Puppetlings are magically animated sentient puppets brought to life by powerful enchantments or a soul of another has possessed the doll with no memory. They possess a unique blend of craftsmanship, curiosity, and resilience related to who they were built by.
Size: Puppetlings are generally about the size of a small humanoid, ranging from 3 to 4 feet tall. Your size is Small.
Construct Nature: You are a construct, not a living creature. You don't need to eat, drink, or breathe, and you are immune to poison damage and the poisoned condition. However, you require short rests to regain expended hit points, and you cannot be healed by spells like Cure Wounds. Instead, you can be repaired as an action by a creature with proficiency in Smith's Tools, Tinker's Tools, or a similar artisan's tools. Roll a tool check and heal the amount rolled.
Innate Artistry: You have proficiency in one artisan's tool of your choice, and you can use your mental modifier instead of Dexterity for any checks made with that tool.
Meticulous Craftsmanship: Your precise construction allows you to be proficient in one skill of your choice.
Mechanical Mind: You have advantage on saving throws against being charmed or frightened.
Ventriloquist. You have the ability to change your voice to imitate other creatures. You have advantage on Charisma (Deception) checks related to mimicking voices or sounds.
Construct Resilience. Your puppet body grants you resistance to one type of damage of your choice.(Replace for feat)
Clockwork Puppetling
Gear Accelerator: Your body has a defence mechanism to allow you to react to danger with uncanny swiftness. When you roll for initiative, you can add your mental modifier to the roll.
---Feats---
Improbable Strength(Free)
You're unnaturally strong for your size. You gain the following benefits:
You gain advantage on ability checks to escape from a grapple or the restrained condition.
You are considered one size larger for the purposes of grappling, shoving, carry weight, and wielding weapons.
If you already have this benefit from a different source or if you are under the "enlarge" effect of the enlarge/reduce spell, you deal an extra 1d4 damage once per turn when you hit with a heavy and/or two-handed weapon.
Mutant(Origin)
Gain monster variant evolution choices, the evolution can be chosen at any time and not just when taking the feat.
Your mutated physiology has become more complex, leading to a unique interaction with healing magic. Whenever you receive healing from a spell or ability, the amount of hit points restored is halved. However, simultaneously, a portion of the healing energy is stored within you as unstable energy. As a bonus action on your turn, you can release this stored energy, expending hit points equal to the amount of healing stored. The released energy takes the form of a blast or aura that deals radiant damage to all creatures of your choice within a 10-foot radius, they must make a DEX saving and take halve damage on a success. The damage dealt is equal to the amount of healing stored. Once the stored healing is released or after a long rest, this feature can be used again (DC = 8+CON+prof). You can stack the healing to a max amount equal to 5 times your character level.
You gain natural armor but are unable to wear any other armor. The calculation is 16+DEX mod.
---Fighter---
Level 1:Fighting Style & Second Wind
Level 2: Action Surge