#  Hearthwood Puppeteer

The disguised assassin watches with anticipation as the diplomat drinks the glass filled with poison, before sketching a smile. Seconds later, when the poison is supposed to kick in, the diplomat downs yet another glass, his wooden body unaffected.

  Weiving through battle with ease, a satyr moves his puppet from enemy to enemy, while he himself remains unharmed. The heavily weaponed wood creation strikes down orc after orc without tiring.

  The merchant talks with the masked puppet in front of him as if it were a real person, while its puppeteer steals his wares from behind him, cloaked in shadow.

  Hearthwood puppeteers are versatile inidividuals, capable in combat, subterfuge and many other means. Their art is sacred and incredibly complex, making it such that each one of them who has managed to use an arcane puppet a threatening prospect to most warriors.
  
  
### Hidden Technique

The art of the Hearhtwood puppeteer is a secret one, being hidden by the legendary Kiok family from most of the outside world. Therefore, the number of  puppeteers is sparse. Even those who train must undergo immense training to even manage to control a tiny puppet, let alone medium or large ones. 

  However, due to this secrecy, the impact of a puppeteer on society can be felt with ease. They can use their puppet and magic to heavily hinder foes, damage while at great distance and deceive enemies without ever being noticed. Additionally, the puppeteer posseses good martial knowledge and an arcane prowess.
  
### The Wood of Yfrandil
At the core of the Hearthwood Puppeteer's art is the legendary Brician material known as Hearthwood. This material is only found within the Hornwoods of Bricia and can only be harvested from the gigantic Hearthwood Willows. The wood of these trees is stronger than any metal, lighter than even mithril and bares fire as its only weakness. 
  
 As it carries inside the magic of the great mother-tree, Yfrandil, Hearthwood can be used to craft Hearthwood puppets. These can, because of Hearthwood, be controlled at a distance by arcanum strings, discovery from which sprung the art of the Hearthwood puppeteers.
  
### Always Crafting
 The art of arcane puppetry is by no means easy. Most take years and years to train and after they have finished their connection with their puppet, they seek to always improve and enhance it with adaptations and special tools. Thus, being a Hearthwood puppeteer is by no means easy. You must always strive to be better.
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### Creating an Arcane Puppeteer

As you create your Hearthwood puppeteer. the first thing you should take into account is the origin of his craft. Most puppeteers are blue-blooded nobles from the Hornwoods, yet there are some that learn from masters who have decided to travel the world teaching this great art.

  After you've decided where your character discovered the technique of Hearthwood puppetry, you must ask yourself what are his motivations for pursuing it and how it is he wants to better his craft. Is your puppeteer a troublemaker in search of mischief? Is he a curious spirit with a knack for invention? Is he an apreciator of hidden arts? 


#### Quick Build

As the arcane puppeteer is a heavily customizable class, the choices you make heavily shift the stats you should focus on. The only thing that remains important is Dexterity, which should be your highest abilty score. A good background to pair up with the Hearthwood puppeteer can be the entertainer.

## Class Features
As an Hearthwood puppeteer, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d8 per Hearthwood puppeteer level
- **Hit Points at 1st Level:** 8 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Hearthwood puppeteer level after 1st

#### Proficiencies
___
- **Armor:** Light armor
- **Weapons:** Simple weapons, martial weapons
- **Tools:** one musical instrument, tinker's tools, woodcarver's tools
- **Saving Throws:**  None
- **Skills:** Performance, and your choice of two from: History, Acrobatics, Arcana, Deception, Stealth, Sleight of Hand or Intimidation.

#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* two martial weapons or *(b)*  one martial weapon, a shortbow and a quiver of 20 arrows
- *(a)* 10 darts or *(b)* any simple melee weapon
- A medium Hearthwood puppet
- Two tiny Hearthwood puppets
- Tinker's tools, woodcarver's tools
- Leather armor
- *(a)* an explorer's pack or *(b)* a scholar's pack





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<div class='classTable wide'>
##### The Arcane Puppeteer
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |  5th |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Arcanum Strings, Hearthwood Puppet (1), Marionette Prowess | — | — | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Puppetry Adaptations, Puppet Core,  Spellcasting | 2 | 2 | 2 | — | — | — | — |
| 3rd | +2 | Puppetry Technique  | 3 | 3 | 3 | — | — | — | — | 
| 4th | +2 | Ability Score Improvement | 3 | 3 | 3 | — | — | — | — |
| 5th | +3 | Willing Puppet, Extra Attack | 3 | 4 | 4 | 2 | — | — | — |
| 6th | +3 | Greater Arcanum Strings (1)  | 3 | 4 | 4 | 2 | — | — | — |
| 7th | +3 |Puppet Technique Feature | 3 | 5 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 5 | 4 | 3 | — | — | — |
| 9th | +4 | — | 3 | 6 | 4 | 3 | 2 | — | — |
| 10th | +4 | Puppet Technique Feature, Greater Arcanum Strings (2) | 4 | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Hearthwood Master | 4 | 7 | 4 | 3 | 3 | — | — ||
| 12th | +4 | Ability Score Improvement | 4 | 7 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 4 | 8 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | One With The Strings, Puppet Fusion | 4 | 8 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Puppet Technique Feature | 4 | 9 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Abilty Score Improvement | 4 | 9 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Hearthwood Warbringer | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Unwilling Puppet | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
</div>



### Arcanum Strings
  The key feature of the hidden Hearthwood puppeteering technique are the arcanum strings. These are strings made of force which extend from the puppeteer's fingertips, allowing him to control his puppets. A puppeteer thus posesses 10 strings. At level 1, the length of these strings is 30 feet, which is increased by other class features at 6th, 10th and 14th level. 
  
  Connecting an arcane puppet or a willing puppet to the strings requires an action and the appropriate number of strings, as seen in the Arcanum Strings table. Strings are intangible and barely visable and cannot be severed by creatures within the Material Plane by non-magical means. Beings within the Ethereal Plane can see, manipulate, and sever these strings as if they were normal threads.
  
If a creature within the Material Plane attempts a Perception check and the result of their roll is a 20 or higher, they see the strings. Manually disipating the strings can be done by the arcane puppeteer on their turn and is counted as a free action. A Dispel Magic spell instantly disipates the strings, no matter the level at which the spell was cast, causing the puppeteer to lose control of his puppet. 
   
   Arcanum Strings to not infere with the somantic compoment of spells.

##### Arcanum Strings
| Strings Needed | Creature  Type |
|:----:|:-------------|
| 10  | Hearthwood Puppet *(Medium)*  |
| 2  | Hearthwood Puppet *(Tiny)* |
| 10 | Willing Puppet *(Medium)* |
| 8 | Willing Puppet *(Small)* |
| 2 | Willing Puppet *(Tiny)* |


### Hearthwood Puppet

The main tool of the puppeteer is his Hearthwood puppet. Each puppeteer builds his own puppet over a long period of time. The avarge building time of a Hearthwood puppet for a new puppeteer is about 3 months. It is assumed that by the 1st level, the puppeteer has finished his first medium puppet and two tiny puppets. The tiny puppets are mainly used for non-combat endevours, while the medium one is better-suited for combat. 



\page

You determine the puppets appearance, but your choice has no effect on its game statistics. Although the puppets do not posses consciousness, they can be controlled using your Arcanum Strings feature. 


The manner in which you hold the puppet is also decided by you. Some puppeteers choose to wrap it up in bandages and place it on their backs, while some leave it hanging off of them. Others may choose to fold it up If folded, the puppet becomes small enough to fit inside your backpack. Regardless of how it is contained, a puppet is very light because of the Hearthwood it is made from, only weighing 40 lbs. Releasing a puppet from its folded state or bandages is counted as a bonus action.

In combat, you can move the Hearthwood puppet requiring no action. You may also forgo your action, allowing your puppet to take, provided you had previously connected yourself to with your Arcanum Strings. If you do so, the puppet may take its action to either the Attack, Dodge, Help, Use An Object or Ready. If a puppet uses a readied action, it will use up its' puppeteers reaction. The puppeteer can also use up his reaction to make the puppet use a reaction (for example, an attack of opportunity).
 

Puppets 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 both your tinker's tools and your woodcarver's tools. It also requires materials worth 5 sp per hit point recovered for a puppet.

During a short rest, you can repair 4 hit points × your arcane puppeteer level. During a long rest you can repair all your puppets back to their maximum hit points.

When a puppet reaches 0 hit points, it is destroyed.  Destroyed puppet can only be repaired by spending 8 hours and spending 200 gp worth of Hearthwood. Hearthwood can be found at most high-quality armor or magical shops within Bricia.

If the Mending spell is cast on a puppet that is not destroyed, it regains 2d8 hit points (increasing by 1d8 at levels 5, 11 and 17). If it has been destroyed within the last hour, you can use your tinker’s and woodcarver's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The puppet is fully mended after 1 minute with all its hit points restored.

Some features of your puppet require your Puppet Save DC. This DC equals 8 + your proficiency bonus + your Dexterity or Strength modifier (whichever one is higher).

Lastly, the Hearthwood Puppet acts as a spellcasting focus.

### Marionette Prowess 

Your immense knowledge of puppetry extends not only to art, but combat as well. Because of this, you can wield your puppet through your strings as if it were a remarkable combatant. 

Starting at 1st level, you can choose to use either the puppet's or your Attack modifier for any of its attacks. Also, you may release your puppet from any containment as a free action. Connecting yourself to it still requires an action. In addition, your puppet also benefits from any weapon proficiency fighting style, combat feat (such as Sentinel or Great Weapon Master). If you get a multiattack feature through multiclasssing, your puppet does not benefit from it.

Lastly, if your puppet is required to make a Dexterity Saving Throw and you are not, it does so with advantage.

___
> ## Tiny Hearthwood Puppet
>*Tiny construct, unaligned*
> ___
> - **Armor Class** 17
> - **Hit Points** 1 + the puppet's Constitution modifier + your Dexterity modifier
> - **Speed** 60ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|5 (-3)|16 (+3)|12 (+1)|3 (-4)|3 (-4)|1 (-5)|
>___
> - **Saving Throws** Dex +5, Con +3
> - **Skills** Sleight of Hand +5, Stealth +5
> - **Condition Immunities** blinded, charmed, deafened, fatigued, exhausted. frightened, paralyzed, petrified, poisoned, stunned 
> - **Damage Resistances** poison
> - **Damage Vulnerabilities** fire
> - **Languages** None
> ___
> ***Arcanum Strings.*** The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses (above), and the bonuses to hit and damage of its attacks.
> ### Actions
> ***Bash*** *Melee Weapon Attack:* -2 to hit, reach 5ft., one target. *Hit* 1 damage. 

___


### Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 

You can’t take a Fighting Style option more than once, even if you later get to choose again.

#### Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

#### Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

#### Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack


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___
> ## Medium Hearthwood Puppet
>*medium construct, unaligned*
> ___
> - **Armor Class** 15
> - **Hit Points** 10 + the puppet’s Constitution modifier + your Dexterity modifier + four times your level in this class
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|16 (+3)|14 (+2)|3 (-4)|3 (-4) | 1 (-5)
>___
> - **Saving Throws** Dex +5, Con +4
> - **Skills** Athletics +2, Intimidation +2
> - **Condition Immunities** blinded, charmed, deafened, fatigued, exhausted. frightened, paralyzed, petrified, poisoned, stunned 
> - **Damage Resistances** poison
> - **Damage Vulnerabilities** fire
> ___
> ***Arcanum Strings.*** The following numbers increase by 1 when your proficiency bonus increases by 1: the puppet’s skill and saving throw bonuses (above), its Save DC and the bonuses to hit and damage of its attacks.
>
> ***Wooden Arms.*** When attempting to grapple another creature, the Hearthwood Puppet has advantage on said rolls.
>
> ***Intimidating Presence.*** The Hearthwood Puppet can be controlled as to intimidate surrounding foes with its uncanny apparence. Every creature unfamiliar with the puppet must make a Wisdom Saving Throw against your puppet save DC or become frightened for 1 minute.
>
> ***Adaptable.*** This puppet can be improved with Puppetry Adapations.
>
> ***Basic Adaptation: Retractable Bladefist.*** This puppet posesses a retractable bladefist, a sword hidden within its arm, which can pierce through the puppet's palm in combat, in order to strike down enemies. This adaptation grants the puppet the Bladefist attack. This attack deals 1d6 damage and uses the puppet's Dexterity modifier.
>
> ### Actions
> ***Bladefist*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 6 (1d6 +3) 
>
> ***Bash*** *Melee Weapon Attack:* +2 to hit, reach 5ft., one target. *Hit* 6 (2d4 + 0) 

<div style='margin-top:140px'></div>


### Puppetry Adaptations

At 2nd level, you have begun making experiments on the structure and nature of your puppet. Because of this, you can begin to add Adaptations to it from the Adaptation list. Any medium puppet can hold Adaptations equal to 1  + half your Dexterity modifier (rounded down, to a maximum of 3). Adding an Adaptation requires the puppeteer to spend the appropriate time and gold for it, as stated in the Adaptation list. There are also some Adaptations which are listed as wonderous. These Adaptations cannot be accessed unless the puppeteer discoveres the plans for it within the world.

 Additionally, your first puppet starts out with the Bladefist Adaptation, as stated in the Hearthwood Puppet stat block. The origin of this Adaptation is believed to be either as a gift from your master or an initial experiment.


### Puppet Core

Also at 2nd level, you have realised the neccesity of a crystaline core for your puppet. The core is seen as the proverbial heart of the puppet, heavily empowering it and strengthening the puppeteer's connection to it. While the puppet receives a gem, either of Ursorium, Arcanum or Moonite within its chest, its puppeteer creates himself a piece of jewelry, most often a necklace, which enforces their connection. Each of the three materials has its own special properties, which the puppeteer can choose. This connection is different, however, than that of the Battlesmiths of Vanmore and their Steel Defenders or the engimatic Warforged. There, a flow of and expert tinkering is connected to the Ursorium, granting it the resemblence of conscience. Within the Hearthwood Puppet, there is no tinkering or circuit, only the magical power of the material, thus the puppet lacks a mind of its own.


#### Ursorium Core

Being the gem of the bear god Urson, Ursorium is not only resilient, but also bares within immense ethereal powers. Thus, those who choose an Ursorium core are strengthened not only in body, but in soul too. The Ursorium core grants the following benefits:

- The puppet's Strength and Constitution scores are increased by 2. It also becomes porificent in Strength Saving Throws. In addition, once the puppet grapples a creature, the creature also becomes restrained
- When engaging in combat, the Ursorium core strengthens the Hearthwood for incoming damage. On your first turn of combat, the puppet receives temporary hit points equal to your Wisdom modifier + two times your level in this class and resistence to piercing, bludgeoning and slashing damage from non-magical weapons. Additionally, the puppeteer also receives hit points equals to half of what the puppet gained.
- The puppeteer  has his Constitution score increased by 1. 
- The puppeteer becomes proficient in Strength and Wisdom Saving Throws and his Spellcasting Ability becomes Wisdom.

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#### Arcanum Core

Arcanum is a mineral found only within the Oar'nu mines of Bricia. Its magical properties heavily empower any magic that passes through it, but it requires strong mental fortitude to keep stable and not overwhelm the wearer with magic. The Arcanum core grants the following benefits:

- The puppet can now be used to store the material components for spells. In addition, any spells the puppeteer casts can now be cast through the puppet instead.
- When engaging in combat, the Arcanum core emulates a magical aura, formulating a force field of magic. On your first turn of combat, the puppet's AC is increased by 2. Additionally, the puppeteer's AC is also increased by 1. This bonus increases to 3 for the puppet at the 11th level.
- The puppeteer can choose to draw power from the Arcanum core to empower his magical capabilities. When casting a spell, the puppeteer can raise the level at which it is cast by 1 by dealing 2d8 + two times the spell's level to the puppet. This feature can only be used once per long rest.



- The puppeteer becomes proficient in Wisdom and Intelligence Saving Throws and his Spellcasting Ability becomes Intelligence.


#### Moonite Core
Moonite is the source of the persistent fog within the Ulfwald. It is a mineral which can help in the creation of illusions and has many psychic capabilities.  Those who choose to use Moonite are usually inclined towards using their puppets for deception. The Moonite core grants the following benefits:

- The puppet's movements now become visibly more cursive and mimic humans. You can also use your connection with the Moonite core to make your words come from the puppet, not from your own mouth. In addition, you can cast Disguise Self on the puppet owithout using a spell slot a number of times equal to your Charisma modifier, resetting on long rests. When disguised and wielded by the puppeteer while out of combat, its puppet nature is hardly discernable. All checks to pass the puppet as an actual humanoid out of combat are made with advantage. While in combat, the puppet's nature becomes apparent. If both the puppet and the puppeteer can be seen, it is clear that it is controlled.
- When engaging in combat, the Moonite core unleashes a strong illusionary aura. On your first turn of combat, illusions engulf you and your puppet. For the entirety of the fight, you and your puppet may benefit from half cover and you can attempt to Hide when you are in fog or heavy foliage, doing so under those circumstances requires a bonus action instead of an action.
- The puppeteer can choose to make the puppet take on his appearance, making it hard for his enemies to find the difference. When an enemy enters melee range with the puppeteer, the puppeteer can use his reaction to pull the puppet within 5 feet of him and change its appearance to be identical to the puppeteer. Any creature that attempts to make a melee attack against the puppeteer must make a Intelligence (Investigation) check, contested by a Charisma (Deception) check by the puppeteer. If the attacker meets or exceeds the roll of the puppeteer, he attacks as normal. If he does not, he attacks the puppet instead. This ability can be used a number of times equal to half of your Spellcasting Ability (rounded down to a minimum of 1). You recover all uses upon completing a short or long rest.
- The puppeteer becomes proficient in Dexterity and Charisma Saving Throws and his Spellcasting Ability becomes Charisma.

### Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of the connection between your inner energy and Hearthwood to cast spells. See Spells Rules for the general rules of spellcasting and the Hearthwood Puppeteer Spells List for your spells.

#### Cantrips
At 1st level, you know two cantrips of your choice from the Hearthwood puppeteer spell list. You learn additional puppeteer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Hearthwood Puppeteer table.

#### Spell Slots
The Hearthwood puppeteer table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these 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.

For example, if you know the 1st-level spell illusiory script and have a 1st-level and a 2nd-level spell slot available, you can cast illusiory script using either slot.

#### Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Hearthwood Puppeteer spell list.

The Spells Known column of the Hearthwood Puppeteer table shows when you learn more Hearthwood puppeteer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

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

\page
#### Spellcasting Ability
Unlike every other class, the Hearthwood Puppeteer does not have a pre-determined spellcasting ability. The spellcasting ability your puppeteer will have is entirely dependent on the core you choose with your Puppet Core feature, which you also receive at level 2. For future reference, this statistic will be known as your Puppet Core Ability.  You use your Puppet Core Ability whenever a spell refers to your spellcasting ability. In addition, you use your Puppet Core Ability modifier when setting the saving throw DC for a Hearthwood Puppeteer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Puppet Core Ability modifier

Spell attack modifier = your proficiency bonus + your Puppet Core Ability modifier

### Puppetry Technique

When you reach 3rd level, you get to choose your Puppetry Technique from the following:The Mastercraft Technique, The Arcana Technique, The Explosive Technique, The Simulacra Technique or The Shadow Technique. Your choice of technique grants you features at 3rd level and again at l the 7th, 10th and 15th level. 


### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.


### Willing Puppet

Starting at the 5th level,  you may use a bonus action to attach a set of Strings to a willing creature within the distance of the length of your strings, using as many Strings as you would use to control a Marionette of the target creature's size. Attaching strings to a Willing Puppet will drop the necessary number of strings from your Hearthwood Puppet, causing it to drop prone.


Once you have attached strings to a creature, on that creature's turn, you may use your reaction to allow that creature to move up to their maximum movement and to make a non-combat action, even if they are incapacitated, paralyzed, unconcious, charmed, or stunned. This cannot make the target move further than they normally could in one turn. If the Willing Puppet is required to make a Dexterity Saving, you may roll the Saving Throw for it instead, using your bonuses to the roll. Thus, the creature ignores the penalties of states such as paralyzed, making it possible to succeed on the Saving Throw. In addition, you may use a reaction to stand the target up if they are knocked prone without using any of their movement. 

Lastly, you may also grant the Willing Puppet advantage on any Dexterity or Strength checks, such as Athletics, Sleight of Hand or Stealth.

<div style='margin-top:140px'></div>


### Puppeteerering Combatant
At the 5th level, you have perfected the art of fighting alongside your puppet. Whenever you take the Attack action using either your puppet or yourself to attack, you may use your bonus action to make an additional weapon attack with your puppet. 

### Greater Arcanum Strings 

By the 6th level, you have strengthed the energy of your Arcanum Strings. Their range increases by an additional 30 feet. Your puppet's attacks also count as magical for the purpose of overcoming resistances.
 
In addition, when you cast a spell as an action, you may use your bonus action to make your puppet use one of its actions.

At 10th level, the range of your Arcanum Strings increases by another 30 feet and  controlling a medium puppet now requires only 5 strings. 

### Hearthwood Master

When you reach 11th level, your prolonged use of Hearthwood has led to you having a certain connection to the material and creations made from it.

Firstly, you may pay 3000 gp to gain an additional Hearthwood Puppet. It is assumed you have been working on a secondary puppet in your free time for the past 10 levels.
This puppet does not start off with the Bladefist Adaptation and posses the same core as your puppet. The core benefits do not stack, but instead are also gained by the puppet.

As an example, when the chosen Puppet Core is Ursorium, the second puppet also gains the temporary hit points, but the puppeteer does not gain them twice.

In combat, if you are bound to both puppets and take the Attack action using one of your puppets, the attack gained from Puppeteer Combatant is done at advantage, provided you attack the same target with the second puppet.


### One With The Strings

At 14th level, you have become a master of your Arcanum Strings, wielding them with unmatched skill. Your puppets move through battle with ease and grace, while striking hard and true. You gain the following features:

- The range of your Arcanum Strings is increased by 30 feet.
- The AC of your Hearthwood Puppets is increased by 1 and their hit points are increased by 20.
- Whenver your Hearthwood Puppets make a weapon attack, they deal an additional 1d6 damage of that weapon's damage type. This feature can only trigger once per turn.
- Whenever your Hearthwood Puppet must make a saving throw, you can use your reaction to make it succeed it, without needing to roll.

### Puppet Fusion
Also at 14th level, you  have developed a maneuver through which you fuse your puppets together.

If you are in control of two medium Hearthwood puppets and they are within 5 feet of each other, you can use your bonus action to have them combine into a single puppet. 

\page


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

- It has hit points equal to the total of the component puppet's hit points.
- Its size is still counted as medium.
- It can only be controlled using your action.
- When it takes the Attack action, it may do so twice. This benefit stacks with extra attack, to a total of 4 attacks.
- It has all the Adaptations of both puppets.
- You can use your action to make the puppet attempt to grapple a target within 5 feet of it. It does so with advantage. If it succeeds the grapple and the creature it has grappled is of size medium or smaller, it engulfs the target into its wooden belly. As long as it has a creature inside it, the puppet's movement speed is 0. While inside the puppet, the creature is grappled, restrained and blinded. The only way of escaping the puppet is either by destryoing the puppet or by teleportation. The puppeteer can use a bonus action to release the creature from inside the puppet, placing it within 5 feet of it. Separating the puppets also releases the creature.
- On subsequent turns, if a creature is still within the puppet's belly, the puppeteer can use his action to deal 10d6 piercing damage to said creature. 
- The puppets remain combined until you separate them with a bonus action or fold them up. When you do so, divide its remaining hit points between the two component puppets (up to that puppet's maximum hit points).

### Hearthwood Warbringer

By the 18th level, you have finished working on a project of yours called the Hearthwood Warbringer, a large  Hearthwood puppet, reinforced with steel and Ursorium, with incredible combat and defensive capabilities. The form and appearence of your Warbringer is deicded by you. Some give it animal-like traits, while others decide to give it the appearence of a giant-like human.

Transporting the Warbringer can be done in two ways. The first is by using it as a mount. Although it is significantly slower than a normal mount, this does not require anyone to carry it. 

Alternatively, the puppeteer can fold up the warbringer, bringing it up to medium size, but it maintains its weight. In this form, a Hearthwood Puppeteer can carry it only while wearing his Hearthwood Armor, and he must not be carrying anything else. 

Lastly, the Warbringer can also be magically placed in pocket dimensions with the help of an enchanter. 

In combat, the Warbringer requires 10 strings to control, can only be controlled as an action and cannot be fused with another puppet. It also benefits from any features your normal puppets would benefit from, such as their Puppet Core, the benefits of One With The Strings The Warbringer can also be outfited with a number of Warbringer Adaptations equal to 1 + the Hearthwood puppeteer's Dexterity modifier (to a maximum of 6). Warbringer Adaptations differ from those of normal Hearthwood Puppets. See this creature's stats in the Hearthwood Warbringer stat block.

___
___
> ## Hearthwood Warbringer
>*large construct, unaligned*
> ___
> - **Armor Class** 20
> - **Hit Points** equal the puppet’s Constitution modifier + your Dexterity modifier + ten times your level in this class
> - **Speed** 20ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|14 (+2)|18 (+4)|3 (-4)|3 (-4)|1 (-5)|
>___
> - **Saving Throws** Str +11, Dex +8, Con +10
> - **Skills** Athletics +10, Intimidation +2
> - **Condition Immunities** blinded, charmed, deafened, fatigued, exhausted. frightened, grappled, paralyzed, petrified, poisoned, stunned 
> - **Damage Immunities** poison
> ___
> ***Arcanum Strings.*** The following numbers increase by 1 when your proficiency bonus increases by 1 (over +2): the warbringer’s skill and saving throw bonuses (above), its Save DC and the bonuses to hit and damage of its attacks.
>
> ***Intimidating Presence.*** The Hearthwood Warbringer can be controlled as to intimidate surrounding foes with its uncanny apparence. Every creature unfamiliar with the puppet must make a Wisdom Saving Throw (DC 16) or become frightened for 1 minute.
> 
> ***Inner Chamber.*** The Hearthwood Warbringer posseses an inner chamber. As an action, the puppeteer can open said chamber. Up to 3 creatures can enter this chamber. Once they have entered, the puppeteer can use his reaction to close the chamber, or close it as a bonus action on his turn. Once the chamber is closed, all creatures inside it are in non-magical darkness, but cannot be see outside of the chamber. They cannot be targeted by any spell, have full cover for the purpose of ranged attacks and don't take damage from any area of effect spell ranging from anything like Shatter, Fireball or Lightning Bolt. Instead, the only creature to take damage is the Warbringer. The only spells that can damage the creatures while they are inside the Warbringer are those of a pshychic nature. If the creatures desire to leave the chamber, the puppeteer must open the chamber as his action on his turn. Spells such as Spirit Guardians do not work while the cleric is within the Warbringer.
>
> ***Adaptable: Warbringer.*** This puppet can be improved with Warbringer Puppetry Adapations.
> ### Actions
> ***Bash.*** *Melee Weapon Attack:* +11 to hit, reach 5ft., one target. *Hit* 5 (5d10 + 5) 
 
\page
### Unwilling Puppet

At the 20th level, your mental fortitude is of such power that you can attach your Arcanum Strings to any living creature, whether they may be willing or not.
  
On your turn, you can take your action to attempt to bind your Arcanum Strings to a creature within 120 feet of you, no bigger than huge in size. If the creature's size is medium or smaller, you can control it using 5 strings. If its size is large or huge, you must use 10 strings. 

They must make a Wisdom Saving Throw against your Spell Save DC. On a failed save, the creature instantly becomes your puppet and loses control of its movement of body, along with its ability to cast any spells.

On the creature's next turn, you can use your reaction to control it. Its stats remain the same as they were before and you can move it its full movement, as well as take any action you desire. 


Additionally, on your next turn, if you use your action to cast a spell and the creature you are bound to is able to cast spells and has a spell slot of the same level as the level at which you cast your spell available, it will cast the spell for you, regardless of if it is usually able to cast it or not. This uses the creature's spell slot instead of yours. If the creature does not have a spell slot of the same level available, it will instead use a spell slot one level higher. 

In order to break the effect, the creature can repeat the Saving Throw at the end of each of its turns. 

Once you use this feature, you must finish a long rest before you can use it again.

## Puppetry Techniques

Hearthwood Puppeteer's are inovative and experimental folk, leading to them having a multitude of techniques which each focus on certain sides of the puppeter's personality and expertise. As there are not many puppeteer's alive at any point in time, due to the secrecy of the puppeteer's ways, most of these techniques are hidden within books or writings and it is extremely rare that two puppeteer's of the same technique cross pathes, if they haven't already studied together.

### The Mastercraft Technique
The Mastercraft Technique is the teaching of perfect craftsmanship. The Hearthwood Puppeteer's who follow this craft always seek to improve their creations and are creative in their choice of Adaptations. Their puppets are unlike those of regular puppeteers, because of their excelence in puppet engineering.

##### Mastercraft Technique Spells
| Puppeteer Level | Spell |
|:----:|:-------------|
| 3rd  | *Grease, Identify* |
| 5th  | *Heat Metal, Enlarge/Reduce* |
| 9th | *Elemental Weapon* |
| 13th | *Fabricate* |
| 17th | *Legend Lore* |

Each technique has a list of spells — its technique spells — that you gain at the puppeteer levels noted in the description. Once you gain a  technique spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a technqiue spell that doesn’t appear on the puppeteer spell list, the spell is nonetheless a puppeteer spell for you.

#### Puppet Reinforcing

When you pick this archetype at 3rd level, you discover a means by which you can reinforce your puppet. Thus, you become able to attach more armor and adapt it to better suit your combat necessities.

You can now add armor to your puppet. Whenever you find a suit of armor with AC higher than your puppet's, you can take a long rest and attach it to the puppet. The puppet's AC becomes that of the armor and any special traits the armor may have remain in effect while on the puppet.

If the armor has a maximum Dexterity modifier allowed to be added to it, the puppet can instead use to add its full Dexterity modifier.

Additionally, your puppets can have one more Adaptation than usual. This also includes the tiny puppets, which can also receive 1 Adaptation. This bonus increases by 2 at the 10th level. 


#### Improved Adapting

Also starting 3rd level, repairing your puppet or adding an Adaptation to a puppet requires half the time and materials necessary. You also gain acces to wonderous Adaptations, which can you can craft and use just like basic Adaptations.

#### Crafter's Mind

When you reach the 7th level, you have fully developed the machinations behind a puppet, understanding how to better fill its body with adaptations, as well as how to do so in a shorter timespan.

  Your puppets may now have 2 additional Adaptations implemented. In addition, once per day, whenever you take a short rest, you may subsititute one Adaptation from those your puppet posseses with one it doesn't, provided you have half of the materials necessary for the new Adaptation. This cannot be done to more than one puppet.
#### Hearthwood Armor

At 10th level, the puppeteer may now craft himself Hearthwood Armor. Only the puppeteer may wear this armor and it  costs 1000 gp to create. It is considered light armor, does not impose disadvantage on stealth checks and its AC is 14 + the puppeteer's Dexterity modifier. While wearing this armor, the puppeteer has advantage on Strength and Constitution Saving Throws caused by magical effects. 

#### Puppeteer's Assault 

By the 17th level, you have perfect control over your puppets and their actions, almost as if they were your own body. By focusing on them, you can direct an unwavering assault against one enemy.

\page 

On your turn, you may choose one enemy within 120 feet of both of your puppets. You can then send out both of your Hearthwood puppets to unleash all their might against them. Each puppet gets to take 2 attack actions on that enemy, equaling to 4 attacks per puppet. These attacks can be made with any Adaptation you choose and each trigger the bonus damage from One  With The Strings. After you use this feature, if the puppets are out of your Arcanum String range, they both move within 5 feet of you. This movement does not trigger attacks of opportunity. 

Once you use this feature, you must finish a long rest before you can use it again.

### The Arcana Technique

The Arcana Technique blends normal puppetry with immense arcanic prowess. These puppeteers are aware that although Hearthwood and strings might be strong, there needs to be the ocasional magical assistance. 

In order to garner said assistance, the Hearthwood Puppeteers tap into the power of the Leylines, the magical veins of the world, in addition to studying magic from books.


##### Arcana Technique Spells
| Puppeteer Level | Spell |
|:----:|:-------------|
| 3rd  | *Detect Magic, Magic Missle* |
| 5th  | *Magic Weapon, Magic Aura* |
| 9th | *Counterspell* |
| 13th | *Arcane Eye* |
| 17th | *Teleportation Circle* |

Each technique has a list of spells — its technique spells — that you gain at the puppeteer levels noted in the description. Once you gain a  technique spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a technqiue spell that doesn’t appear on the puppeteer spell list, the spell is nonetheless a puppeteer spell for you.

#### Arcanic Dimension

Starting at 3rd level, you have developed a portal through your very own pocket dimension. You no longer need to carry around your puppets, instead placing them in this dimension. You can summon any number of puppets and instantly bond to them using no action. You can choose to summon them on top of another creature. If you do so, the creature must make a Dexterity save against your Puppet Save DC. On a failed check, they take 2d4 bludgeoning damage and get knocked prone. On a success, they take half damage and do not get knocked prone. This damage increases to 4d4 at the 10th level.

#### Magical Understandings
Also at 3rd level, you gain your own spellbook, along with proficiency in the Arcana skill. If you already have proficiency in the skill, you get to double your proficiency bonus on checks made with that skill.

You may copy spells from scrolls into your spellbook, in addition to learning 2 new spells from the wizard spell list at 9th, 13th and 17th level. You may prepare spells from your spellbook equal to your Intelligence modifier.


#### Leyline Puppet

At 7th level, you have infused your puppet with the power of arcane Leylines. Because of this, its core may now contain spells for further use.

The core of your puppet can now be used as a *Ring of Spell Storing*, requiring no attunement. Additionally, if the puppet is destroyed while holding a spell within its core, it will cast said spell. The targets are chosen by the puppeteer. If there is no target within range, the spell has no effect.

#### Leyline Feast

At 10th level, your puppet may tap into the earth and feast upon the Leylines, gaining additional energy for spells you wish to cast later on.

Once per day, when you take a short rest while on natural ground such as earth, grass, or even on the branches of a tree, you may use the wizard's Arcane Recovery feature, recovering a number of spell slots equal to your Intelligence Modifier. These spell slots cannot be higher than 4th level. These spell slots may only be used while the puppet that feasted is summoned and bound to the puppeteer and they are cast from the puppet.

#### Spell Absorbtion

During its time feasting upon the Leylines, your puppet has gotten used to engufling magical energy.

By the 17th level, if the puppet is within 30 feet of a creature casting a spell using a spell slot of level 5 or lower, the puppeteer may use its reaction to try and absorb the magic of the spell. The puppeteer must roll a d20 and add his spellcasting modifier to it. If it exceeds 10 + the level of the cast spell, the Puppeteer may recover a spell slot of the same level. This spell slot may only be used while the puppet that consumed absorbed the spell is summoned and bound to the puppeteer.

Once you use this feature, you must finish a long rest before you can use it again.

### The Explosive Technique

The followers of the Explosive Technique are lovers of the immediate and the ephemeral. Their art lives and dies in a flash, leaving behind both beauty and destruction. Starting out with simple throwing bombs and traps, they reach a level where not even their body is safe from an explosion.

##### Explosive Technique Spells
| Puppeteer Level | Spell |
|:----:|:-------------|
| 3rd  | Thunderwave, Snare |
| 5th  | Scorching Ray, Warding Wind|
| 9th | Fireball |
| 13th | Fire Shield |
| 17th | Destructive Wave |

\page
Each technique has a list of spells — its technique spells — that you gain at the puppeteer levels noted in the description. Once you gain a  technique spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a technqiue spell that doesn’t appear on the puppeteer spell list, the spell is nonetheless a puppeteer spell for you.

#### Hazardous Creator

Starting at 3rd level, your experimentation with unstable crafts has made you skilled in the use of the necessary tools. Whenever you need to make a check using your Tinker's Tools, you may double your proficiency bonus.

#### Fiery Shells

Also at 3rd level, you gain access to Fiery Shells. You may craft a pack of 6 Fiery Shells at the end of a short or long rest, provided you make a DC 13 check using your Tinker's Tools. After you've made 3 packs, your Tinker's Tools are destroyed and you must buy a new set. When you reach 10th level, the pack will increase to 12 Fiery Shells You may choose the proprieties of each individual shell from the following choices.

***Handthrown Blast.*** Using your action, you may throw any number of Fiery Shells at creature by making an attack roll. 

If the attack succeeds, the creature will take 1d6 bludgeoning damage per thrown Fiery Shell. In addition, it and each creature within 5 feet of it must make a Dexterity saving throw against your Puppet Save DC or take 1d4 fire damage for each thrown shell.



***Delayed Ward.*** Using your action, you may place any number of Fiery Shells onto the ground, arming them for a delayed explosion. These Wards are hidden. An Intelligence (Investigation) check that is equal or more than the Puppet Save DC of the Puppeteer will reveal the location of the Ward. When a creature steps on it, it must make Dexterity saving throw against the Puppet Save DC or take 2d4 fire damage for each shell placed on the ground.

#### Explosive Artistry

When you reach the 7th level, you have fully developed the machinations behind a puppet-bomb, allowing your puppets to go down with a bang.

On your turn, you can use your action to detonate a hidden string within your puppet. This explodes the puppet. Each creature within 15 feet of the puppet must make a Dexterity saving throw against your Puppet Save DC. On a fail, they take  6d4 + half of the puppet's remaining hit points as fire damage. On a success, they talk half damage. This instantly destroys the puppet, reducing it to 0 hit points. Before it is used again, it must be restored.

#### Scatter Puppetry

At 10th level, you have become so efficient in your art of puppetry, that you have learned to turn tiny puppets parts into weapons. 

You are now able to use a swarm of tiny puppet parts in combat using 5 strings. After your puppet is brought to 0 hit points or after you use your Explosive Artistry feature, you can use your bonus action to gather up some of the fragments from your now destroyed puppet and form a Swarm of Parts. See the stats for this creature in the Swarm of Parts stat block at the end of the class. On your next turn, you can begin controlling the Swarm of Parts as a bonus action.

Unlike a normal swarm, this one can use objects, as it is usually a swarm of very tactile hands and members. 

If it is damaged or destroyed, the swarm cannot be manifested into another swarm, but can be restorred into a normal puppet by normal repair rules.

Lastly, if you picked the Scattering Body Adaptation, you can choose to either reform the puppet to its normal puppet form or in a Swarm of Parts. If you do transform it into a Swarm of Parts, it keeps all of the hit points it had in its normal form and can be reverted to said form by using a bonus action to do so.

#### Explosion Master

By the 17th level, you have become an expert in mechanical explosives. The damage of both your Fiery Shells, Explosive Artistry and Swarm of Puppets attacks becomes a d6. In addition, your puppets can now store and shoot Fiery Shells from inside their mechanical parts.


### The Simulacra Technique

To the puppeteers of the Simulacra Technique, the puppet is not a tool, but a friend, which they strive to one day resemble. The boundries between living and unlivign slowly blur for the practitioners of the Simulacra technique, as they themselves stand closer and closer to those boundries.

##### Simulacra Technique Spells
| Puppeteer Level | Spell |
|:----:|:-------------|
| 3rd  | Disguise Self, Featherfall  |
| 5th  | Alter Self, Barkskin|
| 9th | Tiny Servant |
| 13th | Polymorph |
| 17th | Awaken |

Each technique has a list of spells — its technique spells — that you gain at the puppeteer levels noted in the description. Once you gain a  technique spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a technqiue spell that doesn’t appear on the puppeteer spell list, the spell is nonetheless a puppeteer spell for you.

#### Soul Transfer
When you choose this Technique at 3rd level, you begin to experiment in transfering your conciousness to your puppet.

\page

As an action, you can transfer your mind to your puppet. You can see through its eyes and move its body as if it was yours. You can only do this for up to 1 minute. The duration increases to 10 minutes when you reach 10th level. While in this state, your body is in a trans-like state and is considered incapacitated.

#### Hearthwood Implements

Also starting the 3rd level, you have begun implementing Hearthwood within parts of your body. The essence of the wood strengthens the connections to life-force energy, improving your healing.

Whenever you are healed by magical means, you gain temporary hitpoints equal to 1d6 + proficiency bonus.

#### Bond of Strings

When you reach the 7th level, you and your puppet have gotten so close, your energy is one and the same. Whenever a spell is cast on you, you may choose for the effects to also apply to your puppet. If the spell is a damaging one, the damage you take is evenly split between you and your puppet. 

#### Puppet Body

By the time you reach 10th level, the lines between human and puppet are but strings. You have turned parts of your body into bits of Hearthwood. You are slowly becoming puppet. You may now enforce yourself with 2 Adaptations. In addition, you are immune to poison and disease.

#### Perfect Simulacrum

At 17th level, you have created a puppet 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 puppet during your downtime throughout your adventuring career, and that it is stored with your belongings. Once, at any point you choose, your original body dies, and your soul transfers fully to the puppet.
Your statistics remain unchanged except for the following changes:

- Your type changes to Construct. This makes you immune to certain spells, such as hold person or dominate person.
- You do not age, and you do not need to breathe, eat, drink or sleep.
- You may enforce yourself with an additional 3 Adaptations.
- You are permanently under the effects of the Barkskin spell, but requiring no concentration.


### The Shadow Technique

Some puppeteers take part in the sacred art for the fame and the impressive nature of it. That is not the case for the followers of the Shadow Technique. These puppeteers remain hidden, directing attention away fro m them and practising a deadly technique.

<div style='margin-top:140px'></div>


##### Shadow Technique Spells
| Puppeteer Level | Spell |
|:----:|:-------------|
| 3rd  |  Color Spray, Expeditious Retreat  |
| 5th  | Invisibility, Darkness|
| 9th | Hypnotic Pattern |
| 13th | Confusion |
| 17th | Far Step |


Each technique has a list of spells — its technique spells — that you gain at the puppeteer levels noted in the description. Once you gain a  technique spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a technqiue spell that doesn’t appear on the puppeteer spell list, the spell is nonetheless a puppeteer spell for you.


#### Shadow Marionetist 

When you choose this Technique at 3rd level, your movement is subtle enough that it fades into the background. You gain proficiency in the Sleight of Hand skill.  If you already have proficiency in the skill, you get to double your proficiency bonus on checks made with that skill.

Also, you have learned to use shadow to your advantage. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

#### Fade into the Background

Also at 3rd level, you fade into the background with ease. If you are hidden, using your puppet does not reveal your location. 

In addition, while under the effects of an Invisibility Spell, controlling your puppet does not reveal you. 

#### From the Shadows
At the 7th level, shadows have made your attacks more deadly and your movements more unpredictable. If you and your puppet are within dim light or darker, your weapon attacks deal an additional 1d6 damage and you gain +1 to your AC. This increases to 2d6 damage and +2 AC at the 10th level. 

#### Substitution

Beginning at 10th level, as reaction to a successful attack directed towards you, but before damage has been rolled, you may switch places with your puppet. Your puppet appears in your previous space, taking the damage instead. You may only use this feature if you are connected to your puppet and within 60 feet of it, and both of you are within dim light or darker. This feature can be used a number of times equal to your Dexterity modifier (minimum of 1) before you need to take a long rest.

#### Shadow Master

At 17th level, your dominance over shadow has made your strikes deadly. 

Whenever you are hidden from a creature, your attacks on said creature are critical hits.

\page
___
> ## Swarm of Parts
>*Medium swarm of tiny constructs, unaligned*
> ___
> - **Armor Class** 13
> - **Hit Points** 10 + the puppet’s Constitution modifier + your Dexterity modifier + your level in this class
> - **Speed** 0ft, fly 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|1 (-5)|16 (+3)|12 (+1)|3 (-4)|3 (-4)|1 (-5)|
>___
> - **Saving Throws** Dex +7, Con +3
> - **Condition Immunities** blinded, charmed, deafened, fatigued, exhausted. frightened, paralyzed, petrified, poisoned, stunned 
> - **Damage Resistances** poison
> - **Damage Vulnerabilities** fire
> ___
>
> ***Swarm.*** The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
>
> ***Arcanum Strings.*** The following numbers increase by 1 when your proficiency bonus increases by 1: the puppet’s skill and saving throw bonuses (above), its Save DC and the bonuses to hit and damage of its attacks.
> ### Actions
> ***Storm of Blades.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 11 (4d4 + 3) or 7 (2d4 + 3) piercing damage if the swarm has half of its hit points or fewer.

## Puppeteer Adaptations
If an Adaptation has has prerequisites, you must
meet them to craft it. Every Adaptation has also its cost and time written next to it. Some adaptations include attack rolls. These all use your Dexterity, unless specified otherwise.

#### Aditional Ammunition
*basic adaptation, prerequisities: either the Arrow or Dart dispenser adaptations*

You increase the ammunition capacity of your puppet's dispensers. Double the amount of ammo a dispenser of your choice can hold. This adaptation can be added multiple times. 

Cost: 25 gold

Time: 30 minutes

#### Arcanic Detector
*basic adaptation*

You may cast the *detect magic* spell at will, without expanding a spell slot.

Cost: 50 gold

Time: 1 hour

#### Arcanic Blaster
*wonderous adaptation*

You enhance your puppet with an powerful arcane cannon in its hand. You may cast the *eldritch blast* cantrip originating from your puppet. 

Cost: 100 gold

Time: 2 hours

#### Armblade
*basic adaptation, prerequisities: 5th level*

You replace an entire arm of your puppet's with a gigantic blade. This blade deals 2d6 damage on hit and may use either Strength or Dexterity for its modifier.

Cost: 150 gold

Time: 2.5 hours


#### Arrow Dispenser
*basic adaptation*

Your transform your puppet's mouth into a crossbow, filling it with arrows. The puppet may now function as a light crossbow, but without the loading propriety. This dispenser may only hold 5 arrows. 

Cost: 25 gold

Time: 30 minutes

#### Attached Shield
*basic adaptation, prerequisities: a shield*

You attach a shield to the puppet's arm. It gains +2 to AC. If a creature within 15 feet of the puppet is attacked, you may use your reaction for the puppet to float over and use its shield to intercept the blow. The targeted creature gains +2 AC.

Cost: 100 gold

Time: 2 hours

#### Black Surprise
*basic adaptation*

You place a tar dispenser in your puppet's mouth. It may forgo an attack to  spew it in the face of a creature within 5 feet of it. The creature must make a Dexterity saving throw against your Puppet Save DC or be blinded until the end of the puppeteer's next turn.

Cost: 75 gold

Time: 1.5 hours

#### Bladefist
*basic adaptation*

This puppet posesses a retractable bladefist, a sword hidden within its arm, which can pierce through the puppet's palm in combat, in order to strike down enemies. This adaptation grants the puppet the Bladefist attack. This attack deals 1d6 damage and uses the puppet's Dexterity modifier.

Cost: 50 gold

Time: 1 hour

#### Burrower
*wonderous adaptation, prerequisite: 9th level*

You learn a technique allowing your puppet to borrow. It gains a burrowing speed of 30 feet.

Cost: 150 gold

Time: 2.5 hours

\page

#### Cordon
*wonderous adaptation*

You place a reinforced cordon within your puppet's belly. You may make an grapple attack against a target within 15 feet of the puppet that is of size large or smaller. If successful, the target is grappled and restrained. On subsequent turns, the puppet may pull it 15 feet closer as its action. The target can use its action to try and break the grapple. 

Cost: 300 gold

Time: 5 hours

#### Dextrous Hands
*basic adaptation*

Tinkering with the joints in a Marionette's hand, this Adaptation allows a greater range of motion, giving advantage to Sleight of Hand rolls where the Marionette is involved. In addition, the puppet may now use weapons as if it were a normal person. 

Cost: 50 gold

Time: 1 hour


#### Camouflage
*wonderous adaptation*

You have designed a way for your puppet to fade into the background. It gains advantage on all Stealth checks.

Cost: 100 gold

Time: 2 hours

#### Python Claws
*basic adaptation, prerequisite: 5th level*

You add minature climbing pythons on your puppet's fingers. It gains a climbing speed of 30 feet.

Cost: 50 gold

Time: 1 hour

#### Crippler
*wonderous adpatation*

Your puppet's attacks are crippling with strength. Whenever a puppet damages a target with a melee weapon attack, the target has its movement speed halved for its next turn. 

Cost: 100 gold

Time: 2 hours

#### Detachable Head
*basic adaptation*

The head of your puppet becomes detachable and you may control it using as if it were a tiny puppet. In addition, it may attack and deal 1d4 damage. 

#### Dart Dispenser
*basic adaptation*

You place a hidden dart component in your puppet's hands. As an action, your puppet may shoot two darts, using your Dexterity modifier and dealing 1d4 + Dexterity damage for each dart. This dispenser may only hold 10 darts.

Cost: 50 gold

Time: 1 hour

#### Elemental Protection
*wonderous adaptation, prerequisite: 9th level*

You have learnt the way to magically empower Hearthwood against specific elements. Choose one type of damage: acid, cold, lightning or thunder. Your puppet gains resistance to that damage type. 

Cost: 1000 gold

Time: 8 hours

#### Extended Arms
*basic adaptation*

You give your puppets additional, unnatural joints to their hands. The range of their melee weapon attacks increases by 5 feet. This does not work with Scorpion Tail.

Cost: 50 gold

Time: 1 hour

#### Flame Spewers
*basic adapatation, prerequisite: 5th level*

You place two flame cannon's in your puppet's hands. It may cast *burning hands* at 2nd level once per long rest. The DC for the save is your puppet save DC.

Cost: 100 gold

Time: 2 hours

#### Fog Bomb
*basic adaptation, prerequisite: 7th level*

Your puppet has a component for a smoke bomb. It may cast *fog cloud* without  a number of times equal to your spellcasting modifier, rounded down. This feature does not require you to expand a spell slot.

Cost: 150 gold

Time: 2.5 hours


#### Forceful Bash
*basic adaptation*

You reinforce your puppet's weaponry and figure. If it moves at least 20 feet in a straight
line before hitting a weapon attack, it can force the target of the attack to make a Strength saving throw against your puppet save DC or be knocked prone.

Cost: 100 gold

Time: 2 hours

#### Force Propulsor
*basic adaptation*

The puppet receives an energy propulsor. Its long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Cost: 25 gold

Time: 30 minutes

#### Hidden Sawblade
*wonderous adaptation, prerequisite: 14th level*

Your puppet now posses a hidden version of its Bladefist. When the puppet misses a target with a melee attack, it may forgo its second attack to attack with the hidden sawblade. This attack is made at advantage and deals 2d6 damage.

Cost: 100 gold

Time: 2 hours

\page
#### Potion Pouch
*basic adaptation*

Attach a small pouch of potions in your puppet. As its action, the puppet may feed the potion to a creature.

Cost: 25 gold

Time: 30 minutes


#### Lamp 
*basic adaptation*

A simple lamp installed into the body of the Marionette, with a shield to dim the light and requiring only a spark of magic to light.

Cost: 25 gold

Time 30 minutes 

#### Lockpick Fingers
*wonderous adaptation*

The tips of your puppet's fingers have inserted lockpicks. You may now use your puppet for thieves' tools checks.

Cost: 25 gold

Time: 30 minutes

#### Mechanical Wings
*wonderous adaptation, prerequisite: 9th level*

You attach a pair of mechanical wings to your puppet. As an action, it may turn them on, casting *fly* and requiring no concentration. You may only use this feature once per long rest.

Cost: 500 gold

Time: 5 hours



#### Minature Warbringer
*wonderous adaptation, prerequisites: 15th level, two adaptation slots*

You design an intricate schematic able to work as a minature Warbringer. This adaptation only works once both your puppets have been adapted with it. When using your Puppet Fusion feature, you can now move inside it yourself using a bonus action while within 5 feet of the puppet. While inside, you can only use your action to control the Fused Puppet. You also cannot be targeted by any spells or attacks. The puppet's movement while you are inside it is 10 feet and it instantly fails any Dexterity checks or saving throws.

Cost: 500 gold

Time: 5 hours


#### Paralyzing Poison
*basic adaptation, prerequisites: 15th level*

You embalm your puppet's blades with paralyzing poison. When your puppet deals piercing or slashing damage to a target, it must succeed a Constitution saving throw against your puppet save DC or become paralyzed until the end of their next turn. A creature affected by this feature cannot be affected by it for the next 24 hours, regardless of if it succeeds the saving throw or not.

Cost: 300 gold

Time: 3 hours

<div style='margin-top:140px'></div>



#### Permanent Disguise
*basic adaptation*

You infuse your puppet's core with a powerful illusion shard. Using one 1st level spell slot, you may cast *disguise self* on your puppet with a duration of 24 hours.

Cost: 100 gold

Time: 2 hours

#### Poison Cloud
*basic adaptation, prerequisites: 18th level*

You place a single poision cloud bomb in your puppet's hand dispenser. It may cast *cloudkil* once per long rest. The DC for the save is your puppet save DC.

#### Poison Tongue
*basic adaptation*

You place a poison spray dispenser within your puppet's mouth, where a person's tongue would be. When it is hit by an attack, you may use your reaction to reveal the dispenser and attempt to poison a target. It must make Constitution saving throw or become poisoned for the next minute. A creature may repeat the save at the end of its turn, ending the effect on a successful save.

Cost: 50 gold

Time: 1 hour

#### Rattle
*wonderous adaptation, prerequisites: 9th level*

You empower the intimidating presence of your puppet by making its joins rattle, further scaring those around. When a creature is frightened by your puppet's intimidating presence, it becomes stunned until the end of its next turn. A creature affected by this feature cannot be affected by it for the next 24 hours, regardless of if it succeded the save or not.

Cost: 300 gold

Time: 3 hours

#### Salve Dispenser
*basic adaptation*

You place a place for salves in your puppet's hand. You may forgo an action for the puppet to use the salves on an unconcious target. It is instantly stabilized.

Cost: 25 gold

Time: 30 minutes

#### Scattering Body
*basic adaptation, prerequisite: 5th level*

You've discovered a way to split your puppet into multiple small parts. If your puppet is targeted by a weapon attack, you may use your reaction to split the puppet into scatters. The puppet instantly dodges the attack, but is considered incapacitated, but immune to the grappled and restrained conditions. On your next turn, you may use a bonus action to reform the puppet. 

Cost: 100 gold

Time: 2 hours

\page

#### Scorpion Tail
*wonderous adaptation, prerequisite: 9th level*

You add a gigantic scorpion tail to your puppet. This tail deals 1d12 damage and has a reach of 15 feet. 

Cost: 300 gold

Time:  3 hours

#### Sharp Tongue
*basic adaptation, prerequisite: 5th level*

You place a dagger within your puppet's mouth, where a person's tongue would be. When it is hit by an attack, you may use your reaction to reveal its blade and strike. Make an attack roll with advantage. It deals 2d4 damage. 

Cost: 100 gold

Time: 2 hours

#### Storage Unit
*basic adaptation*

You transform your puppet into a storag compartment. It may carry 25 lbs. worth of items.

Cost: 25 gold

Time: 30 minutes

#### Whirlwind of Blades
*wonderous adaptation*

An amalgam of daggers and blades pokes out of your puppet. Any target that grapples or is grappled by the puppet takes 3 piercing damage at the start of their turn. 

Cost: 100 gold

Time: 2 hours

\page

## Puppeteer Spells

<div class='spellList'>
##### Cantrips (0 Level) 
- Blade Ward
- Booming Blade
- Friends
- Green-Flame Blade
- Mage Hand
- Magic Stone
- Mending
- Message
- Minor Illusion
- Poison Spray
- Prestidigitation
- Resistance
- Sword Burst
- Thunderclap 

##### 1nd Level
- Absorb Elements
- Alarm
- Burning Hands
- Catapult
- Charm Person
- Color Spray
- Command
- Comprehend Languages
- Detect Magic
- Disguise Self
- Ensnaring Strike
- Expeditious Retreat
- Faerie Fire
- Feather Fall
- Grease
- Identify
- Illusory Script
- Mage Armor
- Silent Image
- Sleep
- Unseen Servant
- Zephyr Strike

##### 2nd Level 
- Arcane Lock
- Barkskin
- Blur
- Cloud of Daggers
- Enhance Ability
- Enlarge/Reduce
- Enthrall
- Find Traps
- Hold Person
- Invisibility
- Levitate
- Locate Object
- Magic Mouth
- Magic Weapon
- Mirror Image
- Misty Step
- Pass without Trace
- Rope Trick
- See Invisibility
- Shadow Blade
- Silence
- Suggestion

##### 3rd Level 
- Blink
- Catnap
- Conjure Barrage
- Dispel Magic
- Flame Arrows
- Haste
- Hypnotic Pattern
- Major Image
- Slow 
- Tiny Servant

##### 4th Level 
- Charm Monster
- Compulsion
- Confusion
- Dimension Door
- Fabricate
- Freedom of Movement
- Greater Invisibility
- Leomund's Secret Chest
- Phantasmal Killer
- Resilient Sphere

##### 5th Level 
- Animate Objects
- Arcane Hand
- Awaken
- Conjure Volley
- Creation
- Dominate Person
- Far Step
- Geas
- Hold Monster
- Steel Wind Strike
- Telekinesis

</div>

<div style='margin-top:100px'></div>
**Update Log:**

Version 1.1 (14/04/2020)

- Changed the Scattering Body Adaptation
- Nerfed Swarm of Puppets HP
- Wording

Version 1.5 (15/04/2020)

- Changed wording on Hearthwood Puppet to better convey the desired effect
- Exchanged Extra Attack for a more thematic feature, allowing for the same amount of ettacks, but a slightly nerfed action economy
- Added magical damage on Greater Arcanum Strings
- Changed wording and effect of Hearthwood Master to encourage 2 puppet fighting, but lower overall damage

Version 1.6 (25/04/2020)

- Changed Puppeteer hit die to d8, following survivability playtesting.
- Increased Puppet HP from three times level + stuff to four times level + stuff, following the same tests.
- Improved Puppet uptime by improving Mending healing numbers
.