Overview
This section is dedicated to puppets and how they scale up throughout the levels and specialties. Each puppet has 6 tiers, and starts at tier 1. Tiers 2-5 are earned through normal leveling, where tier 6 is reserved for puppets who are the subject of specialties.
If a stat scales up through tiers, it will be represented as a series of numbers, separated by slashes, in parentheses (e.g. (1/2/3/4/5/6)).
All puppets inherit skill, tool, save, weapon, and armor proficiencies, as well as their proficiency bonuses, from their hosts.
Manipulator
Manipulators are small-sized Abominations. Their ability scores are:
- Strength: (12/13/14/15/15/16)
- Dexterity: (12/12/13/14/14/15)
- Constitution: (12/13/13/14/15/16)
- Intelligence: 10
- Wisdom: 12
- Charisma: 8
Manipulators boast the following features:
- Hit Points: Manipulators have an HP stat of 2 + (2.5 * Constitution Modifier) per level.
- Armor Class: Manipulators have an unarmored Armor Class of (10/10/11/11/11/12) + Dexterity Modifier
- Move Speed: 30ft (Walking)
- Unarmed Attack: An unarmed hit using Strength for hit and damage rolls. Damage die is (1d6/1d6/1d8/1d10/1d12/1d12) + Strength Mod + Proficiency Bonus.
- One-Handed Wielding: Manipulators can equip one-handed weapons or shields.
When Championed, the Manipulator gains access to a pool of 2 Legendary Actiosn each turn. Championed Manipulators cannot be crewed up for two-handed weapon usage.
- Champion's Haste (1 Legendary Action) - The Manipulator can perform an extra Attack, Disengage, Dash, or Help action.
- Champion's Retort (1 Legendary Action) - As a reaction to an enemy moving within 5 feet of the Manipulator, the Manipulator may equip a one-handed melee weapon or shield and make an attack of opportunity (dealing 1d6 + Str bludgeoning damage when using a shield) against the target.
- Champion's Guile (2 Legendary Actions) - The Manipulator equips a two-handed weapon from its inventory and uses it as if it were a one-handed weapon. The Manipulator's previous weapon is immediately reequipped after, unless it did not have one.
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Trickster
Tricksters are small-sized Abominations. Their ability scores are:
- Strength: 10
- Dexterity: (12/12/13/14/14/16)
- Constitution: (12/12/13/13/14/14)
- Intelligence: 10
- Wisdom: (12/13/14/15/16/16)
- Charisma: 8
Tricksters boast the following features:
- Hit Points: Tricksters have an HP stat of 2 + (2 * Constitution Modifier) per level.
- Armor Class: Tricksters have an unarmored Armor Class of (10/10/10/11/11/11) + Dexterity Modifier
- Move Speed: 30ft (Walking)
- Unarmed Attack: An unarmed hit using Strength for hit and damage rolls. Damage die is 1d4 + Strength Mod + Proficiency Bonus
- Trickster Bolt: A natural force attack directed at a target within 60ft. Ranged spell attack. Damage die is (1d4/1d6/1d8/1d10/2d6/2d6) + Spellcasting Modifier force damage.
- Spellcasting: Tricksters draw magical power and knowledge from their host. Tricksters can cast any Cantrip their host knows, as well as spells of 1st level (if their host has an unspent 1st level spell slot). A Trickster's spellcasting ability is it Wisdom.
When Championed, the Trickster gains access to a pool of 2 Legendary Actions each turn.
- Champion's Wile (1 Legendary Action) - The Trickster makes an extra Trickster Bolt attack. If the Trickster has already hit the target with a Trickster Bolt this turn, it gets advantage on the Attack roll.
- Champion's Arcana (1 Legendary Action) - The Trickster casts a known Cantrip.
- Champion's Well (2 Legendary Actions) - When participating in a communal casting of a spell of 2nd Level or higher, that spell's slot cost is reduced by one level of slot.
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Delta
Deltas are small-sized Abominations. Their ability scores are:
- Strength: 10
- Dexterity: (12/12/13/14/14/16)
- Constitution: (12/12/12/13/13/13)
- Intelligence: 10
- Wisdom: (14/14/15/16/17/18)
- Charisma: 8
Deltas boast the following features:
- Hit Points: Deltas have an HP stat of 2 + (1.5 * Constitution Modifier) per level.
- Armor Class: Deltas have an unarmored Armor Class of (10/10/10/11/11/11) + Dexterity Modifier
- Move Speed: 30ft (Walking)
- Unarmed Attack: An unarmed hit using Strength for hit and damage rolls. Damage die is 1d4 + Strength Mod + Proficiency Bonus.
- Improved Assistance: Deltas can take the Assist action at a range of 30 feet.
- Psionic Shield: Deltas can project a psionic shield around an ally within 60 feet of them. The shield's durability is equal to (6/8/10/14/18/24) + the Delta's Wisdom Modifier. A Delta can split its focus among (1/1/2/2/2/3) Shields at once.
When Championed, the Delta gains access to a pool of 3 Legendary Actions each turn.
- Champion's Reinforcement (1 Legendary Action) - When Psionically Shielding a target, the Delta may restore a secondary target's preexisting shield by up to 3d4 hit points.
- Champion's Aid (1 Legendary Action) - The Delta makes an additional Assist action.
- Champion's Guardian (3 Legendary Actions) - The Delta creates a psionic construct, taking the form of either a pair of Imp Puppets or a Manipulator Puppet equal to its level. The hit points of the constructs are equal to that of the Delta's shields (in the case of the Imps, this is split in half and rounded down if necessary). Once created, the Delta can issue commands to its constructs at the cost of 1 Legendary Action (for the Imps, this action is mirrored across each Imp. So, two moves, or two attacks, etc.), and the constructs otherwise stand idle.
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Howitzer
Howitzers are medium-sized Abominations. Their ability scores are:
- Strength: 10
- Dexterity: (12/12/13/13/13/14)
- Constitution: (12/13/13/14/15/16)
- Intelligence: (14/14/15/15/16/16)
- Wisdom: 12
- Charisma: 10
Howitzers boast the following features:
- Hit Points: Howitzers have an HP stat of 4 + (4.5 * Constitution Modifier) per level.
- Armor Class: Howitzers have an unarmored Armor Class of (14/14/14/14/15/16) + Dexterity Modifier to a max of +2.
- Move Speed: 15ft (Walking)
- Unarmed Attack: An unarmed hit using Strength for hit and damage rolls. Damage die is 1d4 + Strength Mod + Proficiency Bonus.
- Shelling: Howitzers can make a ranged shelling attack using their Intelligence modifier, with a normal range of 150 feet and a long range of 500 feet. The fire damage per shell is (1d8/1d12/1d12/1d12/2d8/2d8) + Intelligence Modifier + Proficiency Bonus, and a Howitzer can fire (1/1/2/2/2/3) shells normally, or (1/2/3/4/4/5) shells with disadvantage on the attack rolls and a range restriction of normal range.
When Championed, the Howitzer gains access to a single Legendary Action each turn.
- Champion's Strafe (1 Legendary Action) - After moving, the Howitzer can make a Shelling attack using its disadvantaged fire rate and range.
- Champion's Suppression (1 Legendary Action) - As a reaction to an enemy moving, the Howitzer may make a standard Shelling attack with advantage on the attack roll(s).
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Reconcilant
Reconcilants are medium-sized Abominations. Their ability scores are:
- Strength: 12
- Dexterity: (10/10/11/12/13/14)
- Constitution: (14/15/16/16/17/18)
- Intelligence: 10
- Wisdom: (12/12/13/13/13/14)
- Charisma: 6
Reconcilants boast the following features:
- Hit Points: Reconcilants have an HP stat of 4 + (5 * Constitution Modifier) per level.
- Armor Class: Reconcilants have an unarmored Armor Class of (12/12/14/14/15/16) + Dexterity Modifier to a max of +2.
- Move Speed: 20ft (Walking)
- Unarmed Attack: An unarmed hit using Strength for hit and damage rolls. Damage die is 1d4 + Strength Mod + Proficiency Bonus.
- Spawning: As a reaction to taking damage, Reconcilants take 1 extra point of damage to spawn and Imp Subpuppet. With the appropriate specialty, Reconcilants instead roll a 1d8 when spawning, spawning an Imp on a 1-6 or a Pustule on a 7 or 8.
- Subpuppet Capacity: Reconcilants have (3/3/4/4/5/6) Subpuppet slots by default, with Imps occupying 1 each and Pustules occupying 2 each.
When Championed, the Reconcilant gains access to a single Legendary Action each turn.
- Champion's Resistance (1 Legendary Action) - When the Reconcilant fails a check to resist damage and/or a condition, it can succeed instead.
- Champion's Lifeforce (1 Legendary Action) - As a reaction to an Imp or Pustule Subpuppet taking mortal damage, the Reconcilant can instead return it to 1 HP.
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Imp
Imps are small-sized Abominations. Their ability scores are:
- Strength: 12
- Dexterity: (12/13/14/15/16/16)
- Constitution: (10/11/11/11/12/12)
- Intelligence: 8
- Wisdom: 12
- Charisma: 12
Imps boast the following features:
- Hit Points: Imps have an HP stat of 2 + (1 * Constitution Modifier) per level.
- Armor Class: Imps have an unarmored Armor Class of 14 + Dexterity Modifier.
- Move Speed: 30ft (Walking, Flying)
- Unarmed Attack: An unarmed hit using Dexterity for hit and damage rolls. Damage die is (1d4/1d4/1d4/1d6/1d6/1d8) + Dexterity Mod + Proficiency Bonus, and is piercing instead of bludgeoning.
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Pustule
Pustules are small-sized Abominations. Their ability scores are:
- Strength: 10
- Dexterity: 14
- Constitution: (12/13/14/15/16/18)
- Intelligence: 10
- Wisdom: 12
- Charisma: 6
Pustules boast the following features:
- Hit Points: Pustules have an HP stat of 4 + (1 * Constitution Modifier) per level.
- Armor Class: Pustules have an unarmored Armor Class of (12/12/13/13/13/14) + Dexterity Modifier to a max of +2.
- Move Speed: 30ft (Walking)
- Unarmed Attack: An unarmed hit using Strength for hit and damage rolls. Damage die is 1d2 + Strength Mod + Proficiency Bonus.
- Acid Spit: The Pustule spits a shot of acid at a target within 25 feet of itself, dealing 1d6 + its Constitution Modifier + Proficiency Bonus Acid damage.
- Acid Coating: The Pustule can coat an adjacent ally's weapon with acid, adding 1d4 Acid damage to it for 10 turns. This can also be applied to an Imp's or Abomination's natural weapons.
- Acid Burst: The Pustule ruptures one of its large blister sacs, dealing damage to all within a 15 foot radius. Acid damage is 3d6 + its Constitution Modifier + Proficiency Bonus Acid damage.
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