Bard
Base Class: Bard

The college of threads specialize in commanding puppets that are held up by strings. Often times it is a wooden puppet, but it can also be various items. You have devoted your studies to control objects like you would a wooden puppet, developing magical strings that you can use to be the puppeteer you always dreamed to be.

Puppet Strings

3rd-level College of Threads feature

When you use Bardic Inspiration, as long as you have enough strings, you are able to instead animate one small object that is visible and within 30ft of you. The object has an ac equal to 10+ your proficiency bonus, and has a health equal to 5 + your level in bard.  It deals 1d6 + your level in Bard bludgeoning damage. After the object is strung, you can use a bonus action on your turn to make it either attack, dodge, or to dispel it. If the object exceeds 30ft away from you or if you and the object are separated by a wall the effect ends. If the object's health reaches 0 the effect ends. It can be dispelled by dispel magic or interrupted by counter spell. 

When your animated object is either destroyed or disabled, the string that was attached to the object is destroyed. You can craft strings as a 1 minute ritual each, up to a maximum of your proficiency bonus. If you attempt to use this feature when you have no more strings, the effect fails.

Modified Strings

3rd-level College of Threads feature

When You use your strings, you can choose to use a modified string. You can only use one modification per cast.

You gain two options at 3rd-level, and another at 5th, 8th, 12th, and one last option at 17th.

Better Multi-String

You have perfected your multi-string, allowing it to be capable of controlling more animations. You can now control 2 small animations with one string, or 6 tiny animations.

Bigger Strings

You have made your strings thicker and more magically potent. When you Cast Strings, you are able to expend two strings to animate a medium object. The Medium Animation has an AC equal to 12 + your proficiency bonus, Health equal to 8 + your level in Bard, and deals damage equal to 1d10 + your level in Bard bludgeoning.

Enhanced Strings

You have increased the arcane energies capable of animating objects, increasing the overall effectiveness of the animations. Your animations gain an additional 10 health, and deal an additional 5 radiant or force damage.

Larger Strings

You have perfected your Bigger Strings, allowing you to enhance it's abilities. When you Cast Strings, you can expend 3 Strings to animate one large object.

Longer String

You have learnt how to elongate your strings even further. Strings you cast can now reach up to 45ft.

Multi-String

You have made it so your string is able to split into four smaller weaker strings. When you Cast Strings, instead of animating one small object, you are able to animate four tiny objects. The tiny objects have an AC equal to 5 + your proficiency bonus, Health equal to 2 + half your level in Bard, and deal 1 + your level in Bard bludgeoning damage.

Stronger Strings

You have magically enhanced your strings so that the animation is stronger. The animation gains an additional 2 to their AC, and gain an additional 5 to it's health.

Swift Strings

You developed your strings to dart through the air with immense speed. When you Cast Strings, you are able to cast two at a time.

Puppet's Dance

6th-level College of Threads feature

As an action, you can make a dexterity (Sleight of hand) check to make your puppet dance. The check determines the DC, and any targeted creature that can see it must succeed a Wisdom saving throw or be afflicted with one of the following effects, which you can choose.

Intrigue. The creature must spend it's next turn spending it's movement to move towards the puppet, but does not attack it. It still provokes opportunity attacks.

Intimidate. The creature must spend it's next turn spending it's movement to move away from the puppet, provoking opportunity attacks.

Paralyze. The creature's speed is reduced to 0 for it's next turn.

Taunt. The creature has disadvantage against all other creatures beside the puppet, and has advantage against the puppet until it's next turn.

Confuse. The creature has disadvantage on all saving throws. It must roll an Intelligence check on it's turn, the DC being the dexterity (sleight of hand) check. If it succeeds, this effect ends.

You can do this up to a number of times equal to your proficiency modifier.

Puppeteer

11th-Level College of Threads feature

As an action, you are able to expend two strings to control a visible creature within your strings' range. The target creature must succeed a dexterity or strength saving throw (the creature's decision) against your spell save DC. If the creature fails, you can then on your turn use a bonus action, while it is effected, to move the creature up to half its movement speed and either take an action, a bonus action, or a reaction (not multiple) as the creature. This means you can attack with it, or do some other actions such as the Help action. If the creature succeeds no effects take place.

Greater Animations

14th-level College of Threads feature

Being more knowledgeable in the ways of puppeteering, you have grown familiar with your skills. All animations you create gain an additional 10 health, and deal an additional 2d8 bludgeoning damage.