Bard
Base Class: Bard

The College of Puppeteering focuses on the strings that bind and control people and force them to commit the actions they take. Puppeteers believe everything from inanimate objects to people have strings that can be manipulated and bound to enforce their own will.

Showman

At 3rd level, you gain proficiency in the Arcana and Performance skills if you don't have it already. You also learn the Mage Hand cantrip, and the hand is invisible when you cast it.

String Along

At 3rd level, you've learned you can cause psychic threads to lash out at your foes and manipulate them. As a bonus action, you can expend one of your Bardic Inspiration to cause these threads to shoot at one creature of your choice within 30 feet of you that you can see. The creature must succeed on a Dexterity saving throw against your spell save DC or immediately use their reaction to make one melee or ranged attack against one creature within their reach or range and the target can not be themselves.

At 10th level this ability becomes more potent. When you use this ability you can attempt an Intelligence (Arcana) check with a DC equal to 10 plus the highest level spell the affected creature can cast. On a successful check, you learn what spells the creature can cast, if any, and can force it to cast one of those spells instead of making an attack, provided the spell has a casting time of 1 action.

Social Engineer

At 6th level, you've learned to make your manipulation subtle enough to fly under the radar. Whenever you cast a spell from the school of enchantment on a creature, you can ignore the verbal and somatic components provided you've spent at least 1 minute in conversation with the creature.

Living Marionette

At 6th level, immediately after a creature is slain within 60 feet of you, you can use your reaction to shoot your psychic marionette strings and animate the body. The body keeps its turn in the initiative order and lasts for 1 minute. It counts as a construct and you can command it using a bonus action, otherwise the only action it takes on its turn is the dodge action. On its turn, the only attack it can make is a special attack roll with a reach of 30 feet as strings launch from its fingers toward a creature in range. The attack roll uses your spell attack modifier. On a hit, the creature takes 3d8 psychic damage and is grappled and restrained. The creature can use an action on their turn to attempt to escape by making a check against your spell save DC. The body appears by all accounts to be living and is indistinguishable except for a light purple glow in its eyes. If the body must make an ability check using Charisma, you can use your own ability score and proficiency for the check. You can use this feature a number of times equal to your proficiency bonus, and you regain any expended uses when you complete a long rest.

Puppet Master

At 14th level, you gain the ability to manipulate creatures en masse. You can use an action to cause your psychic threads to lash out at up to 4 creatures you can see within 30 feet of you. Each creature must succeed on a Wisdom saving throw or be paralyzed until the end of their next turn. When the paralysis ends, the creature must succeed on a Wisdom saving throw again or use their reaction to make one melee or ranged attack against one creature within their reach or range of your choice. The creature cannot attack itself. You can use this ability once, and you regain the ability to use it when you complete a long rest.

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