Bard
Base Class: Bard

When one thinks of performance; what pops to mind. Music? an illusion of character and drama that brings about the belief of a fictional world? or an art piece that confounds and confuses the mind... or something as simple, as entertainment. When a Bard that hails from the College of Marionets thinks of the word; They consider all forms of performance in the form, Of mimicry. To copy and Manipulate these forms of performance through imitations that they themselves orchestrate and pluck the strings of to; To create a cast of actors, A band of performers or a dancer partner that can simply allow you to perform in perfect harmony. To be a puppeteer, Is to trust yourself and your subconscious self; to perfect the act of being two or more in a performance and express your will through fingertips and the bodies of your creations. 

Swift Fingers

Starting at level 3; Your skills with your hands has developed to the point of being able to perform swift movements with pin point accuracy, subconsciously if you see the need for it. You gain proficiency in Sleight of hand and with Tinker's tools.

Dollmaker's Talents.

Starting at level 3, Your talents as a puppeteer have finally come into fruition as an example of your ability to perform. As part of your long rest, You may use your tinker's tools if you possess a pair to Create a Marionette of one of three Characters, Changing the character chosen at the end of a long rest. This Plain Marionette is counted as a medium Construct and has a movement speed of 0 unless you Use a bonus action to connect your 'Strings' to it's frame, Taking up one of your hands in the process. When you do this, the Marionette can be moved up to 30ft as a free action on your turn, provoking opportunity attacks as if it were a living creature

When in control of the Marionette , You gain the following benefits:
- When the Marionette is within 5ft of an Allied creature, It can be used to grant bardic inspiration
- Cast spells without a range of self Through the Marionette As an Arcane Focus, Make opportunity attacks From the Marionette's Stat block, Make sleight of hand or interaction actions through the Marionet (Opening a door, picking up a box ect)
 
You Must spend your action to give the doll a turn after your Initiative count, otherwise it stays immobile and Can only take reactions. You learn the Cantrip mending purely for the purpose of healing the doll, healing 2d8 per casting; as it does not regain Hit points from spells such as cure wounds. The marionet becomes inanimate if you die, are incapacitated, if it ends it's turn more than 100ft away from you, does not have a clear line of passage to you (ex, closed doors and such) or if you use the hand controlling it for something else (Wielding a weapon, shield, cast a spell outside of the Marionette ). If the marionet is broken, it can be restored using a use of your bardic inspiration if broken for no more than one minute and if you are within 5ft of it with a set of Tinker's Tools; restoring a number of hit points equal to the roll x5, or it may be rebuilt at the end of a long rest. 

The Marionet may be disassembled over the space of 10 minutes; and deployed as an action. 

 The Characters you may choose from are:
- The Jester
- The Dancer
- The Monster

The Dancer

THE Dancer

Armor Class 12 + proficiency bonus (natural armor)

Hit Points 6 + your Charisma modifier + four times your Bard level (the Dancer has a number of Hit Dice [d8s] equal to your Bard level)

Speed 0 ft if not connected, 30 Levitating if connected

STR
14 (+2)
DEX
18 (+2)
CON
12 (+1)
INT
0 (−5)
WIS
0 (+5)
CHA
12 (+1)

Saving Throws Dex +4 plus PB, Str +2 plus PB

Skills Performance +1 plus PB, Acrobatics + 4 plus PB

Damage Immunities poison, Psychic.

Condition Immunities charmed, exhaustion, poisoned, Frightened, Blinded, Deafened 

Senses None, it Only sees or hears what it's Performer Hears

Languages None

Challenge — Proficiency Bonus (PB) equals your bonus

Inanimate. The Dancer Does not need to eat, sleep, drink or breathe. 
Flowing.  Creatures the dancer has harmed, Have disadvantage on Opportunity attacks Against it until the end of its turn

Actions

Dancer's Flourish. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 4d4 + PB Slashing damage. On a hit, The dancer may make a second attack as a bonus action

Dip And Twirl. The dancer may swap places with a willing creature of medium or smaller within 5 ft that it's puppeteer can see, without provoking opportunity attacks. unwilling creatures must succeed a contested acrobatics or athletics check against its own or be moved. 

Reaction

Pirouette. The Dancer can immediately move up to its full movement speed towards its puppeteer when they are attacked or take damage.

The Jester

THE JESTER

Armor Class 14 + proficiency bonus (natural armor)

Hit Points 10 + your Charisma modifier + five times your Bard level (the Jester has a number of Hit Dice [d10s] equal to your Bard level)

Speed 0 ft if not connected, 30ft levitating if connected

STR
8 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
0 (−5)
WIS
0 (+5)
CHA
18 (+4)

Saving Throws Dex +2 plus PB, Con +2 plus PB

Skills Performance +4 plus PB, Acrobatics + 2 plus PB

Damage Immunities poison, Psychic.

Condition Immunities charmed, exhaustion, poisoned, Frightened, Blinded, Deafened 

Senses None, it Only sees or hears what it's Performer Hears

Languages None

Challenge — Proficiency Bonus (PB) equals your bonus

Inanimate. The Jester Does not need to eat, sleep, drink or breathe. 

Actions

Joyful Flourish. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.

Card Sling. Ranged Weapon Attack: The magical mechanisms inside the Jester Release razer sharp Cards, Your spell attack modifier to hit, reach 30ft, one target you can see. Hit: 1d6 + PB slashing damage

Reaction

Joyful/Tragic Performance. The Jester imposes disadvantage/Advantage on wisdom, charisma or intelligence Saves If it's user can see the creature being effected; and the jester is within 10ft of the creature. 

The Monster

THE MONSTER

Armor Class 15 + proficiency bonus (natural armor)

Hit Points 12 + your Charisma modifier + 6 times your Bard level (the Jester has a number of Hit Dice [d12s] equal to your Bard level)

Speed 0 ft if not connected, 30ft Walking/Climbing if connected

STR
18 (+2)
DEX
8 (-1)
CON
16 (+3)
INT
0 (−5)
WIS
0 (+5)
CHA
14 (+2)

Saving Throws Strength +4 plus PB, Con +3 plus PB

Skills Intimidation +2 plus PB, Athletics + 4 plus PB

Damage Immunities poison, Psychic.

Condition Immunities charmed, exhaustion, poisoned, Frightened, Blinded, Deafened 

Senses None, it Only sees or hears what it's Performer Hears

Languages None

Challenge — Proficiency Bonus (PB) equals your bonus

Inanimate. The Monster Does not need to eat, sleep, drink or breathe. 
Quadrupedal. The Monster Can triple it's long and high jump totals.

Actions

Horrifying Flourish. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 2d10 + PB Force damage.

Monstrous Roar. Ranged Weapon Attack: 20ftx5ft line, Dexterity saving throw against your spell save DC, 2d8 Force damage on failure, half on save

Reaction

Lair Stance. The Monster places itself between a creature it's puppeteer can see, And an incoming attack if it is within 5ft of the creature; making itself the target instead. 

Enhanced Marionette

At level six; Your marionettes can be manipulated to higher degrees. each marionette gains the following benefits, And a unique bonus to their own designs.

Enriched Construction: Your marionette's damage is now considered magical for the purpose of overcoming resistances
Voice of the Puppeteer: You can transmit your voice through the Marionette clearly as long as you are Connected
Extended Performance: Your puppets now benefit from the Multiattack feature (The monster may only use Monstrous Roar once per turn however)

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Contagious Enthrallment - When casting a spell that charms or frightens through the Jester Marionette; Targets within 5ft of the original creature must also make the save if not already effected. creatures in an AOE effect, can pass the condition to other creatures outside of the spell's range in the same way

Morbid Performance- The Dancer marionette can now inflict the frightened condition (DC: 8+ The damage dealt) on a successful attack Once per turn till the end of the effected creature's next turn

Tamed Horror - The Monster Marionette can now act as a mounted creature for the puppeteer or a creature the puppeteer allows. 

Master Puppeteer

At 14th level; Your arts in controlling your puppets has grown to immense levels, to where your ability to manipulate the threads that guide them has branched to no longer needing their Treated material as a target to latch onto. You gain access to two final marionette designs, incorporated into the depths of your marionette's finest of forms, and a further upgrade for each character your marionette can take. 

Arcane Core - When you cast a spell through a Marionette as the focus; You may add A roll of your bardic inspiration die to one of it's rolls as long as it heals or damages a target; without expending the bardic inspiration dice. 
Adamantine Frame - Your Marionettes are now resistant to non magical Physical damage

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Presence of hilarity - When a creature Starts its turn within 5ft of the Jester, it must make a wisdom saving throw against your spell save dc, or spend it's turn laughing, unable to move, take actions or reactions. the creature gets advantage on this save if the Jester has attacked it in the previous round. creatures immune to the charmed condition or are blinded and deafened, automatically save against this effect. 

Danse Macabre -  The Dancer Marionette can now make three attacks per turn

Chimeric Form - no longer bound to the ground due to it's weight; the Monster Marionette is now capable of mimicking one of the most famous of monsters; with wings that grant it a flying speed equal to it's movement speed.

Previous Versions

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