clockmaker is a laborious craft, requiring the highest levels of commitment from its students, the artistry and detail involved in making magnificent marionettes takes time to learn, hours upon hours tinkering day after day to learn and understand both the magical and physical workings of an arcane marionette.

Mending

At 1st level, you know the mending cantrip. This allows you to fix marionettes that haven't been fully destroyed.

Master Tinkerer

Starting at 7th level choose one the following benefits.

  • You craft marionettes 3 times as fast at a rate of 75 gp per day (instead of 25 gp).
  • Your marionettes melee and ranged weapon attacks now count as magical weaponry and deals +1 additional damage as well as +1 to it's attack modifier.

Master Craftsman

Starting at 11th level, when one of your marionettes reaches 0 hit points after being damaged in combat, but not completely destroyed, (eg. 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 one form of elemental damage (eg. cold, fire, lightning etc).

The War Machine

Starting at 18th level, from studying the most experienced combatants, you and your puppet become much more effective in martial combat. You and your war puppets gain the following benefits.

  • Your marionettes cannot be knocked prone by non-magical means.

SCHOOLS of the SYMBIOTE & CLOCKMAKER

  • Your marionettes gains Expertise in the Athletics and Acrobatics skills and gains advantage when rolling to grapple a creature.
  • Your marionettes weapons become integrated into their bodies meaning they can no longer be disarmed unless by magical means.

School of the Simulacra

You seek to perfect lifelike appearances and behaviour in your puppets. You find yourself getting lost in the features of chiselled marble statues, or caressing the delicate porcelain of an exquisite doll, you divine path is to create a puppet indistinguishable from its muse.

Disguise Marionette

At 1st level, you gain access to the disguise self spell and can cast it upon your marionette. You must finish a long rest before you can cast it again. This spell does not count against your known spells.

Spell Mimicry

At 7th 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.

No Strings On Me

At 11th level, you use runic enchantments on yourself and your puppet to enhance the intelligence of your puppets. These Puppets still draw magical energy from you, however, they do so via runes tattooed or branded upon your skin, rather than through arcane strings. You can still only control two puppets at any time to, however, you do regain access to your hands to hold other weapons, items or shields. Your puppets become sentient and able to act on their own accord without your direct control. The puppet has the following changes to his basic statistics:

  • The puppet is no longer immune to psychic damage, instead of being resistant.
  • The puppet can be interacted with telepathically. It has advantage on saving throws to stop unwanted telepathic intrusion.
  • The puppet understands and is able to speak all the languages you know.
  • The puppet now acts independently of you, but it will always obey your commands. In combat, it rolls its own initiative and acts on its own turn. But must still conform to the marionette manipulation rules.

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 no longer age nor breathe, you still require food (although your new diet consists of oil, metal, ivory, gems and the like) and do not need a full nights sleep, but instead trance for 4 hours to become fully rested.
  • You gain a +1 bonus to AC
  • You can tinker and repair your new body using the repairing marionette rule as long as you have the components required to fix yourself.

School of the Shadowblade

You are not fond of crowds, nor the call to perform, instead, you use your skills to craft the ultimate silent killer, allowing you to cling to the shadows as your marionettes strike 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 or your marionette can deal an extra 1d6 damage to one creature you hit with an attack that is within 5 feet of an ally. 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 weighs 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.

SCHOOLS of the SHADOWBLADE & SIMULACRA

Nimble Marionettes

Starting at 18th level, all your marionettes have an improved Dexterity of 18, and AC of 18 (unless already higher) A marionette you control has proficiency in Dexterity saving throws and has a +2 bonus to damage rolls made with finesse weapons.

School of the Freakshow

Their perception of puppetry and art is flawed beyond reason, the freakshow sneers at the conventional, at the very idea of beauty, instead, they choose to create end emulate the horrific, disfigured and downright grotesque.

Cannibal Puppet

At 1st level, your puppet can make a bite attack against a creature which deals 1d6 piercing damage. The puppeteer gains health equal to the amount of damage dealt this way.

Corpse Puppet

As an action at 1st level, you have the ability to attach your arcane strings to a corpse and control it as if it were a marionette. You cannot control a corpse that is any size bigger than large. This corpse returns to combat with the health, AC, speed and weaponry as it did in life, but for all purposes, it is a zombie. This creature does not benefit from the zombies unique 'undead fortitude' ability, therefore when reduced to 0 hitpoints, it is destroyed, the same as any of your other puppets. On the bright side, it is much easier to find a corpse than it is to delicately craft a brand new marionette, just a bit of digging in a graveyard and your stock of marionettes is refilled.



The Abominations

Also at 1st level, you gain access to the 'Abomination Puppet' listings, located after the main marionette listings, you are free to build from either of these listings. These puppets have one key difference to regular marionettes: They cannot be folded down and stored in a small container like other marionettes, this is because they were not built to do so, therefore you might have to build a few more travel trunks to cart them around if you intend on building multiple different abominations.

Jack in the Box

At 7th level, You are able to summon a shadow puppet from a target's shadow, if available, if not then the ability will not work. The target must make a Dexterity saving throw based on your Puppet Save DC, on a failed throw the target takes 2d8 slashing damage, and half on a success. This damage increases to 3d8 at 10th level, 4d8 at 14th level, and 5d8 at 18th level. The Shadow Puppet disappears after it has dealt damage.

Puppeteer's Revenge

At 11th level any time a puppet is destroyed the grief-stricken puppeteer can, as a reaction, enter a blind rage, allowing them or their other puppet to use their full movement and make two attacks against the one who destroyed the puppet. Similarly, if the puppeteer falls to 0hp, any puppet or marionette within a 30ft radius of the fallen puppeteer can use all its movement and instantly use two attacks on the creature who put their master on death's door. After taking these attacks, the puppets also fall prone, as they are no longer receiving magical energy or, commands from their master.

SCHOOL of the FREAKSHOW

The Iron Maiden

At 18th level, the mad puppeteer can use a puppet to grapple a target that is of equal or smaller size. The target may make a Dexterity or Strength saving throw against your Puppet's save DC, or be considered grappled. A creature which is grappled takes 6d6 piercing damage at the beginning of their turn, this damage is recurring if the creature continues to fail the save. The creature may continue to make the same saving throw to escape the grapple at the end of each new turn they take in combat.

School of the Stooge

Cowardly and coniving, you use your puppets as stooges and scapegoats, doing your dirty work while you yourself play the fool. You don't like getting caught and will do anything to trick and mislead those around you so that you can get your way.

Puppet Familiar

At 1st level, you learn the spell find familiar. This spell does not count against your number of spells known. The spirit of your familiar is summoned into a tiny or small puppet or marionette doll, which in turn can move of its own volition as your familiar, using the Living Puppet stats found below. This puppet does not require arcane strings, you may cast spells through this creature's space as if it were another one of your marionettes, it can use a slam attack but not any weapons.

Scapegoat

At 7th level, after taking lethal damage that would reduce your hit points to 0, you can instead use your reaction to sacrifice an existing puppet and drop to 1 hit point instead. The puppet sacrificed drops to the ground lifeless and can never be made into a puppet again by you or any other puppeteer. The puppet can be sacrificed from anywhere on your plane except a pocket dimension such as the travel trunk. After using this ability you must finish a short or long rest to use it again.


Living Puppet

Tiny or Small Construct, neutral


  • Armor Class: 13
  • Hit Points: 10 + 6 per Arcane Puppeteer level
  • Speed: 20ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)

  • Damage Immunities: Poison
  • Condition Immunities: Charmed, Poisoned
  • Senses: Darkvision 60ft, passive Perception 10
  • Languages: understands the languages of its creator but can't speak
  • Grade: Common (100gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Scare (1/Day) One creature within 20 feet must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of its turns, with disadvantage if the living puppet is within line of sight, ending the effects on a success.

Ventriloquism The master can telepathically command the puppet to speak, imitating his master's voice.

False Appearance While motionless, it is indistinguishable from an ordinary object.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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.

SCHOOL of the STOOGE

Cackling Fiend

At 11th level, you can make a targeted creature see an illusion of a monstrous fiend. They must attempt a Wisdom against your spell save DC + modifier. If they succeed the illusion is broken and the target is immune to this effect until after it has taken a short or long rest. However, if they fail the DC they immediately fall prone screaming out in horror giving you advantage on melee attack rolls against them. This creature can attempt to break free from the illusion at the end of each of their recurring turns by rolling against your spell save DC.

Succubus Arts

At 18th level, your living puppet familiar grows to medium size and acquires the physical form of a sultry succubus/incubus. Your living puppet gains the ability to:

Fly

Your living puppet gains a fly speed of 60ft. (Up to medium size constructs)

Charm

One humanoid The living puppet can see within 30 feet of it must succeed on a Wisdom save against your spell save DC or be magically Charmed for 1 day. The Charmed target obeys the puppet's verbal or telepathic commands. If the target suffers any harm or receives a suicidal Command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this marionettes Charm for the next 24 hours. The living puppet can have only one target Charmed at a time. If it charms another target, the effect on the previous target ends.

Draining Kiss

The living puppet kisses a creature charmed by it or a willing creature. The target must make a Wisdom save against your spell save DC, taking (5d10) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a Long Rest. The target dies if this effect reduces its hit point maximum to 0.

SCHOOL of the STOOGE

School of the Mortician

You imbue your arcane strings with necromantic power, allowing you to tether and control the corpses of the dead as if they were your marionettes.

Corpse Puppet

As an action at 1st level, you have the ability to attach your arcane strings to a corpse and control it as if it were a marionette. You cannot control a corpse that is any size bigger than large. This corpse returns to combat with the health, AC, speed and weaponry as it did in life, but for all purposes, it is a zombie. This creature does not benefit from the zombies unique 'undead fortitude' ability, therefore when reduced to 0 hitpoints, it is destroyed, the same as any of your other puppets. On the bright side, it is much easier to find a corpse than it is to delicately craft a brand new marionette, just a bit of digging in a graveyard and your stock of marionettes is refilled.

Cantrips

At 1st level, you learn 2 Necromancy cantrips of your choice and gain access to the Necromancy Spell List (up to 5th level spells) in addition to your Arcane Puppetry Spell List. These Spells can be chosen upon levelling up and unlocking spell slots.

  • Cantrips: Chill Touch, Spare the Dying, Toll the Dead.
  • 1st level: Cause Fear, False Life, Inflict Wounds, Ray of Sickness.
  • 2nd level: Blindness/Deafness, Gentle Repose, Ray of Enfeeblement.
  • 3rd level: Animate Dead, Bestow Curse, Feign Death, Life Transference, Revivify, Speak with Dead, Vampiric Touch.
  • 4th level: Blight, Shadow of Moil.
  • 5th level: Contagion, Danse Macabre, Enervation, Negative Energy Flood, Raise Dead.

The Abominations

Also at 1st level, you gain access to the 'Abomination Puppet' listings, located after the main marionette listings, you are free to build from either of these listings. These puppets have one key difference to regular marionettes: They cannot be folded down and stored in a small container like other marionettes, this is because they were not built to do so, therefore you might have to build a few more travel trunks to cart around if you intend on building multiple different corpse puppets.

However using abomination puppets can come at a cost, as there is a huge social stigma involved in using necromancy, or at least appearing to use necromancy. This stigma could impact your day to day life if you are seen wandering the streets with a hulking flesh golem or shambling corpse, or if nasty rumors reach the town guard or city watch... so be warned the path of the mortician is a risky one, but the rewards might just be too good to pass up.

SCHOOL of the MORTICIAN

Life Leeching

At 7th level, you gain the ability to steal health. As long as the creature is the same size or only one size larger, you can have your puppets grapple onto the target and slowly leech 2d6 damage per turn, returning this health to you via your arcane tethers. The target may attempt to remove your puppet by following the grappling rules, making a contested Strength (athletics) check against your puppet.

Living Mannequin

As an action at 11th level, you can project from your fingertips barely noticeable strands of arcane energy which can attach to living creatures. Choose a living creature you can see within 30 feet to make a Wisdom saving throw versus the puppeteer's spell save DC + modifier. On a failed save, your arcane strings attach to the creature, giving you complete control of them whilst conforming to the marionette manipulation rules. The target creature may roll a Wisdom Saving throw at the end of each of its turns to break the manipulation effects.

Artful Death

As a bonus action at 18th level the puppeteer can choose to sacrifice a corpse puppet it controls by overloading it with magical energy, this causes the corpse puppet to explode. An exploded puppet deals 4d10 bludgeoning damage and 4d10 piercing damage in a 10ft radius. It also renders any items, weaponry and armour from that corpse destroyed.


Basic Corpse Puppet

Tiny up to large | Undead Construct | Neutral


  • Armor Class: 12 or the same AC it had when it was alive.
  • Hit Points: 25 or the same Health it had when it was alive.
  • Speed: 30ft. or the same Speed it had when it was alive.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: radiant
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Common (100gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Corpse Puppet The corpse puppet is considered both undead and a construct. You cannot control a corpse that is any size bigger than large. This corpse returns to combat with the health, AC, speed, talents and weaponry as it did in life, but for all purposes, it is a zombie. However this creature does not benefit from the zombies unique 'undead fortitude' ability, therefore when reduced to 0 hitpoints, it is destroyed without a saving throw.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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. Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.

THE ARCANE MARIONETTE

Multiclassing into the Arcane Puppeteer

When multiclassing into this option, you do not automatically start with a marionette of your own. You will have to build one from scratch following the common marionette crafting options when your overall level reaches level 3.

Prerequisites

13 Dexterity and 13 Charisma.

Your First Marionette

If you are starting as an Arcane Puppeteer your first puppet will be 'The Arcane Marionette'

The Arcane Marionette

This is the most basic puppet that every Arcane Puppeteer will begin with, it is sturdy, versatile and packs a punch despite its small size. All that is required to build this marionette is a puppeteers kit. Although the arcane marionette isn't the greatest marionette, it is a good starting point for any puppeteer, it has a moderate health pool and has several condition immunities as a construct. As a result of this, there is no better partner for a new arcane puppeteer. All that is left is for you to go out into the world and spread the tale of your masterful crafting skills, your dazzling performances, and your mastery of puppetry, paid for in blood by your fallen enemies!



Arcane Marionette

Small Construct, neutral


  • Armor Class: 16
  • Hit Points: 25 gains the same amount of HP as you do upon leveling up
  • Speed: 30ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Common (100gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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. Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.

THE ARCANE MARIONETTE

Building A New Marionette

Marionettes are considered magic items and therefore each build time can easily be calculated by viewing the 'crafting a magic item' section. (p. 128 DMG)

Creation Cost

A marionette has a creation cost specified in the Crafting Magic Items table. A character engaged in the crafting of a magic item makes progress in 25gp increment, spending that amount for each day of work until the total cost is paid. The character is assumed to work for 8 hours for each of those days. For example, a common marionette worth 100gp will take 4 days at 8hours work and 25gp per day.

Crafting Magical Items
Item Rarity Magic Item Creation Cost Optional Lowered Creation Cost Minum Level
Common 100gp 100gp 3rd
Uncommon 500gp 500gp 3rd
Rare 5,000gp 5,000gp 6th
Very Rare 50,000gp 10,000gp 11th
Legendary 500,000gp 30,000gp 17th

Lifestyle Cost

While crafting a magic item, a character can maintain a modest lifestyle without having to pay the 1 gp per day, or a comfortable lifestyle at half the normal cost.

Taking On An Apprentice

At the DM's discretion you may be allowed to take on an apprentice at your workshop. This works similarly to using an artisan marionette, however, the downsides of using these marionettes are that you can only use a maximum of two at a time whilst working, as you are limited by the number of hands you have and the number of arcane strings you can control. Therefore it may be a good idea for you to take on an apprentice to help boost your daily crafting output, or perhaps task them with building other smaller marionettes whilst you focus on your own larger projects.

Optional Crafting Rules

If you are a DM who does not like allowing their players lots of downtime between major quest points and plot arcs, then it may be in your best interest to allow for the following crafting rules:

  • Reduce the total cost of marionettes to accommodate far quicker build times for your arcane puppeteer.
  • Introduce a crafting check with a chance of failure once all base materials have been established, rather than have an extended time period of crafting where there is no chance of failure.

Marionette Special Abilities and Spells

Every marionette differs from each other in some way, as every marionette is intended to perform different tasks. Therefore each marionette has different types of spells, enchantments and special abilities, with the higher ranked marionettes benefiting from more spells and abilities.

BUILDING A NEW MARIONETTE

Limited Usage

Some special abilities have restrictions on the number of times they can be used.

X/Day.

The notation “X/Day” means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, “1/Day” means a special ability can be used once and that the monster must finish a long rest to use it again.

Recharge X–Y.

The notation “Recharge X–Y” means a marionette can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster’s turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest.

Designing Your Own Marionettes

At your discretion as a DM, you may allow your players to create there own marionettes following the guidelines detailed in chapter 9 of the 'dungeon masters workshop' as well as the crafting a magic item' section on page 128 of the DMG.

Things to consider

Crafting level

The most important thing to consider when designing new marionettes for your players or letting your players design their own is the crafting level the new marionette will be a part of. Take a look at some of the example marionettes and the different levels of cantrips, enchantments, spells and attacks that are available at level 3, 6, 11 and 17. Don't allow players to create a 3rd level marionette that features several different enchantments, spells and attacks, this will throw off the balance of the game and make other players resent the new class.

Material Components

If you are enchanting a puppet with a certain type of enchantment, for example, resistance to cold, then the puppet may require smouldering coals as a material component. Similarly, if you are enchanting a puppet to be able to cast a spell, if that spell has material components then add those to the components list. After this all that is left to consider is the construction cost and any special materials that will be needed in the marionette, e.g. if you are basing your puppet off of a monster, you may need parts of that monster for reference, or parts of that monster to add decoration and character to the marionette.




Be Realistic

A level 3 puppeteer isn't going to have access to a lich phylactery and a kings crown, therefore you need to impose early on onto your players that they need to be realistic, and work towards building bigger and better puppets in the long run. Crafting magical items takes time, and the marionettes that the arcane puppeteer works with are all considered magical items.

Enchantments & Spells

When it comes to enchantments and spells, try not to allow your player to add too many to the game, and make sure you are following the crafting rules from the PHB and DMG. Remember if a player doesn't have access to a spell themselves and they want to add it to their marionette, they will need to find someone who has time and access to the spell, to work with the marionette each day casting the enchantment onto the marionette, this might cost money or perhaps a favor later on down the line for your characters.

Take Inspiration from Monsters

Use monsters for some inspiration, if you are for whatever reason in need of a marionette that can burrow, or swim, and you do not wish to use the example marionettes, then finding a monster of a reasonable challenge level that meets your criteria could be a good base for building your marionette. Also if a monster has 12 AC naturally, when building a marionette, due to the materials involved in crafting it, they generally benefit from +2 AC in addition to the monsters natural armour class.

Common Marionettes

Here are the common marionettes available from level 3 onwards. The following puppets all conform to the basic arcane marionette stats and rules shown on page 4 of this handbook, apart from a few exceptions, the main of which are listed below:

  • They start with 40 HP
  • They gain 6 hit points per level you have in the arcane puppeteer class option.
  • Each has their own unique properties on top of the basic arcane puppets properties which are detailed in their construct stat blocks. The rarer the arcane puppet, the more unique properties they will have.

However each puppet does have its own independent stat sheet, including personalised stats, actions, reactions and special abilities, so make sure to read each sheet before using your new marionette.

DESIGNING MARIONETTES & COMMON MARIONETTES

The Knight Marionette

The Knight Marionette is a strong front line fighter, capable of drawing the majority of the aggression from your enemies, as well as soaking up a fair amount of damage, thus allowing the puppeteer to stay clear from the clatter and panic of close quarters combat. The Knight Marionette is incredibly handy if your party lacks martial fighters, or has some particularly weak arcanse casters that need protecting, yourself included.

Material Components

  • Shield
  • Medium armor or Heavy armor
  • Martial melee weapon
  • Granite and iron, powdered mixture
  • 100gp creation cost

Knight Marionette

Medium Construct, neutral


  • Armor Class: 18
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Common (100gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

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.

Shield It has +2 to AC. (Already Calculated in Armor Class)

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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. Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.











































Marionettes and Weaponry

Remember most marionettes can use items, objects and weaponry, however they do so using your own proficiencies, knowledge and skills, although there are some exceptions to this rule (always check the marionettes abilities) this is majoritively true. For example, if you are not proficient in how to use a lance, you will not be able to effectively direct and control your marionette via the arcane tethers to use the lance.

KNIGHT MARIONETTE

Warrior Marionette

The warrior marionette is also a great pick for front line combat, although it is less of the shield and more of the sword, as it does not have the same armor advantage as a knight. Despite this however, it can deal more damage with its nimble attacks, using either its slam attack or through the use of a martial weapon, it can quickly deal large amounts of damage at your command, as well as antagonise and distract your enemies, hopefully keeping your back line safe from harm for as long as possible.

Material Components

  • Medium armor
  • A Martial melee weapon
  • Statuette of a folk hero
  • Blood from a wild and savage animal.
  • Silver and iron, powdered mixture
  • 100gp creation cost

Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.


Warrior Marionette

Medium Construct, neutral


  • Armor Class: 16
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Common (100gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Brute You gain a +2 bonus on the damage rolls of its slam attack.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 bludgeoning damage + 2 additonal damage from brute, 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.

WARRIOR MARIONETTE

Apprentice Artisan Marionette

This marionette resembles a delicate androgynous figure, the marionette contains a variety of tools, mechanisms, magnification lenses, clamps and materials, used to aid in the construction of other marionettes and puppets. This marionette is not meant for the battlefield, but more than makes up for its lack of combat abilities with the help it provides in a workshop or even on the road, when you need to repair other marionettes.



Apprentice Artisan Marionette

Medium Construct, neutral


  • Armor Class: 10
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 3 (-4) 8 (-1) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Common (100gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Apprentice Artisan Through the aid of this puppet, the rate at which you craft other arcane puppets is increased by 25 gp per day.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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. Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.



Material Components

  • Gold leaf / Filigree
  • Two types of artisan's tools
  • Magnifying glass
  • Access to the Unseen Servant Spell
  • Two gems worth atleast 50gp
  • 100gp creation cost

APPRENTICE ARTISAN MARIONETTE

Ballerina Marionette

The Balerina marionette is a beautiful and graceful dancing companion as well as a brutal killing machine. This marionette relies on its dexterity and evasive nature, she is able to bend and dodge out of the way of incoming blows, whilst also delivering deft strikes with deadly accuracy to swiftly silence her targets.


Ballerina Marionette

Medium Construct, neutral


  • Armor Class: 16
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Common (100gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Cunning Action This puppet can take a 'Bonus Action' on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action and must be commanded as part of your own action.

Delicate Dance Gain Advantage on performance checks made when performing a dance with this puppet on its own, or in unison with it.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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. Stiletto Blades Melee Weapon Attack: deals 1d6 + your Dexterity modifier in slashing damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.




































Material
Components

  • Stiletto blades or
    High quality daggers
  • Light armor
  • Corset and Tutu
  • A beautiful wig
  • 100gp creation cost

A Delicate Dance

The Ballerina can be used in a variety of performances to assist you in entertaining the masses, in theatres, galas, inns, on the streets and in pubs. These marionettes were made to match the visage of a beautiful, limber and flexible dancer, with delicate porcelain features.

They have a perfect balance and poise and power, they are able to balance upon the very tips of its toes, jumping, flipping and leaping, their bodies and ribbons creating elgant patterns across the stage.

BALERINA MARIONETTE

Reef Shark Marionette

Smaller than a Giant Shark but larger and fiercer than the Reef Shark, a Hunter shark haunts deep waters. It usually hunts alone, but multiple Hunter sharks might feed in the same area. A fully grown Hunter shark is between 15 to 20 feet long. The Hunter Shark Marionette works along the same principles, its added bulk makes it less mobile than the Reef Shark Marionette, However its additional rows of serated teeth and larger frame make it a far more menacing foe.

Material Components

  • A complete set of fin replicas: Caudal fin, Pelvic Fin, Pectoral Fin, First and Second Dorsal Fins.
  • Fishermans harpoon or Fishermans net
  • Serrated teeth or Shark teeth
  • Water resistant veneer
  • Salt water
  • Polish
  • Chum
  • Black gemstones for eyes worth 100gp each
  • 100gp creation cost

Reef Shark Marionette

Medium Construct, neutral


  • Armor Class: 12
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: Swim 40ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Common (100gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Beastial This marionette cannot use items or weaponry due to its bestiary construct and lack of appropriate appendages, instead it has natural weaponry in the form of its bite.

Waterborn This marionette is not suited for land based combat, it was designed for aquatic encounters.

Pack Tactics The reef shark marionette has advantage on an Attack roll against a creature if at least one of the shark's allies is within 5 ft of the creature and the ally isn't Incapacitated.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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. Bite Melee Weapon Attack: deals 1d8 + 4 piercing damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.

Reef SHARK MARIONETTE

Uncommon Marionettes

Uncommon marionettes are also available to craft at level 3, however they take considerably more time, money and materials to finish. This is due to the upgraded combat abilities, enchantments, mechanical enhancements and artistic refinement present in these marionettes.


Battle Maid Marionette

Medium Construct, neutral


  • Armor Class: 16
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 10 (+0) 4 (-3) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Uncommon (500gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Battle Maiden This Puppet has the proficiency with the battle-axe even if you do not.

Prestidigitation Cantrip Gain access to the Prestidigitation Cantrip available for use via this puppet, this is an enchantment linked to the puppet and therefore does not count against your known spells or cantrips.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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. Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.






Battle Maid Marionette

The Battle Maid Marionette is a gorgeous porcelain skinned puppet designed to distract and destroy enemies on the battlefield, as well as care for and cater to the arcane puppeteers needs in times of relaxation and peace.

Material Components

  • Maids outfit
  • Light armor
  • Cleaning supplies
  • Beautiful black wig
  • Battleaxe
  • Access to the Unseen Servant Spell
  • Access to the Prestidigitation Cantrip
  • Fine porcelain
  • A Jade gem worth 100gp
  • 500gp creation cost

Battle Maid Services

A Battle Maid is enchanted to maintain some semblance of intelligence even when not magically tethered to the arcane puppeteer. This allows the Marionette to perform basic tasks, such as the cleaning, washing, drying and folding of clothes and sheets, as well as other small tasks that do not involve preparation such as bringing forth food as long as it has been pre made.

BATTLE MAID MARIONETTE


Scarecrow Marionette

Medium Construct, neutral


  • Armor Class: 14
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 11 (+0) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: fire
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Uncommon (500gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.

Cause Fear 2/Day Gain access to the Cause Fear spell twice per long rest, this is an enchantment linked to the puppet and therefore does not count against your known spells.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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. Claw Melee Weapon Attack: deals 2d6 + 4 slashing damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus. Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.

Scarecrow Marionette

The Scarecrow Marionette is built to take advantage of the common fabled figure of horror and despair, all children are warned not to stray into the fields after dark, or they might come face to face with its rotten, disgusting and decaying visage, a terrifying sight that might very well be the last thing they see. This iconic horror symbol can be used to cast fear into the hearts and minds of its opponents, rendering them helpless, then easily put an end to whoever stands in its way with devastating speed and precision using its sharp claws as weapons.

Material Components

  • Straw
  • Bone dust
  • Cloth wads
  • Ravens feathers
  • Burlap sack or Straw hat or A Pumpkin
  • Claw blades
  • Rattling chains or Skulls
  • Access to the Cause Fear Spell
  • 500gp creation cost

SCARECROW MARIONETTE


Clockwork Marionette

Medium Construct, neutral


  • Armor Class: 16
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Uncommon (500gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Magic Resistance This marionette has advantage on saving throws against spells and other magical effects.

Time Keeper Can always tell you the time of day.

Shocking Grasp Cantrip Gain access to the Shocking Grasp Cantrip available for use via this puppet, this is an enchantment linked to the puppet and therefore does not count against your known spells or cantrips.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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.
Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.

Clockwork Marionette

The Clockwork Marionette is an extremely useful companion, especially for arcane users who often come under threat from sinister forces or rivals. This marionette has the ability to interupt other magic users by shocking them, or by countering incoming spells, an extremely useful trait to have during a magical assault. These constructs also have a level of magic resistance built in, making them exceedingly useful against other arcane practitioners, not to mention, they are handy at keeping track of time, so you know exactly how long you have been tinkering away in your workshop...

Material Components

  • Working clockwork or Timepiece
  • Iron cogs
  • Gold gears
  • Access to the Shocking Grasp Cantrip
  • Access to the Counterspell Spell
  • Small crystal sphere
  • Diamond worth at least 500gp
  • 500gp creation cost

CLOCKWORK MARIONETTE


Sentinel Marionette

Large Construct, neutral


  • Armor Class: 19
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 25ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Uncommon (500gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Stalwart The Construct cannot be knocked prone or pushed back by non magical means.

Slow and steady The Construct moves slightly slower than the average construct due to the sheer size of it and the difficulty in manipulating its sheer bulk.

Halberd This Puppet has the proficiency with the halberd even if you do not.

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.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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. Halberd Melee Weapon Attack: deals 1d10 + your Dexterity modifier in slashing damage on a two-handed strike. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.

Sentinel Marionette

The Sentinel Marionette is an upgraded version of the Knight Marionette, this variant form requires far more materials and money in order to build, however the results speak for themselves. A goliath metal figure, looming over most opponents, able to hold them back with a great tower shield, as well as strike at them with a vicious halberd or another melee weapon. The Sentinel is just as capable if not better at tanking hits and damage in the frontlines as its knightly brother, it shall always be welcome in the throws of combat, its steely gaze shall strike fear into those that stand before it.

This is a large construct made mostly of iron, granite and other heavy substances, as a result of this it is particuarly hard to manipulate, suffering a slight movement penalty as a result of its imense size and bulk.

This specific marionette can be built using a previous Knight Marionette, if you are upgrading a knight marionette, you no longer need to purchase and waste a set of heavy plate armor, saving yourself quite a large sum of coin.

Material Components

  • A Knight Marionette or Heavy plate armor
  • Martial melee weapon or Halberd
  • Tower shield
  • Granite
  • Carved iron ingot ore
  • Adamantine worth at least 500gp
  • 500gp creation cost

SENTINEL MARIONETTE

Flame Argonaut Marionette

The Flame Argonaut Marionette is an upgraded version of the Warrior Marionette, this variant form requires far more materials and money in order to build, however the results speak for themselves. A fearsome crooked metal husk of bent armor, with searing hot flames lapping at each joint and socket. The Argonaut can perform a multiattack with its greatsword or other martial melee weapons, slashing and sundering with imense power. The Argonaut is a hardy frontline fighter, able to deal large amounts of damage quickly, but also act as a beacon, drawing more attention to itself with its fiery bulk, allowing others to slink into the shadows and attack via other means.


Flame Argonaut Marionette

Medium Construct, neutral


  • Armor Class: 17
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Uncommon (500gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Magical Flames The Construct acts as a dim light source up to 20ft until it is destroyed.

Greatsword This Puppet has the proficiency with the greatsword even if you do not.

Multiattack This Marionette can perform two attacks with a martial melee weapon in a single attack action.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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. Greatsword Melee Weapon Attack: deals 2d6 + your Dexterity modifier in slashing damage on a two-handed strike. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.

Material Components

  • A Warrior Marionette or Heavy plate armor
  • Flame or Smoldering Coals or Lava
  • Martial melee weapon or Greatsword
  • Granite
  • Carved silver ingot core
  • Obsidian worth at least 500gp
  • 500gp creation cost

FLAME ARGONAUT MARIONETTE


Harpy Marionette

Medium Construct, neutral


  • Armor Class: 15
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 20ft. fly 40ft

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Uncommon (500gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Beastial This marionette cannot use items or weaponry due to its bestiary construct and lack of appropriate appendages, instead it has natural weaponry in the form of its bite.

Luring Song The harpy sings a magical melody. Every henemy humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 12 Wisdom saving throw or be Charmed until the song ends. The harpy must take a Bonus Action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is Incapacitated. If the Charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid Opportunity Attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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. Claw Melee Weapon Attack: deals 2d4 + 4 slashing damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.

Harpy Marionette

The Harpy Marionette has the upper body of a humanoid and the lower body of a reptile, a mixture of beautifully chiseled feminine features, alongside intricately carved wooden scalework, culminating in sleak clawed feet and hands. Although traditionally Harpies are said to have filthy tangled hair, this particular marionette, has long flowing and overlapping tendril spikes atop her head, the rest of the face itself is also a mark of beauty, polished wood, with yellow and black eyes, beautiful, yet fearsome. The avian features are also a work of art, long bat-like arms spanning twice the size of the body, drooping and thinning into delicate feathered wings.

Material Components

  • 10 bags of feathers from a large bird or A Harpy corpse
  • High quality wood or Lumber
  • Polish
  • Hen's heart
  • Guano
  • Access to the Charm Person Spell
  • A luxury music box worth at least 100gp
  • 500gp creation cost

Flying

The Harpy Marionette follows the rules of flying movement (p. 191 PHB) whilst they benefit from added mobility, they must also be weary of the dangers of falling. (p. 183 PHB)

HARPY MARIONETTE

Journeyman Artisan Marionette

This marionette resembles a delicate androgynous figure, the marionette appears to be made of a soft white marble, although on closer inspection there are no chisel marks, and actually looks to be made of a fine polished pure white birch wood, adding a pale and frail nature to this otherwise beautiful figure. This marionette contains a variety of tools, mechanisms, magnification lenses, clamps and materials, used to aid in the construction of other marionettes and puppets. This marionettes purpose is as an aid and helper rather than a warrior or frontline fighter, however what it lacks in fighting skill is more than makes up for in the workshop or even on the road, when you desperately need to repair other marionettes.

Material Components

  • Apprentice Marionette or Gold Gears, Brass Cogs and Silver Wire
  • Pure white birchwood
  • Polish
  • Gold leaf / Filigree
  • Four types of Artisan's Tools or two new types of Artisans Tools if you are upgrading from the apprentice marionette
  • Access to the Unseen Servant Spell
  • Two gemstones worth at least 500gp
  • 500gp creation cost

Journeyman Artisan Marionette

Medium Construct, neutral


  • Armor Class: 10
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 3 (-4) 10 (+0) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Uncommon (500gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Journeyman Artisan Through the aid of this puppet, the rate at which you craft other arcane puppets is increased by 100 gp per day.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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.

Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.

JOURNEYMAN ARTISAN MARIONETTE

Hunter Shark Marionette

Smaller than a Giant Shark but larger and fiercer than the Reef Shark, a Hunter shark haunts deep waters. It usually hunts alone, but multiple Hunter sharks might feed in the same area. A fully grown Hunter shark is between 15 to 20 feet long. The Hunter Shark Marionette works along the same principles, its added bulk makes it less mobile than the Reef Shark Marionette, However its additional rows of serated teeth and larger frame make it a far more menacing foe.

Material Components

  • Reef Shark Marionette or A complete set of fin replicas: Caudal fin, Pelvic Fin, Pectoral Fin, First and Second Dorsal Fins.
  • Fishermans harpoon or Fishermans net
  • Serated teeth or Shark teeth
  • Water resistant veneer
  • Salt water
  • Polish
  • Chum
  • Black gemstones for eyes worth 250gp each
  • 500gp creation cost

Hunter Shark Marionette

Large Construct, neutral


  • Armor Class: 12
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: Swim 30ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Uncommon (500gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Beastial This marionette cannot use items or weaponry due to its bestiary construct and lack of appropriate appendages, instead it has natural weaponry in the form of its bite.

Waterborn This marionette is not suited for land based combat, it was designed for aquatic encounters.

Blood Frenzy The Hunter Shark Marionette has advantage on melee Attack rolls against any creature that doesn't have all its hit points.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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.

Bite Melee Weapon Attack: deals 2d8 + 4 piercing damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.

HUNTER SHARK MARIONETTE

Rare Marionettes

Rare marionettes are only available to craft at level 6, these marionettes are far more difficult to build, requiring a highly skilled artisan with a lot of time, and very deep pockets. The materials required in some of these build are often in greater bulk, more delicate or difficult to find, this is especially so when it comes to spell components, and higher level spell enchantments. However the Arcane Puppeteers patience shall be rewarded, as some of these marionettes really pack a punch.

Mage Marionette

The Mage Marionette is a beautifully refined artisanal product, delicately carved from purpleheart wood, polished to a fine sheen and wreathed in gold filigree and finery. The marionette possesses a overwhelming sense of poise and grace that few have ever seen, she hovers easily above the ground like the famed djinn or genie, swaying and rocking in a peaceful hypnotic fashion. The doll is crafted with four arms, each with a different rare gem imbedded into the palm, as well as other similar gems of equal or greater size adorning her clavical and forehead.

Spellcasting

You can either use spells stored inside the marionette, or cast your own spells through the Mage Marionettes space, however doing so requires you to take an action or bonus action (depending on the spells cast time) in order to do so.

Think of the Mage Marionette as an extension conduit, that allows you to cast spells from differing lines of sight, elevations and distances in combat without actually endagering yourself to cast it. Your spell save and attack modifiers are the same as casting spells normally.

Spell Slots

The Mage Marionette is a spell storing marionette, capable of storing up to six levels of a spells, this could mean six 1st level spells, or two 3rd level spells etc. In order to store a spell, you must channel a spell into the marionette, then take a long rest to regain that spell slot, the marionette does not lose these stored spells until they are expended. The Marionette can also store any spell, not just your own, therefore if you want to store other kinds of spells that arent in your arsenal, you could have others store spells in the marionette, or use spell scrolls in order to store a spell.

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.

MAGE MARIONETTE


Mage Marionette

Medium Construct, neutral


  • Armor Class: 16
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: fly 30ft. hover

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Rare (5000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Magic Resistance This marionette has advantage on saving throws against spells and other magical effects.

Four Arms This marionette has four arms each capable of holding a weapon.

Hover This marionette does not walk but instead can fly, mostly it will hover a couple of feet from the ground. whilst moving vertically the construct has half movement speed. If knocked prone whilst in the air, the creature will remain at the altitude it was when knocked prone due to its hover ability, unless knocked prone by magical means.

Spell Storing Capable of storing up to six levels of a spells, this could mean six 1st level spells, or two 3rd level spells etc. In order to store a spell, you must channel a spell into the marionette, then take a long rest to regain that spell slot, the marionette does not lose these stored spells until they are expended. The Marionette can also store any spell, not just your own, therefore if you want to store other kinds of spells that arent in your arsenal, you could have others store spells in the marionette, or use spell scrolls in order to store a spell.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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. Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.






































Material Components

  • Polish
  • Gold laticework, finery and filigree
  • Carapace from an insectoid creature or scales from a drake / dragon creature.
  • A Amber or Glass or Crystal Rod
  • An Arcane Focus
  • Gold dust
  • Golden wire
  • Mercury
  • 6 Gems worth at least 500gp each
  • Purpleheartwood totalling 100gp
  • 5000gp creation cost

Preparation is Key

Storing spells in advance could give you a slight advantage when combat eventually comes your way, having a few extra spell slots handy with pre-stored spells could give you the edge in a close fight.

MAGE MARIONETTE

Master Artisan Marionette

This marionette resembles a delicate androgynous figure, the marionette appears to be made of a soft white marble, although on closer inspection there are no chisel marks, and actually looks to be made of a fine polished pure white birch wood, adding a pale and frail nature to this otherwise beautiful figure. This marionette contains a variety of tools, mechanisms, magnification lenses, clamps and materials, used to aid in the construction of other marionettes and puppets. This marionettes purpose is as an aid and helper rather than a warrior or frontline fighter, however what it lacks in fighting skill is more than makes up for in the workshop or even on the road, when you desperately need to repair other marionettes.







Master Artisan Marionette

Medium Construct, neutral


  • Armor Class: 10
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Rare (5000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Master Artisan Through the aid of this puppet, the rate at which you craft other arcane puppets is increased by 250 gp per day.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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. Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.

Material Components

  • Journeyman Marionette or Gold Gears, Brass Cogs, Silver Wire and an Iron Frame
  • Pure white birchwood or Marble
  • Polish
  • Gold Leaf / Filigree
  • Six types of Artisan's Tools or two new types of Artisans Tools if you are upgrading from the Journeyman marionette
    • Access to the Unseen Servant Spell
    • Two gemstones worth at least 1000gp
    • 5000gp creation cost

MASTER ARTISAN MARIONETTE


One-Man-Band Marionette

Medium Construct, neutral


  • Armor Class: 15
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Rare (5000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Mimicry This marionette can perfectly mimic familiar sounds, voices, and accents as long as the marionette has heard the sound for at least 1 minute.

Natural Performer This marionette gives you advantage on performance checks.

Rapier This marionette has the proficiency with a rapier even if you do not.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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. Rapier Melee Weapon Attack: deals 1d8 + your Dexterity modifier in piercing damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus. Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.


Performing is a Way of Life

By performing for commonfolk, nobles, dukes, barons and all other manor of folk, you can gain access to infomation and money. Perform well enough and you won't have to pay for a room at an inn, and your lifestyle costs will greatly decrease.

One-Man-Band Marionette

The One-Man-Band Marionette is a simple marionette, an androgynous figure, dressed in fine tailored trousers and jacket, something of a band uniform mixed with military attire. The One-Man-band is a useful tool both on stage and on the battlefield, as every dancer and actor needs a backing song, every army needs a beat to march to. This marionette is an artful mixture of a back alley assassin, and the pied piper. Capable of mimicing voices, songs and entire performances, as well as combat skills... In a way, even a battle is a performance, only the better performer gets to live, whilst the others fall as sacraficial lambs at their feet.

Material Components

  • 3 Fine Musical Instruments
  • White Gloves
  • Rapier
  • Performers Outfit e.g. Jester, Band Uniform, Unitard, Clown etc
  • Performers muse mask either Happy or Sad
  • Bell (tiny)
  • Crystal vial of phosphorescent material
  • Small statuette of a performer
  • A luxury music box worth at least 50gp
  • 5000gp creation cost

ONE-MAN-BAND MARIONETTE

Manticore Marionette

The Manticore Marionette is an extremely rare marionette that should never be used on stage, it would scare the audience away in a heartbeat! The marionette is large in size and has a truly terrifying visage, its dirty maw droops and sways with the slow meander of this marionette, trult a monster in every sense of the word. In keeping with the beasts actual appearance, the marionette has a vaguely humanoid head, the body of a lion, and the wings of a dragon. A bristling mane stretches down the creature's back, and its long tail ends in a cluster of deadly spikes that can impale prey at impressive range.

Material Components

  • The corpse of a Manticore or Drawings, references and models to work from
  • Portrait or model of a woman
  • Manticore fur or Animal fur
  • Manticore teeth or Animal teeth
  • Manticore skeleton or Animal bone
  • Blood from a wild animal
  • Cured leather
  • Snakes tongue
  • 5000gp creation cost





Manticore Marionette

Large Construct, neutral


  • Armor Class: 14
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Rare (5000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Multiattack This Marionette can perform three attacks as part of its multiattack, two with its claws and one bite or three ranged tail spike attacks.

Beastial This marionette cannot use items or weaponry due to its bestiary construct and appendages, instead it has natural weaponry in the form of its teeth, claws and tail spikes.

Tail Spike This marionette can use its tail spikes as a projectile weapon. It has 24 total spikes. However unlike an actual manticore, the marionette does not benefit from tail spike regeneration, new spikes must be added during downtime whilst repairing a marionette.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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. Bite Melee Weapon Attack: deals 1d8 + 4 piercing damage.
Claw Melee Weapon Attack: deals 1d6 + 4 slashing damage.
Tail Spikes Ranged Weapon Attack: Has a range of 100/200, deals 1d8 + 4 piercing damage.

MANTICORE MARIONETTE

Dryad Marionette

The Dryad Marionette copies the visage of woodland fey-maidens, embodying those who act as the protectors of forests and trees. Carved with delicate female features seemingly made of soft wood, the hair appears to be made of leaves and foliage that changes color as the seasons change. During the spring and summer months, the hair of a dryad marionette is lush and green, while during autumn it turns red and eventually a ruddy brown in the winter.

Dryads are magically bound to a single tree, similarly the dryad marionette is bound to a seed, held in the puppeteers hand when using the marionette, eventually if the seed is planted, a magical tree will sprout, and perhaps even one of the fey-maidens themselves might awaken from the tree.

Material Components

  • A flower gifted from a dryad or the tears of a dryad or an Acorn from a dryad's tree
  • A decorative wooden statuette of a woman worth at least 50gp or a plant that has survived 3 winters
  • Nectar from a flower
  • Honeycomb
  • Mandrake Root
  • Mistletoe sprig
  • Oak bark
  • Nut Shells
  • Livingwood seed
  • 5000gp creation cost


































Dryad Marionette

Medium Construct, neutral


  • Armor Class: 14
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Rare (5000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Magic Resistance This marionette has advantage on saving throws against spells and other magical effects.

Druidcraft Gain access to the Druidcraft Cantrip available for use via this puppet, this is an enchantment linked to the puppet and therefore does not count against your known spells or cantrips.

Entangle & Goodberry 3/Day Gain access to the Entangle & Goodberry spells three times each per long rest, this is an enchantment linked to the puppet and therefore does not count against your known spells.

Barkskin & Pass Without Trace & Shillelagh 1/Day Gain access to Barkskin & Pass without Trace & Shillelagh spells once each per long rest, this is an enchantment linked to the puppet and therefore does not count against your known spells.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
Club Melee Weapon Attack: deals 1d4 + your Dexterity modifier in bludgeoning damage, or Melee Weapon Attack: deals 1d8 + your Dexterity modifier in bludgeoning damage with shillelagh.
Fey Charm The Dryad Marionette targets one humanoid or beast that she can see within 30 feet. Target must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be protected. If the creature takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

DRYAD MARIONETTE


Mermaid Marionette

Medium Construct, neutral


  • Armor Class: 14
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 10 ft. swim 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Rare (5000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Waterborn This marionette has a fish like tail, and therefore is not suited for land based combat, it was designed for aquatic encounters.

Waterbreathing 1/Day Gain access to the Waterbreathing spell once per long rest, this is an enchantment linked to the puppet and therefore does not count against your known spells.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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. Spear Melee or Ranged Weapon Attack: 20/60 ft, deals 1d6 + your Dexterity modifier in piercing damage. or Melee Weapon Attack: deals 1d8 + your Dexterity modifier in piercing damage if used with two hands to make a melee attack.
Use Item / Weapon Although this is primarily a waterborn marionette, due to the humanoid upper body, it does maintain the ability to use weapons and items instead of its slam attack.





























Mermaid Marionette

The Merfolk are an enviably beautiful race of aquatic humanoids that have the upper body, arms, and head of a fair-featured human, yet instead of legs the race has a fish-like tail from the hips down. Males are called "Mermen", while females are called "Mermaids". Their humanoid features are fey-like, more similar to elves than humans. MThe Mermaid Marionette is delightfully colourful, brimming with coral and floral patterns, the scales of the lower half seem to shimmer with a rainbow of iridescent light, whilst the upper body, made of a fine flexible porcelain, gleams with an almost radiant light, the sories sailors tell of merfolk and their beauty, they would not be dissapointed seeing this marionette.

Material Components

  • Replica scales or Merfolk scales
  • Treasure from a sunken ship
  • Shells from a beach
  • Coral Necklace
  • Sand
  • Gems from the ocean floor (Aragonite, Aquamarine, Fossilized Shells)
  • Access to the water breathing spell
  • Pearl worth at least 1000gp
  • 5000gp creation cost

DRYAD MARIONETTE

Very Rare Marionettes

Very Rare marionettes are only available to craft at level 11, these marionettes are so intricate and complex that they could potentially take a skilled craftsman years to complete. They are both a huge fiduciary gamble and a priceless artefact, they are an obsession and a struggle, an artists love and life.

These are no mere doll or puppet, they are works of art, very rare marionettes are often so beautiful and well crafted, that it is said that the marionette and the muse are often indistinguishable except by magical means. The skill and attention to detail required in finishing these wonders is often viewed as an illness and obsession, they become more familiar with the dimples and freckles of an inanimate obect, more so than anyone else the arcane puppeteer knows... is this something to worry over, or admire?

Many an arcane puppeteer has bankrupted themselves trying to finish a work like this, even with funding from entrepreneurs, friends and family, the material budget alone could destroy a good craftsmans entire life and career, add on the cost of hiring magicians to embed the magical enchantments necessary to sustain and make real the puppeteers vision.

Gods help whoever finishes one of these masterpieces, if the build is ever completed, there will be many a jealous artisan or thief who seek to steal and claim the piece as their own, or to make a pretty penny off the marionette, so be warned, any who undertake this journey, when you finish, you should watch your back, as jealousy and envy shall always follow you wherever you take these marionettes.


























Workshops & Homebases

It could cost an arm and a leg paying to use a blacksmiths workshop, or a glassblowers furnace, or a carpenters lodge etc, therefore it may be prudent to invest in your own workshop space, which you could expand over time to suit your needs as a growing craftsman. This is something you can discuss with your dungeon master, but home bases are a great way of limiting sky rocketing costs of crafting marionettes.

Rivals

By this point in your journey you may have made enemies or encountered a rival that covets your crafting secrets and lusts after your marionettes like trophies and prizes. If this is not the case, then it might be a good growing experience for the DM to incorporate a rival as an obstacle for your arcane puppeteer, to draw them out of their shell and away from the workshop. This can be extremely helpful as the rival might have plans, pre-made puppets and material components that would highly benefit your own arcane puppeteer.

VERY RARE MARIONETTES & WORKSHOPS & RIVALS


Medusa Marionette

Medium Construct, neutral


  • Armor Class: 17
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 16 (+3) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Very Rare (50,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Petrifying Gaze If a humanoid tstares into medusa's eyes and starts its turn within 30 feet of the medusa, the target must make a DC 14 Constitution saving throw as long as the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by a greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the Curse. If the creature does so, it can't see the medusa until the start of its next turn. If the medusa sees itself reflected on a polished surface within 30 feet of it, the medusa is affected by its own curse.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus. Snake Hair Melee Weapon Attack: deals 1d4 + 4 piercing damage and 4d6 poison damage. Shortsword Melee Weapon Attack: deals 1d6 + your Dexterity modifier in piercing damage and 4d6 poison damage.
Longbow Melee Weapon Attack: range 150/600 ft, deals 1d8 + your Dexterity modifier in piercing damage and 2d6 poison damage.







































Medusa Marionette

The Medusa Marionette is a stunningly beautiful creation, the porcelain face, framed with gold finery, each snake carved from livingwood vines, the body, intricately detailed with artful scales, potmarked to appear as snake-like skin, polished to a fine veneer to give the impression of a slippery texture. Truly this marionette is a work of art... However I warn anyone who wishes to gaze upon it, for they might end up cursed to become a statue in the medusa's garden.

Material Components

  • Mirkwood lumbar or Medusa scales and hide
  • Access to the Flesh to Stone spell or a Medusa head and eyes.
  • Exquisite golden armor of any kind
  • Fine blue/green cloth
  • Gold finery / filigree
  • Fine porcelain
  • 20 gems for each snake eye worth at least 100gp
  • 50,000gp creation cost

MEDUSA MARIONETTE

Drake Marionette

The Drake Marionette has the maw of a dragon, red gems set into its eye sockets, pyramid spikes lining its spine. It boasts a powerful bite and deadly claws, yet most fearsome of all is its elemental breath.

Material Components

  • Iron, Gold, Silver & Brass Ingots
  • Rubber seals
  • Gold Wire
  • Replica scales or Drake hide and scales
  • Replica claws or Drake claws
  • Replica teeth or Drake teeth
  • Drake loadstone (breath weapon organ)
  • Access to the Dragons Breath spell
  • 2 fiery corundum/ruby gems for eyes worth at least 500gp
  • 50,000gp creation cost
Drake Types to Choose from:
Drake Type Material Components Damage Type
Storm Drake Amber, Glass, or Crystal Rod/Lightning Rod Lightning
Flame Drake Ash, Fire, Smoldering Coals, Lava Fire
Venom Drake Adder's stomach, Vials of snake venom, Vials of poison Poison
Corrosive Drake Jade dust, Acid vials Acid
Frost Drake Crystal Sphere, Ice Frost

Drake Marionette

Large Construct, neutral


  • Armor Class: 17
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 16 (+3) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison, lightning
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Very Rare (50,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Beastial This marionette cannot use items or weaponry due to its bestiary construct and lack of appropriate appendages, instead it has natural weaponry in the form of its claws and bite.

Steed This marionette could be used as a steed, it has room on its back for a saddle if required.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
Bite Melee Weapon Attack: deals 1d8 + 4 piercing damage.
Claw Melee Weapon Attack: deals 1d6 + 4 slashing damage.
Dragon Breath Ranged Weapon Attack: Cone of elemental damage up to 15ft from its mouth, deals 4d6 + 4 elemental damage.

DRAKE MARIONETTE

Drider Marionette

The Drider Marionette could be seen as a statue in worship to Lolth, it's beauty, complexity and artistic detail are beyond reproach, the marionette features an entire upper body of seamless, magically enchanted, flexible porcelain, darkened by ebony polish. The face is soft and delicate, conveying both the wisdom and beauty of the elven race, whilst the hair is bleach white, almost radiant against the darkened frame. The spider body is huge, with each leg covered in a thick spider-like carapace, as well as gold finery, whilst the spiders body and abdomen are covered in dark ebony spikes.

Material Components

  • Hardened dark ebony carapace or Drider Corpse
  • Large spider silk gland
  • Exquisite gold armor
  • Fine porcelain
  • Bitumen
  • Silk
  • Preserved spider husk for reference
  • Access to the Darkness spell
  • Access to the Spider Climb spell
  • 8 Black onyx gemstones worth at least 500gp
  • 50,000gp creation cost

Drider Marionette

Large Construct, neutral


  • Armor Class: 21
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 16 (+3) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Very Rare (50,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Spider Climb The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker The drider ignores movement restrictions caused by webbing.

Dancing Lights Gain access to the Dancing Lights Cantrip available for use via this puppet, this is an enchantment linked to the puppet and therefore does not count against your known spells or cantrips.

Darkness 1/Day Gain access to the Darkness spell once per long rest, this is an enchantment linked to the puppet and therefore does not count against your known spells.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus. Bite Melee Weapon Attack: deals 1d4 + 4 piercing damage, plus 2d8 poison damage.
Longsword Melee Weapon Attack: deals 1d8 + your Dexterity modifier in slashing damage on a one handed attack or Melee Weapon Attack: deals 1d10 + your Dexterity modifier in slashing damage on a two handed attack.
Longbow Ranged Weapon Attack: 150/600 ft, deals 1d8 + your Dexterity modifier in piercing damage, plus 1d8 poison damage.
Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.

DRIDER MARIONETTE


Grand Master Artisan Marionette

Medium Construct, neutral


  • Armor Class: 14
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 6 (-2) 12 (+1) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Very Rare (50,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Grand Master Artisan Through the aid of this puppet, the rate at which you craft other arcane puppets is increased by 500 gp per day.

Mending Gain access to the Mending Cantrip available for use via this puppet, this is an enchantment linked to the puppet and therefore does not count against your known spells or cantrips.

Identify 2/Day Gain access to the Identify Spell twice per long rest available for use via this puppet, this is an enchantment linked to the puppet and therefore does not count against your known spells.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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.
Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.

Grand Master Artisan Marionette

This marionette resembles a delicate female figure, the marionette appears to be made of a soft white marble, although on closer inspection there are no chisel marks, and actually looks to be made of a fine polished pure white birchwood, adding a pale and radiant nature to this otherwise beautiful figure.

This marionette contains a variety of tools, mechanisms, magnification lenses, clamps and materials, used to aid in the construction of other marionettes and puppets. This marionettes purpose is as an aid and helper rather than a warrior or frontline fighter, however what it lacks in fighting skill is more than makes up for in the workshop or even on the road, when you desperately need to repair other marionettes.

Material Components

  • Master Marionette or Platinum frame, gold gears, brass cogs, silver wire and an iron ingots
  • Pure white birchwood
  • Polish
  • Porcelain
  • Gold leaf / filigree
  • Eight types of Artisan's Tools or two new types of Artisans Tools if you are upgrading from the Journeyman marionette
  • Access to the Unseen Servant Spell
  • Access to the Identify Spell
  • Access to the Mending Cantrip
  • Two Gemstones worth at least 1000gp
  • 50,000gp creation cost

MASTER ARTISAN MARIONETTE

Unicorn Marionette

The Unicorn Marionette very much resembles a horse in terms of its anatomical structure, however the differences are clear, this marionette has a pristine porcelain white coat, its musculature rippling through its body as if it were living marble, with winding and weaving gold bands connecting each segment of the marionette flawlessly. The mane and tail are made from individual strands of golden laced silk, and the horn, a beautiful carved ivory, glowing radiantly and enchanted with powerful magic.

Material Components

  • Horse anatomical structure reference
  • Pure white birchwood
  • Polish
  • 4 platinum horse shoes
  • Ivory
  • Silk laced with gold
  • Gold Leaf / Filigree
  • Porcelain
  • Access to the Unseen Servant Spell
  • Access to the Cure Wounds Spell
  • Access to the Calm Emotons Spell
  • Access to the Dispel Evil and Good Spell
  • Two Gemstones for eyes worth at least 1000gp
  • 50,000gp creation cost

Unicorn Marionette

Medium Construct, neutral


  • Armor Class: 15
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 50ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 16 (+3) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Immunities: poison,
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Very Rare (50,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Magic Resistance This marionette has advantage on saving throws against spells and other magical effects.

Charge If it moves at least 20 ft straight toward a target then hit with a horn Attack on the same turn, the target takes an extra 2d8 piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Beastial This marionette cannot use items or weaponry due to its bestiary construct and lack of appropriate appendages, instead it has natural weaponry in the form of its claws and bite.

Steed This marionette could be used as a steed, it has room on its back for a saddle if required.

Healing Touch 3/Day The unicorn marionette touches another creature with its horn. The target magically regains 2d8 + 4 hit points. In addition, the touch removes all Diseases and neutralizes all Poisons afflicting the target.

Calm Emotions & Dispel Evil and Good 1/Day Gain access to the Calm Emotions & Dispel Evil and Good spells once each per long rest, this is an enchantment linked to the puppet and therefore does not count against your known spells.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus. Hooves Melee Weapon Attack: deals 2d6 + 4 bludgeoning damage.
Horn Melee Weapon Attack: deals 1d8 + 4 piercing damage.

UNICORN MARIONETTE

Celestial Marionette

The Celestial Marionette is modelled after the celestial angels or deva, it is a winged symbol of hope and goodness, a faceless champion. People from far and wide will travel to touch the sacred skin of this beautiful marionette, those who have seen it claim it radiates radiant light, and gained a major sense of peace and relief, some even said they heard long lost loved ones speak to them as it passed them by. Churches will recognise this marionette as a symbol of good and lawfulness, welcoming you into their cloisters at the sight of this angelic figure

Material Components

  • 10 Bags of pure white feathers
  • Blue mahoe wood or Turquoise cypress wood or Jinzu oil burnt blue wood
  • Gold mask, wood mask, stone mask, silver mask, iron mask, platinum mask, porcelain mask
  • Exquisite silk garments
  • Guilded platinum winged horn
  • Guilded gold armor
  • Polish
  • Daily blessings from a priest / vizier
  • Access to the Cure Wounds Spell
  • Access to the Calm Emotons Spell
  • 50,000gp creation cost

Celestial Marionette

Medium Construct, neutral


  • Armor Class: 18
  • Hit Points: 40 +6 per Arcane Puppeteer level
  • Speed: 30ft. fly 30ft

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 12 (+1)

  • Damage Vulnerabilities: none
  • Damage Resistances: Radiant; bludgeoning, piercing, And slashing from nonmagical weapons
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Very Rare (50,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Cure Wounds 2/Day Gain access to the Cure Wounds twice per long rest, this is an enchantment linked to the puppet and therefore does not count against your known spells.

Beacon of Hope 1/Day This spell bestows hope and vitality. Choose any number of creatures within range. For the Duration, each target has advantage on Wisdom saving throws and Death Saving Throws, and regains the maximum number of hit points possible from any Healing.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus. Shortsword Melee Weapon Attack: deals 1d6 + your Dexterity modifier in piercing damage and 4d6 radiant damage.
Longbow Melee Weapon Attack: range 150/600 ft, deals 1d8 + your Dexterity modifier in piercing damage and 2d6 radiant damage.
Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.

CELESTIAL MARIONETTE


Demonic Marionette

Medium Construct, neutral


  • Armor Class: 18
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft. fly 30ft

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 12 (+1)

  • Damage Vulnerabilities: none
  • Damage Resistances: necrotic; bludgeoning, piercing, And slashing from nonmagical weapons
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Very Rare (50,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Inflict Wounds 3/Day Gain access to the Inflict Wounds spell three times per long rest, this is an enchantment linked to the puppet and therefore does not count against your known spells.

Vampiric Touch 2/Day Gain access to the Vampiric Touch spell twice per long rest, this is an enchantment linked to the puppet and therefore does not count against your known spells.

Bestow Curse 1/Day Touch a creature, that creature must succeed on a Wisdom saving throw or become cursed for the Duration of the spell. Choose the nature of the curse from the following:

  • Choose one ability score. While cursed, the target has disadvantage on Ability Checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on Attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and Spells deal an extra 1d8 necrotic damage to the target.

    Actions

    Slam Melee Weapon Attack: deals 1d8 + 2 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
    Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.



Demonic Marionette

The Demonic Marionette is both artistic and unsettling, there is something about this marionette that strikes fear into your heart, it is perhaps one of the most beautiful things you have ever seen, let alone made, but you can't help but fear after it... you often thought that it would blink or move when you would turn away, but you could never be sure, but the thought always scared you. The marionette is modelled after either the cambion or the succubus / incubus, it is a symbol of lust and despair, harboring a malice and disgust for this world and its peoples, the marionettes form seems to seap shadow and sorrow, when close enough to hear it whisper, you swear you can hear the screams of thousands calling out to you for help.

Material Components

  • Soul sacrifice, willing or unwilling
  • Rose stained with blood
  • Broken bone
  • 1lb of flesh
  • Porcelain
  • Guilded platinum jewellery
  • Exquisite gold laced dress
  • Vial of your blood
  • Access to the Inflict Wounds Spell
  • Access to the Vampiric Touch Spell
  • Access to the Bestow Curse Spell or a cursed weapon or item
  • 2 Emeralds, 12 rubys and 2 alexandrite gems
  • 50,000gp creation cost

DEMONIC MARIONETTE

Legendary Marionettes

Legendary Marionettes are available to craft from level 17 onwards. Legendary Marionettes are so incredibly rare, that most believe they do not exist, that they are a part of a secret craft that no common puppeteer could ever learn, that legendary marionettes could not be crafted by mortal hands and that if any do exist, they would be in such a state of disrepair that they could no longer be considered legendary at all. As a result of this, information on these marionettes, how to make them, the secrets to crafting and enchanting such grandiose artefacts has been lost.

Even long ago these legendary marionettes were considered rare, so rare infact, that the existence of one was akin to a world wonder, they were coveted by kings and countries, armies would quake in fear at the mere sight of them, and those who wielded them; pulled the strings not only on the marionette, but potentially on matters concerning entire nations, peoples and continents, this was the power that these legendary marionettes bestowed upon the puppeteer. But nowadays, no one knows of any remaining legendary marionettes, and their secrets have long since been forgotten.

In order to begin building a legendary marionette, you will need to find a tome of legendary arts that will detail the construction of a specific type of legendary marionette, however these are so rare that you might never come across them in your adventures.

























Legendary Arts Tomes

The Legendary Arts Tomes detail the materials and enchantments required to build the marionettes, they hold untold magical secrets that craftsmen and magical practicioners all over the world would kill to get their hands on, just having the knowledge of one puts a large target on your back, so be careful. The tome contains words charged with magic, if you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines you gain the following benefits permanently:

  • Details the intricate crafting and enchanting of a single type of legendary marionette, thus increasing your daily crafting output by 10,000gp per day.
  • Working on any other non-legendary marionette, your daily crafting out put is increased by 500gp per day.
  • You gain the Favored Enemy feature, meaning you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Wisdom (Perception,Insight) involving your favored enemies and on Intelligence checks to recall information about them. You also have gain a +2 bonus to damage with weapon attacks, which increases to +3 at 6th level, and +4 at 14th level. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
  • Choose One ability out of Charisma or Dexterity, that ability is permanently increased by +2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

LEGENDARY MARIONETTES

Dragon Marionette

The Dragon Marionette is a huge construct made in the image of the proud and powerful race of dragons, the marionette inspires both awe and fear in those that are met by it, its huge maw agape with arcane fire, its horns, claws and sharp spines glittering with guilded metals, whilst its wings and body are decorated with intricate runic enchantments and armorments.

Truly the Dragon Marionette is a sight to behold, but more than just an imposing frame, it is an extremely powerful ally, normally dragons can be deceitful and cruel, or at the very least dismissive and stubborn, however this marionette holds all the powers of a dragon, with none of the drawbacks, it is the word of the Arcane Puppeteer, the sword that upholds the puppeteers will, the rock with which to break his enemies upon, and above all else the greatest legacy of the Arcane Puppeteer.

Dragon Marionette Size

All Dragon Marionettes are considered Adult dragons and therefore are of size: huge. As you cannot control a huge marionette with one set of arcane strings or one hand alone, in order to control this marionette, you must use both hands. In addition the dragon marionette cannot be used as part of the marionette fusion ability as they are already too large to control with a single hand.

Crafting the Dragon Marionette

This marionette is huge, and building it will take considerable time, money and materials both rare and mundane, because this is considered a legendary marionette, if you are conforming to the crafting magical items rules (p. 128 DMG) this will take you considerable time, even with the aid of artisan marionettes and apprentices working under you.

Therefore it is probably a good idea to discuss with your dungeon master a way that you can achieve some downtime or perhaps be working on this construct throughout your adventures, gaining materials and adding them to the marionette as you travel as well as in your downtime.

If you are using the optial crafting rules suggested on page 15 of this handbook, the build becomes far more realistic and achievable. This is more of an issue with core rules in dungeons and dragons rather than an issue with the class itself, therefore it is best to have a discussion with your dungeon master regarding the suggested alternatives provided for you on page 15.

Material Components

  • Armor made from guilded dragon scales and hide or Moulded and guilded metal scales
  • Clockwork gears made from gold and platinum
  • Claws from a dragon or moulded and guilded metal claws
  • 2 Gems for eyes worth at least 1000gp
  • Adamantine, small piece
  • Gems, as powder
  • Forked Platinum or Electrum Metal Rod
  • A powerful magical item or relic
  • Special Components from table
  • 500,000gp creation cost

Legendary Tome of the Guilded Dragon

Wondrous Item, Legendary
The Tome of the Guilded Dragon details the intricate clockwork crafting of a huge dragon marionette, easily the size of an adult dragon, whose scales are almost indestructable, capable of breathing fire and of flight, truly a monsterous manual to be in posession of.

  • Whilst working on a Dragon Marionette your daily crafting output increases by 10,000gp per day.
  • You gain the Favored Enemy: Dragons, meaning you learn the language: draconic. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Wisdom (Perception, Insight) checks involving your favored enemies, and on Intelligence checks to recall information about them. Furthermore you gain a +2 bonus to damage with weapon attacks, which increases to +3 at 6th level, and +4 at 14th level
  • Choose One ability out of Charisma or Dexterity, that ability is permanently increased by +2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

DRAGON MARIONETTE

Crafting Different Color Dragons

Crafting different colored dragons requires some advanced smithing, chemical compositing and enchantment based magic in order to guild and color the dragons scales to your prefered color, colors are broken down into two categories: the Chromatic and the Metallic, the Chromatic colors tend to symbolize and stand for alignments from Lawful Evil towards Chaotic Evil, whilst the Metallic colors stand for Lawful Good towards Chaotic Good, or at worst nuetral. In adition to this it can also determine what kind of breath weapon your dragon will gain, and what special components are required to create a certain color and manifest your prefered breath weapon.

Metallic Dragon Types

D6 Dragon Color Special Components Breath Weapon Damage Type
1 Gold Gold Ingots and a Magical Item or Relic Fire, Weakening Gas
2 Silver Silver Ingots and a Strong Paralyzing Syrum Cold, Paralyzing Gas
3 Bronze Bronze Ingots and Corrosive Chlorine Gas Lightning, Repulsive Gas
4 Copper Copper Ingots and Strong Acid Acid, Paralyzing Gas
5 Brass Brass Ingots and a Magical Itel or Relic Fire, Sleeping Gas
6 Iron Iron Ingots and a Magical Iron Sword Fire
7 Steel Steel Alloy Ingots and Smouldering Coals Fire
8 Platinum Platinum Ingots and a Magically Enchanted Radiant Platinum Halo Fire, Radiant

Chromatic Dragon Types

D6 Dragon Color Special Components Breath Weapon Damage Type
1 Red Volcanic Rock and a Primordial loadstone from the 'Elemental Plane of Fire' Fire
2 Black A Strong Acid or Venom and Fetid marshland turf Acid, Necrotic
3 Blue Lightning Rod and Drake shock gland Lightning
4 Green Moss/Bark from a 500 year Old Oak Tree and Corrosive Chlorine Gas Acid, Corrosive Gas
5 White Enchanted Ice and Arctic Loadstone from the 'Water Plain' Cold
6 Brown Sandstone from an Ancient Tomb and High Quality Ore Acid
7 Purple Magical item Sacrifice and Cloaker Hide Psychic
8 Gray Fang of a Greater Beast and Obsidian Acid

DRAGON MARIONETTE (cont)



Dragon Marionette

Huge Construct, neutral


  • Armor Class: 21
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 40ft. fly 80ft. swim 40ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 20 (+5) 6 (+1) 12 (+1) 6 (+1)

  • Damage Vulnerabilities: none
  • Damage Resistances: fire; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities: poison,
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Legendary (500,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Magic Resistance This marionette has advantage on saving throws against spells and other magical effects.

Beastial This marionette cannot use items or weaponry due to its bestiary construct and lack of appropriate appendages, instead it has natural weaponry in the form of its bite, claws, tail and wings.

Reach As a Huge creature, the dragon aoccupies a 15ft by 15ft space, meaning its reach extends out another 15ft.

Frightful Presence Each creature of the puppeteer's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapon (recharge 5-6) The Dragon Marionette exhales its elemental breath in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 8d10 damage of your chosen element on a failed save, or half as much damage on a successful one.

Actions

Slam Melee Weapon Attack: deals 1d8 + 4 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
Multiattack Melee Weapon Attack: The dragon can first use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite Melee Weapon Attack: deals 2d8 + 8 piercing damage.
Claw Melee Weapon Attack: deals 2d6 + 8 slashing damage.
Tail Melee Weapon Attack: deals 2d8 + 8 piercing damage.
Wing attack Ranged Weapon Attack: The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 2d6 + 8 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

DRAGON MARIONETTE (cont)

Beholder Marionette

The Beholder Marionette is a huge maw with a mess of tangling eye stalks, at first glance the marionette looks chaotic and haphazard, but on closer inspection you notice how none of the eye stalks ever bump into each other, and that they seem to be constantly pivoting and repositioning so that not a single blind spot is ever present.

Material Components

  • Beholder teeth or Moulded and guilded metal teeth
  • Clockwork gears made from gold and platinum
  • A large crystal sphere or a large storing stone
  • Claws from a dragon or moulded and guilded metal claws
  • Adamantine, small piece
  • 1 Gem for the largest eye worth at least 5,000gp
  • 10 Gems for the eye stalks worth at least 500gp
  • 500,000gp creation cost

Spell Requirements

  • Access to the Antimagic Field Spell
  • Access to the Charm Person Spell
  • Access to the Flesh to Stone Spell
  • Access to the Cause Fear Spell
  • Access to the Slow Spell
  • Access to the Inflict Wounds Spell
  • Access to the Telekinesis Spell
  • Access to the Sleep Spell
  • Access to the Flesh to Stone Spell
  • Access to the Disintegrate Spell
  • Access to the Finger of Death Spell




Legendary Tome of the All-seeing

Wondrous Item, Legendary
The Tome of the All-seeing details the intricate crafting of a beholder marionette, whose eyes are capable of some of the most fearsome power ever seen.

  • Whilst working on a Beholder Marionette your daily crafting output increases by 10,000gp per day.
  • You gain the Favored Enemy: Beholders, meaning you learn one of the languages: Deepspeech or Undercommon. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Wisdom (Perception, Insight) checks involving your favored enemies, and on Intelligence checks to recall information about them. Furthermore you gain a +2 bonus to damage with weapon attacks, which increases to +3 at 6th level, and +4 at 14th level
  • Choose One ability out of Charisma or Dexterity, that ability is permanently increased by +2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

BEHOLDER MARIONETTE



Beholder Marionette

Large Construct, neutral


  • Armor Class: 20
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 0ft. fly 20ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3)

  • Damage Vulnerabilities: none
  • Damage Resistances: fire; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities: poison,
  • Condition Immunities: prone, charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Legendary (500,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Aberration This marionette cannot use items or weaponry due to its aberration construct and lack of appropriate appendages, instead it has natural weaponry in the form of its eye stalks and bite attacks.

Antimagic Field The Beholder Marionette's central eye creates an area of antimagic field in a 50-foot cone, using the Antimagic Field spell.

All-Seeing Eye Your senses appear sharpened whilst in proximity to this marionette, your Dexterity (perception) checks permanently gain advantage whilst this marionette is active around you.

Actions

Slam Melee Weapon Attack: deals 1d8 + 4 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
Bite Melee Weapon Attack: deals 4d6 + 8 piercing damage.
Eye Rays The Beholder Marionette shoots three of the following magical eye rays at random, reroll any duplicates. Choose one to three targets it can see within 60 feet of it:

  • 1| Charm Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder marionette for 1 hour, or until the creature receives damage, at which point it can repeat its saving throw.
  • 2| Paralyzing Ray: The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 3| Fear Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 4| Slowing Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute . In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 5| Enervation Ray: The targeted creature must make a DC 16 Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one.
  • 6| Telekinetic Ray: If the target is a creature, it must succeed on a DC 16 Strength saving throw or the Beholder Marionette flings it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the marionette's next turn or until the marionette is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  • 7| Sleep Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute . The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
  • 8| Petrification Ray: The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified until freed by the greater restoration spell or other magic.
  • 9| Disintegration Ray: If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 10d8 force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
  • 10| Death Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw or take 10d10 necrotic damage. The target dies if the ray reduces it to 0 hit points.

BEHOLDER MARIONETTE (cont)

Lich Marionette

The Lich Marionette is the a horrific bastion of darkness and despair, although the lich marionette does not have a mind of its own, dark tendrils of necrotic energy seem to unfold from its being, parasitcally leeching from sources around it whether you command it to or not.


Legendary Tome of the Tortured Soul

Wondrous Item, Legendary
The Tome of the Tortured Soul is an incredibly powerful necromatic instruction manual, detailing not only how to build a Lich marionette and phylactery, but also how to use mortal souls to eternally sustain the marionette and yourself.

  • Whilst working on a Lich Marionette your daily crafting output increases by 10,000gp per day.
  • You gain the Favored Enemy: Undead, meaning you learn one of the languages: N/A or Undercommon. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Wisdom (Perception, Insight) checks involving your favored enemies, and on Intelligence checks to recall information about them. Furthermore you gain a +2 bonus to damage with weapon attacks, which increases to +3 at 6th level, and +4 at 14th level
  • Choose One ability out of Charisma or Dexterity, that ability is permanently increased by +2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Material Components

  • Corpse of a Powerful Wizard or An Exquisite Marionette and a Flesh Sacrifice
  • A Wizards Spellbook up to 5th level spells atleast
  • A 'Lich Phylactery' e.g. a gnarled dead tree with a storing stone inside it or the lich-lord's heart in a canopic jar or an hourglass, but the sand does not fall no matter what...
  • Bone and bone dust
  • Flesh and Blood (a vial)
  • Incense
  • Black Onyx Stone
  • Clay pot of grave dirt and A clay pot of brackish water
  • 5 Undead eyeballs encased in gems worth 500gp each
  • Diamond worth at least 1,000gp
  • 500,000gp creation cost

The Lich-Lord Spellbook

In order to activate a spell from the Lich-Lord's spellbook you must burn a spell slot. With the exception of Rejuvenation, Arcane Horror & Create Undead which are innate abilities of the Lich marionette.

  • Cantrips: Mage Hand, Prestidigitation, Ray of Frost
  • 1st level: Detect Magic, Magic Missile, Shield, Thunderwave
  • 2nd level: Detect Thoughts, Invisibility, Acid Arrow, Mirror Image
  • 3rd level: Animate Dead, Counterspell, Dispel Magic, Fireball
  • 4th level: Blight, Dimension Door
  • 5th level: Cloudkill, Scrying
  • 6th level: Create Undead

LICH MARIONETTE



Lich Marionette

Medium Undead Construct, Chaotic neutral


  • Armor Class: 19
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 40ft. fly 40ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3)

  • Damage Vulnerabilities: none
  • Damage Resistances: cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Legendary (500,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Turn Resistance The Lich Marionette has advantage on saving throws against any effect that turns undead.

Undead Resistance The Lich Marionette has resistance to necromancy based attacks made to it or to the Arcane Puppeteer when using this marionette, also when using it's slam attack it has advantage to attack any undead creatures.

Create Undead 1/Day The Lich Marionette has access to the Create Undead Spell. This is an enchantment linked to your marionette and does not count against your known spells.

Rejuvenation Without having to repair the Lich Marionette if it is within 60ft of the phylactery used to create it (usually stored in the travel trunk) the Lich Marionette will automatically repair itself half its hit points on a short rest and all its hit point on a long rest, as long as the phylactery has at least one mortal soul trapped inside it, the soul is used upon repairing the marionette and must be refilled by trapping more mortal souls inside it, this can be done by sacrificing people near the phylactery.

Arcane Horror 3/Day When commanded to, the Lich Marionette is able to use its action or bonus attack to induce fear into its opponent. The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become Frightened for 1 minute. The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.

Spellcasting When commanded to, the Lich can access and cast spells from its spellbook, this requires you to expend a spell slot in order to cast these spells, therefore you can only cast up to 5th level spells as that is the maximum you have available at level 20. However these spells do not count against your known spells. You must adhere to the action cost for casting these spells and cast the spells based off of your own proficiency bonus + your Charisma modifier.

  • Cantrips: Mage Hand, Prestidigitation, Ray of Frost
  • 1st level: Detect Magic, Magic Missile, Shield, Thunderwave
  • 2nd level: Detect Thoughts, Invisibility, Acid Arrow, Mirror Image
  • 3rd level: Animate Dead, Counterspell, Dispel Magic, Fireball
  • 4th level: Blight, Dimension Door
  • 5th level: Cloudkill, Scrying
  • 6th level: Create Undead

Actions

Slam Melee Weapon Attack: deals 1d8 + 4 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
Paralyzing Touch Melee Weapon Attack: deals 3d6 cold damage. The target must succeed on a DC 18 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cantrip The Arcane Puppeteer selects and controls the actions of the Lich, choosing to cast a cantrip from its spellbook.
Spell Attack The Arcane Puppeteer selects and controls the actions of the Lich, choosing to cast a spell from its spellbook.
Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.

LICH MARIONETTE (cont)

King / Queen Marionette

There is no greater morale boost to an army than seeing your king, valiantly risking it all on the front lines with you, charging into the fray without a second thought for his own safety, cutting down enemies in a display of skill that none could have dreamt an overweight, spoiled brat of a king could attain, all the while the real King sits atop his balcony watching the bloodsport with glee, but the army will be none the wiser!

Or the Queen perhaps, bedding down for the night with her husband, gently drawing a dagger from an unseen compartment, the real King none the wiser, he kisses soft lips that taste of strawberry, runs his hands across the bodice and bust of a beautiful curved figure, unaware that it is magically enchanted porcelain, then as the King reaches lower... lower still, the Queen Marionette swiftly draws the knife across his throat, blood spilling out across the pristine white sheets, the marionette, along with her master, exit stage right, leeping from the balcony never to be seen again.

Material Components

  • The Sovereign’s Orb or Equivalent Relic
  • The Sovereign’s Sceptre or Equivalent Relic
  • The Mantle or Equivalent Relic
  • The Sovereign's Ring or Equivalent Relic
  • The Sword of Divine Right or Equivalent Magical Weapon
  • The Holy Sceptre or Equivalent Religious Relic
  • 12 Knights Swords and 6 Priests Blessings and 1 Viziers Anointment and 1 Vial of Royal Blood
  • 500,000gp creation cost

Legendary Tome of the Royal Martyr

Wondrous Item, Legendary
The Tome of the Royal Martyr was a book created by a King who was obsessed with his image, but also lazy and incompetant, so he commisioned the work of a legendary marionette that would look as he did and act in a noble and knightly way, so that his subjects would worship him as a great king, all whilst he sat getting fatter and fatter on the throne, never lifting a finger for his people.

  • Whilst working on a King or Queen Marionette your daily crafting output increases by 10,000gp per day.
  • You gain the Favored Enemy: Humanoids, meaning you learn one of the languages: Common or Elven or Dwarvish or Halfling. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Wisdom (Perception, Insight) checks involving your favored enemies, and on Intelligence checks to recall information about them. Furthermore you gain a +2 bonus to damage with weapon attacks, which increases to +3 at 6th level, and +4 at 14th level
  • Choose One ability out of Charisma or Dexterity, that ability is permanently increased by +2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

KING / QUEEN MARIONETTE



King / Queen Marionette

Medium Construct, neutral


  • Armor Class: 18
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 40ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) 10 (+0) 12 (+1) 16 (+3)

  • Damage Vulnerabilities: none
  • Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Legendary (500,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the construct must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Leadership 5/Day The King / Queen Marionette can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a D6 to its roll provided it can hear and understand the King / Queen Marionette inspiring words. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is Incapacitated.

Duty and Honor! Choose an ally within 5ft range of the King / Queen Marionette, that character is knighted by the marionette and they gain 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.

Royal Presence Allies within 30ft range of the King / Queen Marionette gain + 2 on all ability checks.

Actions

Slam Melee Weapon Attack: deals 1d8 + 4 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
Multiattack Melee Weapon Attack: The King / Queen Marionette can makes two melee attacks with its Longsword.
Longsword Melee Weapon Attack: deals 1d8 + your Dexterity modifier in slashing damage on a one handed strike or Melee Weapon Attack: 1d10 + your Dexterity modifier in slashing damage on a two-handed strike, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
Use Item / Weapon The Marionette is able to use items and weapons instead of its slam attack.

Reactions

Parry The King / Queen Marionette adds 2 to its AC against one melee Attack that would hit it. To do so, the King / Queen Marionette must see the attacker and be wielding a melee weapon.
Checkmate? When the King / Queen Marionette is about to be attacked, it can use its reaction to swap places with an ally within 5ft of it, that ally then takes the attack if it beats the allies AC.

KING / QUEEN MARIONETTE (cont)

Abominations

Abominations are a special kind of puppet that only those who belong to either the 'School of the Freakshow' or the 'School of the Mortician' may use. These puppets and marionettes veer away from the more traditional crafting components such as porcelain and wood, and instead focus more on what the Gods made abundant, more than any tree, more than any rock or ore... Flesh, bone and fur, all readily available pretty much everywhere, whether they are humanoid, animal, beast or monster, they all provide what you need.

Necromancy and the Arcane Puppeteer

Necromancy is the art of manipulating the ebb and flow of life and death, toying with those who have passed, playing with their mortal souls, infusing them into abominations and forcing them to work and do your bidding. Arcane Puppetry is slightly different. The Freakshow and Mortician still dabble in the Necromatic arts, but it is less about playing with the souls of the dead, and more about the vessels they have left behind, molding and meddling in the kind of crafts that would make any sane person scream, such as the folding and sewing flesh and muscle, fuzing bones to weaponry, and controlling the resulting horror to do your bidding.

Corpse Puppets

These puppets have one key difference to regular marionettes, they cannot be folded down like other marionettes, this is because they were not built to do so, therefore, if you are intending on building multiple different corpse puppets, you might have to build a few more travel trunks and buy a horse and cart totransport them around.

Decay

The DM may want to introduce decay as a factor when choosing corpses to make into puppets, e.g. digging up corpses in a graveyard. although it is possible to use a skeleton like a marionette as a mortician puppeteer, the general sturdyness of a corpse would lessen as more rot
and decay sets in. If you would like to include decay rules
into your campaign then follow the table below.












Level of Decay
D6 Overall Decay Usefulness
1 Fresh Corpse Harvestable or
usable as a corpse puppet
2 Wet Corpse Harvestable or
usable as a corpse puppet
3 Bloated Corpse Harvestable
4 Rotten Corpse Partly Harvestable
5 Skeletal Corpse Partly Harvestable
6 Dusty Corpse Useless

Tombs, Crypts and Catacombs

Tombs, crypts and catacombs are a fantastic place to pilfer materials and goodies, not only are the materials better preserved due to their sealed habitat, but those inside are often burried with far greater amount of riches.

ABOMINATIONS | NECROMANCY | TOMBS, CRYPTS & CATACOMBS


Test Subject #1

Medium, Undead Construct


  • Armor Class 15
  • Hit Points 40 + 6 per Arcane Puppeteer level
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Resistances: necrotic
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Common (100gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Beastial This Abomination cannot use items or weaponry due to its bestiary construct and lack of appropriate appendages, instead it has natural weaponry in the form of its bite and claw attack.

Pack Tactics Test Subject #1 has advantage on an Attack rolls against a creature if at least one of the subject's allies are within 5 ft of the creature and the ally isn't Incapacitated.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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.

Bite Melee Weapon Attack: deals 2d4 + 4 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Claws Melee Weapon Attack: deals 1d6 + 4 slashing damage












Common Abominations

Common Abominations are available to craft at level 3. These types of Abomination are relatively easy to make, they do not require too many basic components beyond a regular corpse of either an animal or humanoid, they are easier to make due to the fact that the natural anatomy of a body already takes care of joints, musculature, ligaments etc, all you realistically have to do is attach your arcane strings to the body and imbue it with arcane energy, by doing so you gain control of the corpse and can do with it as you wish.

Test Subject #1

Test Subject #1 was the first attempt at using a corpse as a vessel for your arcane energy instead of a marionette or doll, to your suprise it was very easy to command and control the puppet. The corpse you chose was a wolf found on the outskirts of a town you visited, shot with arrows, it had crawled back to the treeline before falling dead, you eagerly took the body under the guise of skinning it and tanning the hide. Huzzah! All the necessary joints and ligaments were undamaged and worked perfectly, the corpse had natural weapons in the form of claws and teeth, with no damage to the spine or apendages as it was shot with arrows. Truly a perfect start down a difficult and arduous path, from this point on, things will become much more difficult.

Material Components

  • Wolf corpse or Medium creatures worth of Beast Flesh
  • Rabbits foot or Food morsel
  • Fur
  • Slug bile
  • Clay Pot of Grave Dirt and Clay Pot of Brackish Water
  • Black Onyx Stone worth at least 50gp
  • 100gp creation cost.

COMMON ABOMINATIONS & TEST SUBJECT #1


Missing Guard

Medium, Undead Construct


  • Armor Class 16 (Chain Shirt, Shield)
  • Hit Points 40 + 6 per Arcane Puppeteer level
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Resistances: necrotic
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Common (100gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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.

Spear Melee Weapon Attack: deals 1d6 + your Dexterity modifier in piercing damage on a one handed strike or Melee Weapon Attack: deals 1d8 + + your Dexterity modifier in piercing damage on a two handed strike.

Use Item / Weapon The Abomination is able to use items and weapons instead of its slam attack.


















Missing Guard

Many guards go missing now and again, lost on scouting missions, killed be monster or man out on the road, or deserting after gambling away their last bit of coin. It truly is a shame, do you know what they do with deserters? They hang them, but thats not the shameful part, its the fact that they just bury the bodies, all those materials gone to waste, so much potential left unexplored underground! Who would care if a miserable diserter gets disected and studied, or used as a puppet, no one! Thats who... So all you have to do is dig up a couple shallow graves, grab the filthy deserting scum, lay them out on a surgical table and go to work, free of any guilt that you might be hurting someones loved one or companion, everyones a winner!

Material Components

  • Humanoid corpse or Guard corpse
  • Chain shirt armor and shield
  • Cloth wads
  • Slug bile
  • Flea (living)
  • Clay pot of grave dirt and Clay pot of brackish water
  • Black onyx stone worth at least 50gp
  • 100gp creation cost.

MISSING GUARD


Swamp Ghoul

Medium, Undead Construct


  • Armor Class 12
  • Hit Points 40 + 6 per Arcane Puppeteer level
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: fire
  • Damage Resistances: necrotic
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Common (100gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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.

Bite Melee Weapon Attack: deals 2d6 + 4 piercing damage.

Claws Melee Weapon Attack: deals 2d4 + 4 slashing damage. If the target is a creature other than an elf or Undead, it must succeed on a DC 10 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Use Item / Weapon The Abomination is able to use items and weapons instead of its slam attack.
















Swamp Ghoul

The Swamp Ghoul is shambling mess of vines and bones, it appears to be made using a collection of oddly sized bones from numerous creatures, animals and humanoids. Although it has a humanoid structure, it is quite clearly an abomination, its large arms seem to be made up of femur bones as well as smaller humerus, all woven together by thick clumps of vine and moss, leaving the arms heavy and hanging low like an apes. It's upper torso is disproportionately large when compared to its small wolf-like skull, almost to the point where it looks like a headless behemoth.

Material Components

  • A mess of bones from animals, monsters, creatures and humans
  • Moss and Ivy or access to the grasping vine spell
  • Bloodhound or Wolf skull
  • Stem of a Thorny Plant
  • Cloth wads
  • Slug bile
  • Green Plant
  • Firefly (living)
  • Clay pot of grave dirt and Clay pot of brackish water
  • Black onyx stone worth at least 50gp
  • 100gp creation cost.

SWAMP GHOUL


Test Subject #2

Medium, Undead Construct


  • Armor Class 16
  • Hit Points 40 + 6 per Arcane Puppeteer level
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Resistances: necrotic
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Uncommon (500gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Beastial This Abomination cannot use items or weaponry due to its bestiary construct and lack of appropriate appendages, instead it has natural weaponry in the form of its bite and claw attack.

Pack Tactics Test Subject #2 has advantage on an Attack rolls against a creature if at least one of the subject's allies are within 5 ft of the creature and the ally isn't Incapacitated.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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.

Bite Melee Weapon Attack: deals 1d10 + 4 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If you successfully knock a creature prone, one of Test Subject #2's other dog heads gets to immediately make another bite attack with advantage.

Claws Melee Weapon Attack: deals 2d6 + 4 slashing damage









Uncommon Abominations

Uncommon Abominations are also available to craft at level 3, however they cost considerably more and require rarer matierals and corpses than you are likely to get your hands on with out a great deal of luck and skill.

Test Subject #2

Test Subject #2 is a vast improvement on the first attempt, you know what people always say, three heads are better than one... and well you may have taken that somewhat literally with this corpse puppet, by attaching two aditional wolf heads to the corpse, you have made cerberus, a vicious three headed wolf creature, whose snapping maw and ripping claws will render most enemies useless. You also set about increasing the overall bulk of the beast by adding thick musculature all throughout the body and legs. This should increase Test Subject #2's ability to tear a man limb from limb.

Material Components

  • Test Subject #1 or The corpse of a wolf or dog
  • 3 Wolf corpses or 3 Medium creatures worth of Beast Flesh
  • Rabbits foot or Food morsel
  • 6 Goat horns
  • Fur
  • Slug bile
  • Clay pot of grave dirt and Clay pot of brackish water
  • Black onyx stone worth at least 50gp
  • 500gp creation cost.

UNCOMMON ABOMINATIONS & TEST SUBJECT #2

Mummy Tomb Guard

The Mummy Tomb Guards of old were the King's / Patriarch's / Pharaohs most loyal warriors, and were granted the eternal duty of watching over their mortal bodies long after they die, this was not seen as a curse but rather a blessing, an eternal duty and purpose to life, one a true warrior would gladly accept. The Tomb Guard you have created are in no means inferior to the Tomb Guards of old, in fact you replicated the procedure quite well, but instead of dabbling with curses, you instead found a pretty medium, crafting the body using the best tools and magical enchantments available, then simply controling that body as a puppet.

The Tomb Guard itself takes on the appearance of a cloth wrapped humanoid body, decked with golden headwear and shiny sickles and other such barbaric weapons, or as a humanoid creature with an animal like head, it made no real difference as to their combat abilities, but for aesthetical purposes, you don't want to be stuck with a horrific ugly thing following you around everywhere, so choose wisely when you create such a creature.

These Tomb Guards, even with their animalistic appearance, were quite capable of wielding weapons. You are not the first to create these kinds of creatures, in fact they were created long ago to ward off grave robbers from wealthy tombs, they each come with ceremonial gold headdresses, bracers and belts, each emblazened with runic hieroglyphics demonstrating their loyalty to their master even after death.
































Material Components

  • 10 Canopic jars filled with human remains
  • Sandstone
  • Ebony
  • Bone dust
  • Cloth wraps
  • Dog teeth
  • Sumac Leaf and Earwax
  • Clay pot of grave dirt and Clay pot of brackish water
  • Golden ceremonial armor and 2 ceremonial Sickles
  • Black tar or Congealed blood
  • Cursed item/object/weapon or Magic item/object/weapon
  • A golden pyramid cap worth 2000gp
  • Black onyx stone worth at least 100gp
  • 2 Obsidian gems worth at least 100gp each
  • 500gp creation cost.

Robbing a Tomb

If you do come across a great big tomb full of wonderous loot, coins stacked to the ceiling, magical items and gaudy trinkets everywhere, always be on the look out for these tomb guards, they could appear as statues until disturbed, their ebony skin can look remarkably gray when not in direct sunlight, so be warned, enter these lairs at your own risk.

MUMMY TOMB GUARD



Mummy Tomb Guard

Medium, Undead Construct


  • Armor Class 13
  • Hit Points 40 + 6 per Arcane Puppeteer level
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: fire
  • Damage Resistances: necrotic
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Uncommon (500gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Dreadful Glare The Tomb Guard targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become 'Frightened' until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also Paralyzed for the same Duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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.
Multiattack The Tomb Guard can use its Dreadful Glare and makes one Attack with its rotting fist.
Rotten Breath Melee Weapon Attack: deals 3d6 necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 3d6 for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the Remove Curse spell or other magic.

MUMMY TOMB GUARD


Minotaur Abomination

Large, Undead Construct


  • Armor Class 14
  • Hit Points 40 + 6 per Arcane Puppeteer level
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Resistances: necrotic
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Uncommon (500gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Charge If the Minotaur Abomination moves at least 10 feet straight toward a target and then hits it with a gore Attack on the same turn, the target takes an extra 2d8 piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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.
Greataxe Melee Weapon Attack: deals 1d12 + your Dexterity modifier in slashing damage on a two-handed strike.
Gore Melee Weapon Attack: deals 2d8 + 4 piercing damage.
















Minotaur Abomination

The Minotaur Abomination is an immense slab of rippling muscle, ready to bear down upon a target at your command, its two huge horns able to rip a target to ribbons, whilst its hulking arms swing and launch strike after strike against its foe, the greataxe swooping in quick arcs, decimating your opponents. The only issue the minotaurs had in life was there complete lackof intelligence, the stupid oafs might have known their way around a labyrinth, but they couldn't strategise or coordinate, but now that your in control of this powerhouse of a creature, there shouldn't be a problem.

Material Components

  • Minotaur Corpse or The corpse of a bull and the corpse of a muscular humanoid
  • Minotaur Horns or Rams horns
  • Pig snout or Pig intestines
  • Broken bones
  • Black sludge
  • Iron nose ring
  • Labyrinthine map
  • Congealed blood of a beast or trophy from a monster
  • Clay pot of grave dirt and Clay pot of brackish water
  • Black onyx stone worth at least 50gp
  • 500gp creation cost.

The Labyrinth

Labyrinthine patterns are important to minotaurs, and these decorations appear on their clothing, armor, and weapons, and sometimes even on their hides. Each pattern is particular to a clan, and the pattern's size and complexity help minotaurs identify family allegiance and caste. The patterns evolve through the generations, growing more expansive based on clan members' deeds and a clan's history.

MINOTAUR ABOMINATION


Cultist Flagellant Abomination

Medium Undead Construct, neutral


  • Armor Class: 17
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Resistances: necrotic
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Uncommon (500gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Greatsword This Abomination has the proficiency with the greatsword even if you do not.

Multiattack This Abomination can perform two attacks with a martial melee weapon in a single attack action.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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.
Greatsword Melee Weapon Attack: deals 2d6 + your Dexterity modifier in slashing damage on a two-handed strike.
Use Item / Weapon The Abomination is able to use items and weapons instead of its slam attack.

Cultist Flagellant Abomination

Praise be to whatever God tells their disciples to kill themselves or others, the amount of free and easy corpses you have come by just from hanging round a few cultist hideouts is insane, a few of them were a bit bloodied and bruised but nothing that can't be fixed by a bit of makeup and a sewing kit.

Material Components

  • Cultist Corpse or A muscular humanoid corpse
  • Bells, small or Rattling chains or Skull pendant and necklace
  • Tainted Dirt or Bile
  • 30lb of flesh from any creatureand Metal spikes or Spikes from a creature
  • Cloth wads and Black iron chains
  • Large fangs
  • Nails and Mercury
  • Greatsword or Flagellant's whip
  • Clay pot of grave dirt and Clay pot of brackish water
  • Black onyx stone worth at least 50gp
  • 500gp creation cost.

CULTIST FLAGELLANT ABOMINATION

Rare Abominations

Rare Abominations are available to craft from level 6 onwards. At this point in your adventures as an Arcane Puppeteer you will no doubt have come across some strange and wonderful beasts, creatures and monsters, and hopefully slew them without issue. This has enabled you to experiment with more arcane forces, using more parts, melding together that which was never meant to be, bringing forth a new era of puppetry, stemming from your unholy union of chaos and creativity. But all that is good comes at a price; the more creative you become, the more you develop your craft, it forces you to delve deeper into these unholy machinations, costing you more and more materials than you could have possibly thought... you need more... your puppets need to be the best, and you shall spare no expense to achieve that!

Mummy Ceremonial Guard

The Mummy Ceremonial Guard Puppet is a goliath sized abomination, made to look even taller by its elongated skull and arms. The corpse is clad in full golden ceremonial armor, gleaming brightly in contrast to the rest of its undead rotten appearance, the puppet wields four huge scimitars, one in each hand, the undead construct has four eyes made from carved gemstones, and a huge sphere made of a tourmaline gem in the back of its skull, housing a flowing green liquid that curls and folds like a sentient ink. The creature is as large as a goliath, with long thin muscular arms, prone to rampaging without relenting until the opponent is dead or dust.






























Material Components

  • A deformed humanoid skull and A huge tourmaline gem worth 1000gp
  • Sandstone and Bone dust
  • Scarab beetle or Another thick insect carapace
  • Sumac Leaf and Earwax
  • Clay pot of grave dirt and Clay pot of brackish water
  • Ceremonial armor and 4 ceremonial scimitars
  • Black tar or Congealed blood
  • A golden pyramid cap worth 2000gp
  • Black onyx stone worth at least 100gp
  • 4 chrysoberyl or peridot gems worth at least 100gp each
  • 5,000gp creation cost.

Curiosity Killed the Cat

How did it all begin? This fascination with corpses, you remember clearly, it was your cat Mittens, a cute creature, but every time you looked at her, you couldn't help but feel a horrible twinge of curiosity... "How does everything work" you thought... so you discected her, harsh and cruel it may be, but it was enlightening, you discovered how each muscle and ligament worked together with the joints to allow for seamless movements, and the nervous system, just like your arcane threads, it sent signals all round the body... if you could only attach your arcane threads to this nervous system you could... Eureka! You did it, Mittens was moving, you were making her move!

RARE ABOMINATION & MUMMY CEREMONIAL GUARD



Mummy Ceremonial Guard

Medium, Undead Construct


  • Armor Class 17
  • Hit Points 40 + 6 per Arcane Puppeteer level
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Resistances: necrotic
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Rare (5,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Retaliation If you take damage from a creature within 5 feet of you, you can use your reaction to make a melee weapon Attack against that creature.

Swarm If this Abomination is destroyed on the battlefield, two swarms of scarab beetles immediately exit from the corpse into the nearest free 5ft space. They are hostile to any non undead creature.

Dreadful Glare The Mummy Ceremonial Guard targets one creature it can see within 60 ft. of it. If the target can see the Mummy, it must succeed on a DC 13 Wisdom saving throw against this magic or become 'Frightened' until the end of the Mummy's next turn. If the target fails the saving throw by 5 or more, it is also Paralyzed for the same Duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all Mummies (but not Mummy Lords) for the next 24 hours.

Reckless Attack This Abomination can be commanded into a rampage, gaining advantage on its attacks for one round, however whilst rampaging other creatures also gain advantage on attacks against it.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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.
Multiattack The Mummy Ceremonial Guard makes two attacks with its scimitars.
Scimitar Melee Weapon Attack: deals 1d6 + your Dexterity modifier in slashing damage.

MUMMY CEREMONIAL GUARD


Centaur Abomination

Large, Undead Construct


  • Armor Class 14
  • Hit Points 40 + 6 per Arcane Puppeteer level
  • Speed 50ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Resistances: necrotic
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Rare (5,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Tauroid Build The Centaur Abomination has the upper frame of a human and lower frame of a horse. The upper body can wield can use weapons normally.

Quadrupedal Stability It is a lot harder to push a Centaur over than it is a human or an elf. This Abomination has advantage on strength and dexterity saving throws to avoid being knocked prone or forcibly moved.

Hooves The Centaur Abomination can make a Melee Weapon Attack against one target with its hooves, if it hits it deals 2d6 + 4 bludgeoning damage.

Charge If the Centaur Abomination moves at least 30 ft straight toward a target and then hits it with a pike Attack on the same turn, the target takes an extra 3d6 piercing damage in addition to the pikes regular damage.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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.

Pike Melee Weapon Attack: deals 1d10 + your Dexterity modifier in piercing damage. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. with an attack modifier equal to your Dexterity modifier + your proficiency bonus.

Longbow Ranged Weapon Attack: 150/600 ft, deals 1d8 + your Dexterity modifier in piercing damage.


Centaur Abomination

The Centaur Abomination is a combination of a humanoid and a horse, to create an incredibly sturdy tauroid build, its haunches heavy and full of musculature, its proud form ready to charge forth and trample all who get in its way. The smell is this construct is absolutely revolting, a thick mixture of rotting flesh and necrosis; the sight isn't much better either, the creature can appear either as a skeletal creature or as a sewn together monstrosity of flesh and sinew, joined together by thick black leathery cross stitching, as well as a leaking green necromatic energy that flows from the conjoined corpses.

Material Components

  • Centaur corpse or A drafthorse/warhorse corpse and A humanoid corpse
  • Green Flame or Moss from a 500 year old oak tree
  • Ivy or Swamp Mud and A firefly
  • Nails and Mercury
  • Pike and Longbow
  • Clay pot of grave dirt and Clay pot of brackish water
  • 4 platinum horseshoes worth at least 100gp each
  • Black onyx stone worth at least 100gp
  • 4 Emeralds worth at least 500gp each
  • 5,000gp creation cost.

CENTAUR ABOMINATION


Armor of Gluttony

Medium Undead Construct, neutral


  • Armor Class: 19
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Resistances: necrotic
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Rare (5,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Hungry Mimic There is an undead mimic still hungering for blood attached to this Abomination. If you successfully grapple a creature, the mimic will begin to bite into the creature, dealing 1d10 + 4 piercing damage.

Chomp If the Undead Mimic part of this Abomination deals the final blow to a creature, the corpse puppet regenerates 2d6 + 4 worth of health points to itself, the creature that it eats cannot be used for corpse parts or looted.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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.
Use Item / Weapon The Abomination is able to use items and weapons instead of its slam attack.
Glaive Melee Weapon Attack: deals 1d10 + your Dexterity modifier in slashing damage on a two-handed strike. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. with an attack modifier equal to your Dexterity modifier + your proficiency bonus.








Armor of Gluttony

The Armor of Gluttony is a magnificent combination of two creatures, it is like nothing ever before seen, a showcase of your skill as an Arcane Puppeteer and surgeon of the flesh! Not a simple procedure, combining a mimic and a hulking great knight, linking and creating a symbiotic path between two very different biological creatures, but not too difficult for the likes if you it seems, who through the art of magical flesh sewing was able to create the incredible Armor of Gluttony. The mimic is always hungry, no matter how much it eats, and whether you command it to or not it will attack and attempt to eat any creature within 5ft of it or any creature grappled by the hulking knight.

Material Components

  • Mimic corpse
  • Knight corpse or Muscular humanoid corpse
  • Cursed item/object/weapon or Magic item/object/weapon
  • Iron heavy plate armor or Rattling chains or Skull pendant and necklace
  • Tainted dirt or Bile
  • Nails and Mercury
  • Broken padlock
  • Glaive
  • Clay pot of grave dirt and Clay pot of brackish water
  • Black onyx stone worth at least 50gp
  • 5,000gp creation cost.

ARMOR OF GLUTTONY

Very Rare Abominations

Very Rare Abominations are available to craft from level 11 onwards. Dangers lurk around every corner in the life of an Arcane Puppeteer, especialy one who works so closely with the dead and undead as you do, but you've gotten this far, so who knows, maybe you are meant for great things, maybe you will be the one to master the art of puppetry. But the higher you climb the ladder of success, the more the air grows thin, and the wind swirls stronger around you, you will need strength of mind and body to continue forward, or else fall and become but another failure, how will you proceed, what will you create? I look forward to watching your journey...

Carapace Knight

The Carapace Knight is truly a gruesome entity, a combination of insectoid and humanoid, fused together as part of your quest to create the strongest, most well armored puppet, and although there were quite a few failures, mostly due to the fact that the humanoid flesh would ofted decay and rot away before you could attach the insect carapace to the corpse, but it was eventually fixed, who knew you could graft fresh tissue onto a body so easily... The finished product was fantastic, the carapace weighed much less than normal armor, and allowed the creature to move so much faster than an average knight whilst still maintaining the same protective husk.

Material Components

  • Muscular human corpse and Large undamaged insectoid carapace
  • Green Flame or Moss from a 500 year old oak tree
  • Ivy or Swamp mud
  • Insectoid horns or tusk
  • Insectoid Husk
  • Humanoid Flesh
  • Firefly
  • Bile
  • Snake Venom
  • Clay pot of grave dirt and Clay pot of brackish water
  • Wooden mask carved from a dying tree
  • Black onyx stone worth at least 100gp
  • 50,000gp creation cost.
Insect Type
D4 Insect Type Special Component Special Ability
1 Centipede 20 apendages from the dead Poison Bite, burrow 25ft
2 Rhino Beetle Beetle blood, horns and tusk AC + 2, Charge & Gore
3 Giant Wasp Giant wasp wings Poison Stinger, Fly 40ft
4 Scorpian Scorpion venom and stinger Poison Stinger, burrow 25ft

VERY RARE ABOMINATIONS & CARAPACE KNIGHT



Carapace Knight

Medium Undead Construct, neutral


  • Armor Class: 19
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 12 (+1) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Resistances: necrotic
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Very Rare (50,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Centipede Centipede types gain an upgraded bite attack: Melee Weapon Attack: deal 2d6 + 4 piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.

Centipede Centipede types also gain a burrowing speed of 25ft.

Scorpion Scorpion types gain a stinger ability: Melee Weapon Attack: deals 1d10 + 4 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 4d10 poison damage on a failed save, or half as much damage on a successful one.

Scorpion Scorpion types also gain a burrowing speed of 25ft.

Rhino Beetle Rhino Beetle types gain access to both a charge special ability: If the Rhino Knight moves at least 10 feet straight toward a target and then hits it with a gore Attack on the same turn, the target takes an extra 2d8 piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Rhino Beetle Rhino Beetle types gain access to a gore attack: Melee Weapon Attack: deals 2d6 + 4 piercing damage.

Rhino Beetle Rhino Beetle types gain +2 to their AC equaling 21 total AC.

Giant Wasp Giant Wasp types gain access to a stinger ability: Melee Weapon Attack: deals 2d6 + 4 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.

Giant Wasp Giant Wasp types gain wings and a fly speed of 40ft.

Actions

Slam Melee Weapon Attack: deals 1d8 + 2 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.
Special Ability Each different type of Beetle Knight has access to two or three special abilities located in its monster stats, these are dependant on the construct type, you do not gain access to all abilities, only the type from your chosen insect.
Use Item / Weapon The Abomination is able to use items and weapons instead of its slam attack.

CARAPACE KNIGHT (cont)

Desecrated Naga Abomination

In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into an undead servitor. A bone naga retains only a few of the spells it knew in life but is still a powerful servant nonetheless, the only problem with a naga is the lack of arms and their inability to wield even basic weapons, although you cannot fault their spellcasting ability, as even in death they manage to retain the ability to cast spells... truly a wonderful specimen, one you just had to get your grubby hands on, and after a while trauling through the deserts and jungles of the yuan-ti, you finally got your hands on one, now all you have to do is attach a couple arms, easy enough for you, and you are ready to showcase your latest and greatest corpse puppet to the world.

Spell List

In order to activate a spell from the Lich-Lord's spellbook you must burn a spell slot. With the exception of Bestow Curse which is an innate ability of the Desecrated Naga Puppet.

  • Cantrips: Mending, Sacred flame, Thaumaturgy
  • 1st level: Command, Shield of Faith
  • 2nd level: Calm Emotions, Hold Person
  • 3rd level: Bestow Curse

Material Components

  • Muscular human arms
  • Snake venom or strong poison
  • Bone statue of a Naga or Bone statue of a Yuan-Ti
  • cloth wraps
  • Snake skin
  • Humanoid flesh
  • Necrosis ridden flesh
  • Bile
  • Undead Eyeball, Encased in alexandrite gems worth at least 500gp
  • Clay pot of grave dirt and Clay pot of brackish water
  • Spellbook bound in snake skin, embedded in the ribs of the desecrated naga
  • Blood from a yuan-ti
  • Black onyx stone worth at least 100gp
  • 50,000gp creation cost.

DESECRATED NAGA ABOMINATION



Desecrated Naga Abomination

Large Undead Construct, neutral


  • Armor Class: 17
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 12 (+1) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Resistances: necrotic
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Very Rare (50,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Turn Resistance The Desecrated Naga Abomination has advantage on saving throws against any effect that turns undead.

Undead Resistance The Desecrated Naga Abomination has resistance to necromancy based attacks made to it or to the Arcane Puppeteer when using this marionette, also when using it's slam attack it has advantage to attack any undead creatures.

Bestow Curse 1/Day Touch a creature, that creature must succeed on a Wisdom saving throw or become cursed for the Duration of the spell. Choose the nature of the curse from the following:

  • Choose one ability score. While cursed, the target has disadvantage on Ability Checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on Attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and Spells deal an extra 1d8 necrotic damage to the target.

Spellbook When commanded to, the Desecrated Naga Abomination can access and cast spells from its spellbook/innate casting ability, this requires you to expend a spell slot in order to cast these spells, therefore you can only cast up to 5th level spells as that is the maximum you have available at level 20. However these spells do not count against your known spells. You must adhere to the action cost for casting these spells and cast the spells based off of your own proficiency bonus + your Charisma modifier.

  • Cantrips: Mending, Sacred flame, Thaumaturgy
  • 1st level: Command, Shield of Faith
  • 2nd level: Calm Emotions, Hold Person
  • 3rd level: Bestow Curse

Actions

Slam Melee Weapon Attack: deals 1d8 + 4 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
Bite Melee Weapon Attack: Reach 10ft, deals 2d6 + 4 piercing damage plus 3d6 poison damage.
Cantrip The Arcane Puppeteer selects and controls the actions of the Desecrated Naga, choosing to cast a cantrip from its spellbook.
Spell Attack The Arcane Puppeteer selects and controls the actions of the Desecrated Naga Abomination, choosing to cast a spell from its spellbook.
Use Item / Weapon The Abomination is able to use items and weapons instead of its slam attack.

DESECRATED NAGA ABOMINATION (cont)

Sporemonger Abomination

The Myconid are a spectacular subterranean specimen, capable of reproducing via spores, spreading to damp, usually uninhabitable locations and festering, or rather thriving in such dark and horrid conditions. However, if they travel to the surface, they are at a huge disadvantage due to their immense sunlight sensitivity, thus rendering them pretty much useless... Unless a certain Arcane Puppeteer were to graft a series of power Myconid Spores onto festering corpses closer to the sun, and slowly but surely grafting new sunlight resistant strains from the ones that survived, after years of hard work, you finally found the perfect spore strain, and were able to graft it onto other more powerful creatures, genius!

Material Components

  • Myconid spores, fungus, skin graft or Myconid corpse
  • Hallucinatory Mushrooms
  • Poisonous Mushrooms
  • Edible Mushrooms
  • Muscular humanoid
  • Humanoid flesh
  • Necrosis ridden flesh
  • Bile
  • Undead Eyeballs
  • Clay pot of grave dirt and Clay pot of brackish water
  • Black onyx stone worth at least 100gp
  • 50,000gp creation cost.

Myconid Melds

Myconids being the intelligent creatures that they are, choose to live relatively peaceful lives in comparison to other underdark creatures such as the Driders, Drow and Illithids. The Myconids are not quite pacifists, and will protect themselves if required to, but if you are merely seeking passage through their territory, and approach peacefully, they will allow you through, however they do not take kindly to thieves and scoundrels.

The Myconids live in places called 'Melds' large subterranean caverns and caves which are used by a colony of Myconids, the largest myconid in a colony is known as a sovereign, who prosides over groups known as circles. A circle consists of around twenty or so other Myconids who all live and work and meld together with each other. The Myconid use spores as methods of attack, communication, scouting and as a way to dream.

The myconids have access to different kinds of spores, rapport spores bind the participants into a group consciousn~ss. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures.

SPOREMONGER ABOMINATION



Sporemonger Abomination

Medium Undead Construct, neutral


  • Armor Class: 18
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: fire
  • Damage Resistances: necrotic
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Very Rare (50,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Hallucination Spores The Sporemonger ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • A poisoned creature has disadvantage on Attack rolls and Ability Checks.

Pacifying Spores The Sporemonger ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 15 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.

  • A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

Charming Spores The Sporemonger ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 15 Constitution saving throw or be charmed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.

  • A charmed creature can’t Attack the charmer or target the charmer with harmful Abilities or magical effects.
  • The charmer has advantage on any ability check to interact socially with the creature.

Grasping Vine 3/Day You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Actions

Slam Melee Weapon Attack: deals 1d8 + 4 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
Multiattack The Sporemonger uses either its Hallucination Spores or its Pacifying Spores then makes a Fist attack.
Fist Melee Weapon Attack: deals 3d4 + 4 piercing damage plus 3d4 poison damage.
Use Item / Weapon The Abomination is able to use items and weapons instead of its slam attack.

SPOREMONGER ABOMINATION (cont)

Doppelganger Abomination

The Doppelganger Abomination is an incredibly useful puppet in areas of subterfuge and assassination, this puppet can stealthily enter places others could not, hidden under the guise of a guard or hand maiden, all you would have to do would be invisible and she could lead you anywhere you desired to be, perhaps the Queens bedchamber, or the Kings treasure vault, whatever takes your fancy. The process of creating this puppet is not an easy one however, as tracking down an actualy doppelganger is not an easy task, especially when they are such masters of disguise, and have the ability to read your surface thoughts, perhaps the best plan would be to start a witch hunt in a town or city and see what crops up, any one will turn over their gran or neighbour when theres a 100gold reward out there on the line, just dangle it and wait for the corpses to pile up, and even if they arent doppelgangers at least you got a few fresh corpses out of it, so win win really...

Material Components

  • Doppelganger corpse
  • Peacock feather
  • Silver thread
  • Humanoid flesh
  • Fleece
  • Gem-encrusted bowl
  • Gray dye
  • Herbs, Oils, and Incense mixture
  • Undead eyeballs
  • Clay pot of grave dirt and Clay pot of brackish water
  • Black onyx stone worth at least 500gp
  • 2 Yellow Topas gemstones for eyes worth at least 500gp each
  • 50,000gp creation cost.

Doppelgangers Among You!

Many doppelgangers lived a stolen life. When they encountered a person whose appearance or station they desired for themselves, the doppelganger used their mental powers to learn everything they could about the chosen target. Once they had all the knowledge they needed, they quietly eliminated their target and assumed his or her form, taking their place in life.

The Velvet Room

A small number of "open" doppelgangers have found success in legitimate professions, usually performance arts like acting, or, occasionally, prostitution. One notorious inn and brothel, run by a changeling known only as "Velvet," purports to supply any customer with an "ideal mate..." so long as no questions are asked regarding its natural state.

What to look out for

Those familiar with doppelgangers have claimed that many of them actually have trouble developing personalities of their own, finding it easier to imitate the identities of others or to create "false" personas out of whole cloth. Some doppelgangers have supposedly become "lost in character," going the rest of their lives in one shape and one personality until they remain trapped in it forever and don't even remember who they used to be. Other horror stories talk about creatures slowly realizing they are doppelgangers, with slow, personal dread.

Fear at these outcomes, which some evidence suggests may not be entirely legendary, is what drives them to constantly shift and change throughout their lives.

DOPPELGANGER ABOMINATION



Doppelganger Corpse Puppet

Medium Undead Construct, neutral


  • Armor Class: 16
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: fire
  • Damage Resistances: necrotic
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Very Rare (50,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Shapechanger The Doppelganger Abomination can be commanded to use its action to Polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its Statistics, other than its size, are the same in each form. Any Equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Ambusher In the first round of a Combat, the Doppelganger Abomination has advantage on Attack rolls against any creature it has surprised.

Suprise Attack If the Doppelganger Abomination surprises a creature and hits it with an Attack during the first round of Combat, the target takes an extra 3d6 damage from the Attack.

Read Thoughts The Doppelganger Abomination magically reads the surface thoughts of one creature within 60 ft of it, relaying the thoughts to its master. The effect can penetrate barriers, but 3 ft of wood or dirt, 2 ft of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the Doppelganger's Concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the Doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Actions

Slam Melee Weapon Attack: deals 1d8 + 4 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
Multiattack The Doppelganger Abomination makes two melee attacks.
Dagger Melee Weapon Attack: deals 1d6 + + your Dexterity modifier in piercing damage plus 2d6 poison damage.
Use Item / Weapon The Abomination is able to use items and weapons instead of its slam attack.

DOPPELGANGER ABOMINATION

Legendary Abominations

Legendary Abominations are available to craft from level 17 onwards. Legendary Abominations are so rare that they are often considered to be nothing more than nightmarish folk tales, told by mothers in order to get their kids to go to sleep, or to not stay out too late, lest the evil 'Bog Witch' will come and kidnap them and drag them down to the murky depths. The fact that they are so well made also helps to hide their existence, indistinguishable from an ordinary person or monster, made with such high level surgical techniques and magical enchantments that they do not appear zombified or grotesque beyond their normal form.

Another reason why these Abominations have become so rare due to the rise of ordered civilization, it is no longer an easy task to engage in necromancy without drawing undue attention to yourself and your practices, and nor is it easy to hide your creations up to this point, a lot of arcane puppeteers who dabble in the more reclusive and sinister necromantic arts are either imprisoned or out right killed for their fancies, thusly these sorts of legendary corpse puppets, and the knowledge of their construction have long been forgotten.

However, there is hope to be had, legends say that there are still tomes that detail the construction process and materials required in making these glorious abominations, but the rarity of these are immense, the value of a tome could not be higher, and if you were to get your hands on one of these tomes, you would truly be blessed, perhaps chosen by the gods to gift these creations back into the world, perhaps it is your manifest destiny, your duty even to do so...

Legendary Arts Tomes

The Legendary Arts Tomes detail the materials and enchantments required to build these Abominations, they hold untold magical secrets that craftsmen and magical practicioners all over the world would kill to get their hands on, just having the knowledge of one puts a large target on your back, so be careful. The tome contains words charged with magic, if you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines you gain the following benefits permanently:

  • Details the intricate crafting and enchanting of a single type of legendary marionette, thus increasing your daily crafting output by 10,000gp per day.
  • Working on any other non-legendary marionette, your daily crafting out put is increased by 500gp per day.
  • You gain the Favored Enemy feature, meaning you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Wisdom (Perception,Insight) involving your favored enemies and on Intelligence checks to recall information about them. You also have gain a +2 bonus to damage with weapon attacks, which increases to +3 at 6th level, and +4 at 14th level. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
  • Choose One ability out of Charisma or Dexterity, that ability is permanently increased by +2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

LEGENDARY ABOMINATIONS

Chimera Abomination

A Chimera has the hindquarters of a goat, the forequarters of a lion, and a set of dragon wings. Additionally, a chimera had three heads, that of a horned goat, a lioness, and a dragon. The goat head was often white or black in color, though in both cases it was marked by red eyes while the lion head exhibited green eyes. However Chimeras built using the Tome of the Chimera can be built very differently to suit your preference as a puppeteer, you do not have to stick to these three beastial choices, and can instead choose 3 types of creature to sew together to create your perfect undead construct.

All Chimera Abominations have access to an array of various abilities. Each of the heads is capable of a unique attack, but the most dangerous is by far the dragon breath of the chimera's draconic head. The exact attack varied from one individual to another, as in dragons, with the type varying based on color. For instance, a chimera with a white dragon head would cast a breath of cold air, while one with a red dragon head would bellow forth scorching flames.

Chimera Abilities

Choose 3 creature types of parts from the following table, you must have the appropriate creature corpse in order to build from this table or if you already have a Chimera corpse you may construct the Abomination using that as its base.

D6 Creature Special Ability
1 Eagle Eagle parts give you a fly speed of 60ft, and a powerful bite attack
2 Scorpion Scorpion Parts give you access to two claws protruding from the flanks of the Chimera, and a stinger if snake parts aren't also selected.
3 Snake Snake parts give you a snake for a tail and a powerful poisonous bite attack
4 Goat Goat parts give you access to a set of horns used to gore and charge your enemies with
5 Lioness Lioness parts give you a powerful set of bite and claw attacks
6 Dragon Dragon parts give you a fly speed of 60ft and access to a breath weapon

Material Components

  • Three corpses of creatures from the Chimera Abilities Table or the corpse of a chimera.
  • Claws, Horns, Fur, Teeth from various beastial creatures.
  • An Elemental lodestone
  • Unholy water
  • Pickled parts of various animals
  • Reliquary containing a sacred relic or unholy artefact
  • Parchment, with an unholy word written upon it
  • Humanoid flesh
  • Necrosis ridden flesh
  • Bile
  • Mercury
  • A Magical item or weapon
  • Clay pot of grave dirt and Clay pot of brackish water
  • Black onyx stone worth at least 1000gp
  • 500,000gp creation cost.

Legendary Tome of the Chimera

Wondrous Item, Legendary
The Tome of the Chimera is an incredibly rare manual dictating the process and materials needed to create a Chimera Corpse Puppet, an incredibly difficult process due to the fact you must combine three differents beasts and monsters together to form one being.

  • Whilst working on a Chimera Corpse Puppet your daily crafting output increases by 10,000gp per day.
  • You gain the Favored Enemy: Chimera, meaning you learn the language: N/A. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Wisdom (Perception, Insight) checks involving your favored enemies, and on Intelligence checks to recall information about them. Furthermore you gain a +2 bonus to damage with weapon attacks, which increases to +3 at 6th level, and +4 at 14th level
  • Choose One ability out of Charisma or Dexterity, that ability is permanently increased by +2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

CHIMERA ABOMINATION



Chimera Abomination

Large Undead Construct | Monstrosity, neutral


  • Armor Class: 16
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30ft. (check special ability types)

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 19 (+4) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Legendary (500,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Beastial This Abomination cannot use items or weaponry due to its bestiary construct and lack of appropriate appendages, instead it has natural weaponry from the Chimera Ability Table.

Eagle Eagle types gain an upgraded bite attack: Melee Weapon Attack: deal 2d6 + 4 piercing damage, and the target must succeed on a DC 15 Strength saving throw or be thrown 10 feet in a random direction.

Eagle & Dragon Eagle & Dragon types also gain a fly speed of 60ft.

Scorpion (Cannot be chosen as well as a Snake Tail) Scorpion types gain a stinger ability: Melee Weapon Attack: deals 1d10 + 4 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 4d10 poison damage on a failed save, or half as much damage on a successful one.

Scorpion Scorpion types also gain claw attack: Melee Weapon Attack: deal 2d6 + 4 piercing damage, and the target must succeed on a DC 15 Strength saving throw or be thrown 10 feet in a random direction.

Snake Snake types gain access to a bite attack: Melee Weapon Attack: deals 1d10 + 4 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 4d10 poison damage on a failed save, or half as much damage on a successful one.

Goat Goat types gain access to a charge special ability: If the Chimera moves at least 20 feet straight toward a target and then hits it with a gore Attack on the same turn, the target takes an extra 2d8 piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Goat Goat types gain horns giving them access to a gore attack: Melee Weapon Attack: deals 2d8 + 4 piercing damage.

Lioness Lioness types gain access to a bite attack: Melee Weapon Attack: deals 4d6 + 4 piercing damage.

Dragon & Lioness Dragon & Lioness types gain access to a claw attack: Melee Weapon Attack: deals 2d8 + 4 piercing damage.

Dragon Dragon types gain access to a Wing attack: Ranged Weapon Attack: The Chimera beats its wings. Each creature within 10 ft. of the Chimera must succeed on a DC 20 Dexterity saving throw or take 2d6 + 8 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Dragon Dragon types gain access to a Fire Breath attack: Melee Weapon Attack: The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

Actions

Slam Melee Weapon Attack: deals 1d8 + 4 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
Multiattack The Chimera Abomination makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

CHIMERA ABOMINATION (cont)

Hydra Abomination

The Hydra Abomination is an immensely powerful tool, you could subjugate kingdoms with this puppet if you were so inclined, it has the ability to regenerate its heads even whilst undead, and can use powerful elemental breath weapons to leave its foes incased in ice or cinders.

Hydra Subrace Abilities
D4 Subrace Material Component Special Ability
1 Cryohydra Frost loadstone from the 'Elemental Plane of Frost' Frost Breath Weapon
2 Lernaean Hydra Poison, Acid and Corrosive Chlorine Poison Breath Weapon
3 Pyrohydra Fire loadstone from the 'Elemental Plane of Fire' Fire Breath Weapon
4 Skal Hydra Cursed Item /object or Necrotic Ooze Necrotic Breath Weapon

Material Components

  • 5 large leviathan heads or the corpse of a Hydra.
  • Claws, Horns, Fur, Teeth from various beastial creatures.
  • Reliquary containing a sacred relic or unholy artefact
  • Venom
  • A Magical item or weapon
  • Mercury and silver compound
  • Undead Eyeballs
  • Clay pot of grave dirt and Clay pot of brackish water
  • Black onyx stone worth at least 1000gp
  • 500,000gp creation cost.

Legendary Tome of the Hydra

Wondrous Item, Legendary
The Tome of the Hydra is an incredibly rare manual dictating the process and materials needed to create a Hydra Corpse Puppet, a huge monstrous creature capable of destroying armies and fleets if you so choose.

  • Whilst working on a Hydra Corpse Puppet your daily crafting output increases by 10,000gp per day.
  • You gain the Favored Enemy: Hydra. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Wisdom (Perception, Insight) checks involving your favored enemies, and on Intelligence checks to recall information about them. Furthermore you gain a +2 bonus to damage with weapon attacks, which increases to +3 at 6th level, and +4 at 14th level
  • Choose One ability out of Charisma or Dexterity, that ability is permanently increased by +2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

HYDRA ABOMINATION



Hydra Corpse Puppet

Huge Undead Construct | Monstrosity, neutral


  • Armor Class: 17
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30 ft, swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Legendary (500,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Beastial This Abomination cannot use items or weaponry due to its bestiary construct and lack of appropriate appendages, instead it has natural weaponry from the Chimera Ability Table.

Multiple Heads The Hydra Abomination has five heads. While it has more than one head, the hydra has advantage on saving throws against being Blinded, Charmed, Deafened, Frightened, and Stunned, and being knocked Prone.

Reactive Heads For each head the Hydra Abomination has beyond one, it gets an extra reaction that can only be used only for Opportunity Attacks.

Five Heads are better than One Whenever the Hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Hydra Subrace Ability Each Subrace gives you access to a different breath weapon ability from the subrace table.

Actions

Slam Melee Weapon Attack: deals 1d8 + 4 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
Multiattack The Hydra Abomination makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.
Bite Melee Weapon Attack: reach 10 ft, deals 1d10 + 5 piercing damage.
Breath Weapon (recharge 5-6) The Hydra Abomination exhales its elemental breath in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 8d10 damage of your chosen element on a failed save, or half as much damage on a successful one.

HYDRA ABOMINATION (cont)

Yuan-Ti Anathema Abomination

Yuan-Ti Anathema were the result of a risky ritual that had a small chance of transforming a Yuan-Ti abomination into a larger, more powerful and more aggressive creature. They were considered by their followers to be the pinnacle of the Yuan-Ti race. Anathemas were immortal and considerably larger than abominations, with claw-like hands and six snake heads, they were worshipped by the Yuan-Ti as well as being used as diabolical war machines, leaving nothing but destruction in their wake. Finally, you have learnt how to ressurect ones of these creatures, but not just ressurect it, but bind it to yourself, to control its ferocity like the master puppeteer you are, at last all will bow beneath your might and genius.

Anathema Variant Abilities
D4 Variant Name Material Component Variant Ability
1 Slime Queen Ooze or Giant slug slime Acid Slime
2 Chameleon Queen Doppelganger skin Chameleon Skin
3 Shedding Queen 10 different snake skins Shed Skin
4 Bile Queen Black Bile, yellow bile, congealed blood and green pus Corrosive Vomit

Legendary Tome of Sseth

Wondrous Item, Legendary
The Tome of Sseth was stolen from a Yuan-Ti high priestess, it details the resurrection and controlling of an Anathema, a legendary, revered snake humanoid monstrosity, capable of crushing buildings and eating men whole.

  • Whilst working on an Anathema Corpse Puppet your daily crafting output increases by 10,000gp per day.
  • You gain the Favored Enemy: Yuan-Ti, meaning you learn the language: Yuan-Ti or Abyssal. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Wisdom (Perception, Insight) checks involving your favored enemies, and on Intelligence checks to recall information about them. Furthermore you gain a +2 bonus to damage with weapon attacks, which increases to +3 at 6th level, and +4 at 14th level
  • Choose One ability out of Charisma or Dexterity, that ability is permanently increased by +2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.



Spellcasting

The Anathema has an innate spellcasting ability that the Arcane Puppeteer can take advantage of, it can innately cast the following spells:

  • Cantrip: Animal Friendship (Snakes only)
  • 3/day each: Darkness, Entangle, Fear, Haste, Suggestion, Polymorph
  • 1/day: Divine Word

Material Components

  • Naga or Yuan-Ti corpse and severl snake corpses or the corpse of a Yuan-Ti Anathema.
  • Snake skin / scales and snake teeth
  • Poison glands
  • Yuan-Ti religious Relic or Naga sacrifice
  • A Magical item or weapon
  • Parchment, with an unholy word written upon it
  • Humanoid flesh
  • Necrosis ridden flesh
  • Venom
  • Mercury
  • Undead Eyeballs
  • Clay pot of grave dirt and Clay pot of brackish water
  • Black onyx stone worth at least 1000gp
  • 500,000gp creation cost.

YUAN-TI ANATHEMA ABOMINATION



Anathema Abomination

Huge Undead Construct | Monstrosity, neutral


  • Armor Class: 18
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 40 ft, climb 30 ft, swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Legendary (500,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Magic Resistance The Anathema Abomination has advantage on saving throws against spells and other magical effects.

Ophidiophobia Aura Any creature of the Puppeteer's choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the Anathema and can see or hear it must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends, the target is immune to this aura for the next 24 hours.

Six Heads The Anathema has advantage on saving throws against being blinded. charmed, deafened, frightened, stunned, or knocked unconscious.

Shapechanger (at will) The Anathema can use its action to cast polymorph on itself to turn into a huge constrictor snake, or back into its true form. Any equipment it is wearing or carrying isn’t transformed.

Spellcasting When commanded to, the Anathema can access and cast spells, this requires you to expend a spell slot in order to cast these spells, therefore you can only cast up to 5th level spells as that is the maximum you have available at level 20. However these spells do not count against your known spells. You must adhere to the action cost for casting these spells and cast the spells based off of your own proficiency bonus + your Charisma modifier.

  • Cantrip: Animal Friendship, Polymorph (Both Snakes only)
  • 3/day each: Darkness, Entangle, Fear, Haste, Suggestion,
  • 1/day: Divine Word

Divine Word 1/Day Gain access to the Divine Word spells once per long rest, this is an enchantment linked to the puppet and therefore does not count against your known spells.

You utter a Divine Word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points.

  • 50 hit points or fewer - deafened for 1 minute
  • 40 hit points or fewer - deafened and blinded for 10 minutes
  • 30 hit points or fewer - blinded, deafened, and stunned for 1 hour
  • 20 hit points or fewer - downed instantly

Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.

Anathema Variant: Slime Queen As a bonus action, the Anathema can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the slime, hits it with a melee attack while within 5 feet of it, or is hit by its constrict attack takes 1d10 acid damage.

Anathema Variant: Chameleon Queen The Anathema has advantage on Dexterity (Stealth) checks made to hide.

Anathema Variant: Shedding Queen (1/Day) The Anathema can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the Anathema Corpse Puppet spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.

Anathema Variant: Bile Queen (1/Day) As a bonus action, the Anathema vomits up the contents of its stomach in a 20ft cone in front of it, anything hit by this attack takes 3d8 Acid damage, this is also corrosive and will damage non magical leather and hide armor.

Actions

Slam Melee Weapon Attack: deals 1d8 + 4 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
Multiattack The Anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack.
Claw Melee Weapon Attack: reach 10 ft, deals 2d6 + 6 slashing damage.
Constrict If the Anathema successfully grapples a creature large or smaller, it deals 3d6 + 6 bludgeoning damage plus 2d6 acid damage. Whilst the target is grappled, it can attempt a Strength DC 16 saving throw to escape. Until this grapple ends, the target is restrained and takes 3d6 + 6 bludgeoning damage plus 2d6 acid damage at the start of each of its turns, and the Anathema can’t constrict another target.
Flurry of Bites Melee Weapon Attack: reach 10 ft, deals 6d6 + 6 piercing damage and 4d6 poison damage.

YUAN-TI ANATHEMA ABOMINATION (cont)

Mummy Lord

In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires. The regalia of their terrible rule still adorns their linen-wrapped bodies, their moldering robes stitched with evil symbols and golden armor etched with devices of dynasties that fell a thousand years before.

Under the direction of the most powerful priests, the ritual that creates a Mummy can be increased in potency, Thus creating a Mummy Lord, a powerful creature gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells.

In order to control this ancient power, you must find the Heart of the Mummy Lord. As part of the ritual that creates a Mummy Lord, the creature's heart and viscera are removed from the corpse and placed in Canopic Jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs.

A powerful enough Puppeteer can use this jar as a focus to tether his strings to the Mummy Lord, as long as its shriveled heart remains intact, a Mummy Lord can't be permanently destroyed. When it drops to 0 hit points, the Mummy turns to dust and re-forms at full strength 24 hours later, rising out of dust in close proximity to the canopic jar containing its heart.


Legendary Tome of Embalming

Wondrous Item, Legendary
The Tome of Embalming details the process of creating Canopic Jars, used to store and preserve a creatures heart, once stored, you can use this jar as a sort of focus, enabling you to command the mummified remains like a corpse puppet, whilst still conforming to the arcane puppetry manipulation rules.

  • Whilst working on an Mummy Lord Corpse Puppet your daily crafting output increases by 10,000gp per day.
  • You gain the Favored Enemy: Undead, meaning you learn the language: N/A. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Wisdom (Perception, Insight) checks involving your favored enemies, and on Intelligence checks to recall information about them. Furthermore you gain a +2 bonus to damage with weapon attacks, which increases to +3 at 6th level, and +4 at 14th level
  • Choose One ability out of Charisma or Dexterity, that ability is permanently increased by +2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.


Spellcasting

The Mummy Lord has an innate spellcasting ability that the Arcane Puppeteer can take advantage of, it can innately cast the following spells:

  • Cantrips (at will): Sacred Flame, Thaumaturgy
  • 1st level: Command, Guiding Bolt, Shield of Faith
  • 2nd level: Hold Person, Silence, Spiritual Weapon
  • 3rd level: Animate Dead, Dispel Magic
  • 4th level: Divination, Guardian of Faith
  • 5th level: Contagion, Insect Plague
  • 6th level: harm

Material Components

  • Canopic Jar containing the heart of a Mummy Lord or a powerful humanoid creature you would like to perform the ritual upon and an empty canopic jar
  • Cloth wraps and Golden Ceremonial Armor
  • A Magical item or weapon or Mortal sacrifice
  • Parchment, with an unholy word written upon it
  • Bronze, gold and mercury
  • A ceremonial headdress and matching jewellery
  • Clay pot of grave dirt and Clay pot of brackish water
  • 12 Emeralds worth at least 1000gp each
  • Black onyx stone worth at least 1000gp
  • 500,000gp creation cost.

MUMMY LORD ABOMINATION



Mummy Lord

Huge Undead Construct | Monstrosity, neutral


  • Armor Class: 18
  • Hit Points: 40 + 6 per Arcane Puppeteer level
  • Speed: 30 ft

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 3 (-4) 3 (-4) 1 (-5)

  • Damage Vulnerabilities: none
  • Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities: poison
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses: Shares the senses of the wielder.
  • Languages: Understands the languages of the crafter but cannot speak.
  • Grade: Legendary (500,000gp)

Antimagic Susceptibility If targeted by an anti-magic Spell, the Abomination must succeed on a CON saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Magic Resistance The Mummy Lord has advantage on saving throws against spells and other magical effects.

Blinding Dust As an action the Mummy Lord can summon blinding dust. Each creature within 5 feet of the Mummy Lord must succeed on a DC 16 Constitution saving throw or be Blinded until the end of the creature's next turn.

Rejuvenation As long as the Mummy Lords heart remains intact within the canopic jar you use to control it, the Mummy Lord will regenerate a new body in 24 hours, regaining all its hit points and becoming usable once again. The new body appears within 5ft of the Mummy Lords Heart.

Spellcasting The Mummy Lord can be commanded to cast spells from its spellbook, this requires you to be in posession of the Canopic Jar that contains its heart. this requires you to expend a spell slot in order to cast these spells, therefore you can only cast up to 5th level spells as that is the maximum you have available at level 20. However these spells do not count against your known spells. You must adhere to the action cost for casting these spells and cast the spells based off of your own proficiency bonus + your Charisma modifier.

  • Cantrips (at will): Sacred Flame, Thaumaturgy
  • 1st level: Command, Guiding Bolt, Shield of Faith
  • 2nd level: Hold Person, Silence, Spiritual Weapon
  • 3rd level: Animate Dead, Dispel Magic
  • 4th level: Divination, Guardian of Faith
  • 5th level: Contagion, Insect Plague
  • 6th level: harm

Harm You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

Actions

Slam Melee Weapon Attack: deals 1d8 + 4 bludgeoning damage, with an attack modifier equal to your Dexterity modifier + your proficiency bonus.
Multiattack The Mummy Lord can use its Dreadful Glare and then makes one Attack with its rotting fist.
Dreadful Glare The Mummy Lord targets one creature it can see within 60 feet of it. If the target can see the Mummy Lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become Frightened until the end of the Mummy's next turn. If the target fails the saving throw by 5 or more, it is also Paralyzed for the same Duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.
Rotting Fist Melee Weapon Attack: deals 3d6 + 4 bludgeoning damage plus 6d6 necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 3d6 for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the Remove Curse spell or other magic.

MUMMY LORD ABOMINATION (cont)

Homebrew Items


Canopic Jars

Wondrous Item, Uncommon
An earthenware jar containing a thick, viscous liquid. The liquid is tarlike in consistency, opaque, and reflects natural sunlight but does not seem to react to unnatural light sources. The Jar once closed is magically sealed and can hold 5lb of materials, once inside the material won't rot, decay or suffer any negative effects until the jar is unsealed again.



Bag of Colding

Wondrous Item, Rare
This item resembles a bag of holding, but is cool to the touch and emits visibly cold air while opened. It can only hold 100 pounds of items, but any perishable items do not degrade while within the bag. It is otherwise identical to a bag of holding.



Ooze Trunk

Wondrous Item, Very Rare
A magical trunk filled with a thick blue ooze, the ooze is cold to the touch, it destroys any bacteria or parasites as soon as they come into contact with it, and any material placed inside the ooze will decay far slower than usual, the trunk can hold 100lb of materials but does not decrease the weight of the materials inside.



Ferryman's Coin

Wondrous Item, Legendary
An enchanted coin gifted to a human traveler by an unknown deity, it is said that when placed in the mouth of the dead they will be granted safe passage by the Ferryman, it will also perfectly preserve the body for 1d100 days, after the coin is placed in the mouth of the dead, it vanishes forever and the effects take hold.

HOMEBREW STORAGE ITEMS

PUPPETEER SPELL LIST

Cantrips (Level 0):

Blade Ward
Dancing Lights
Mage Hand
Prestidigitation
Minor Illusion
Resistance
True Strike
Eldritch Blast

1st Level

Alarm
Expeditious Retreat
Feather Fall
Grease
Jump
Mage Armor
Sanctuary
Shield
Unseen Servant

2nd Level

Barkskin
Blur
Cloud of Daggers
Cordon of Arrows
Enlarge/Reduce
Hold Person
Knock
Levitate
Magic Weapon
Rope Trick
Warding Bond

3rd Level

Conjure Barrage
Counterspell
Dispel Magic
Fly
Glyph of Warding
Haste
Phantom Steed
Slow

4th Level

Arcane Eye
Fabricate
Freedom of Movement
Mage's Faithful Hound
Stoneskin

5th Level

Animate Objects
Arcane Hand/Bigby's Hand
Awaken
Creation
Hold Monster
Telekinesis.


NECROMANCY SPELL LIST

Cantrips (Level 0):

Chill Touch
Spare the Dying
Toll the Dead

1st level:

Cause Fear
False Life
Inflict Wounds
Ray of Sickness

2nd level:

Blindness/Deafness
Gentle Repose
Ray of Enfeeblement

3rd level:

Animate Dead
Bestow Curse
Feign Death
Life Transference
Revivify
Speak with Dead
Vampiric Touch

4th level:

Blight
Shadow of Moil.

5th level:

Contagion
Macabre
Enervation
Negative Energy Flood
Raise Dead

CREDITS

THE ARCANE PUPPETEER

BY HARRY CRABB