Puppeteer home brew class

Post/Author/DateTimePost
#1

galandrox11

Apr 26, 2015 9:37:46

Puppeteer

 

The Puppeteer archetype embodies a friendship

 

between the Puppeteer and a Puppet a being summoned  through arcane rituals given form and sentience by mystic rituals .

 

United in focus, Puppet and Puppeteer work and fight as one to fight the monstrous foes that threaten them  and to seek forgotten knowledge.

 

 

Seeking a ally, a friend or a obedient assistant or something else altogether. The Puppeteer has through ancient mystical arts learned  rituals to create a form and instill sentience into that form.

 

 

Puppeteer class : chooses three skills they are

 

stealth , insight , investigation , arcana, survival, perception, athletics

 

Proficiency bonus +2

 

 

proficiencies :  light and medium armor and shields , simple and martial weapons

 

 

Tools : artisan tools

 

 

hit points 1d8+con

 

 

saving throws strength , dexterity .

 

 

Spellcasting: charisma is your spell casting stat use the  warlocks spell  you regain your spell slot levels and spells after a long rest .the puppeteer does not require a spell focus .

 

 

Spell list : the puppeteer does not have a spell list

 

 

Add your proficiency bonus

 

to the puppet’s AC, attack rolls, and damage rolls, as well

as to any saving throws and skills it is proficient in.

The puppet is not proficient in any weapons or armor or shields .

 

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.

 

Puppeteer’s Companion

 

 

At 1st  level, you learn the ritual to summon forth a being and instill sentience to that form .  Gaining  the  companion known as a puppet that

 

accompanies you on your adventures and is trained to

fight alongside and assist you. If your puppet is killed it’s form is destroyed dispersed into the magical energies that formed it  . To retrieve your companion ( puppet )   you must spend 1 hour performing a ritual to summon your companion again at the end of which it appears in the summoning circle fully healed and free of any effects that were affecting it at the time of its death .

 

The rules for forming your companion are below .  

 

 

The Puppeteer and Puppet form a symbiotic relationship . The Puppeteer’s magical energies constantly flow into the Pupette . As such the Pupette may not be equipped with any magical items as this would interfere with the flow of magic from the Puppeteer and Puppet.

 

 

The puppet’s form is the players choice it could appear as anything from a beautiful humanoid to a monstrous creature or anything in between . Its stats and attacks remain the same regardless of form .

 

Puppet’s base stats. before class bonuses .

medium size , speed 30 ft

prof. bonus is equal to the puppeteers charisma modifier

armor class = 10 + the puppets dex + puppeteers charisma modifier

hit point 32 + puppeteers charisma modifier or 4 times puppeteers level whichever is higher

attack bonus = to puppeteers charisma modifier + puppets str stat ( +1)

attacks: damage 1d6+1  P/B/S player choice.

this melee attack’s  appearance is up to the player this could be a sword a pair of swords a spear or a axe  claws or a bite , tentacles, anything the player can imagine that fits with their theme .

spell like ability ( takes a action to use ), 3d6 damage save for half DC 13 recharge 5-6 player may choose a damage type fire , cold , lightning , necrotic , radiant , acid. range 20/60 single target .

stats are as follows

str 13( +1 ) , dex 12 ( +1) , con 14 (+2) , int 10 ( +0 ) , wis 10 ( +0 ), chr 10 (+0).

pick 1 skill from the classes skill list the puppet is proficient in  that skill . The puppet also adds its prof. bonus to its Wis saves . the puppet speaks and understands the puppeteers language .

The companion obeys your commands . It

takes its turn on your initiative, though it doesn’t take an

action unless you command  it to.

 

On your turn, you can:

 

mentally command the companion where to move (no action

required by you).

 

lvl 1:

 

you may as a action may feed your puppet a cantrip  to enable it to take the attack action .

 

lvl 1:

 

as action you may feed the puppet a 1st lvl or higher spell .

for each spell slot level feed to the puppet the puppet may act on its in your initiative on for 1 round per spell slot level feed into the puppet . this effect last until the end of the round it expires on .

 

level 3:  As long as the puppet is within 5 ft of the player  as a reaction the player can have the puppet  impose disadvantage on 1 attack targeting the player

 

 

Level 5:

 

you may as a bonus action feed the puppet a cantrip to enable it to take the attack action that round .

 

level 7 : as a reaction when the puppet is attacked the  puppeteer may feed the puppet with a cantrip granting it with dr 5 VS any one type of damage the puppeteer chooses vs 1 attack  .

 

 

level 9: when you feed the puppet a cantrip the puppets attack does double dice damage  ( from 1d6 + bonuses  to 2d6  + bonuses  )

 

 

lvl 11: as action the puppeteer may empower  the puppets special attack increasing the damage to 10d6 dc 15 save for half .

 

 

level 14: as long as the puppet is in a adjacent square to the puppeteer they both receive + 2 bonus to their armor class .

 

 

level 18: as bonus action  the puppeteer may empower the puppet with a cantrip  to enable it to make  2 attacks when it takes the attack action .


level 20: as a action if the the puppeteer may empower the puppet's spell like ability  increasing its damage to 15d6 , 20 ft radius , dc save 15 save for half.

 

Thoughts ?

 

#2

transcendantviewer

Apr 26, 2015 10:21:13

Okay, first, what class is this an archetype for? Second, just from what I saw on my initial skim, there's no such thing as "Cantrip level spell slot" Cantrips are just a thing you do. No slot needed. Also, this thing sounds exactly like someone just directing their familiar to do something. It's a bonus action to command a lot of familiars/bound creatures and doesn't require you to load spells into basically a gun just for the DM or you to have to remote control another NPC in the fight. And look at it this way: why would you spend spells just so this thing can act on its own when you could just have it sit idly by until needed and hammar out spells all day every day? And at level 5, now, you just don't use cantrips and the puppet just runs around clobbering things, and without stats for this thing, you're leading me to believe it's something like a reasssembling skeleton; beat the tar out of it, it'll still get up again.

(Reply to #2)

galandrox11

transcendantviewer wrote:
#4

Danny_Montanny

Apr 26, 2015 15:01:29

So let me get this right, assuming 16 Charisma, at level 1 your companion gets:

 

35 HP

16 AC

+5 Wisdom saves

5 + ability modifier to one Skill

a DC 13 3d6 ranged attack that recharges on 5-6

a +6 1d6+3 melee attack

 

[sarcasm]

Seems balanced...

[/sarcasm]

#5

Danny_Montanny

Apr 26, 2015 16:01:02

The problem, other than being completely front loaded, is that the base form doesn't scale at all. So, at level 10, you'll finally use the level x 4 HP... then it goes down in 1 round. It needs Hit Dice based on the Puppeteer's level, not just some arbitrary number.

 

I think you need to look at the overall concept and re-think of how you can mechanically achieve what you you thematically want it to do.

(Reply to #4)

galandrox11

Danny_Montanny wrote:
#7

Danny_Montanny

Apr 26, 2015 19:04:17

How is it close? Twice the HP at 2 levels lower? Hit Points are a huge factor at low levels. You essentially make this thing over powered for the first few levels, then almost pointless shortly after that. All the while, giving the class access to the same armor and weapons as the Ranger, and one smaller hit die doesn't exactly balance it out.

 

There's just a lot of holes in your concept that needs to be fleshed out and presented better.

 

So, you summon this thing. What exactly is it? Fey, Celestial, Infernal, Construct, what? It can talk and has some level of intelligence, yet will only act if you tell it to? Do you have any idea the significance of sentience? You do realize you've created a slave out of this creature, right? You say that it's a symbiotic relationship, but nothing in your descriptions or features show that. It's definitely one sided, master and slave.