Bard
Base Class: Bard

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Puppet Familiar

At 3rd level, you learn find familiar if you didn't already know it. This spell does not count against your number of spells known. The spirit of your familiar summoned with this spell can occupy your puppet or marionette doll, which in turn can move of its own volition as your familiar, using the Living Puppet stats found below.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own. When your familiar makes an attack, it uses your spell attack bonus instead of its own attack bonus on attack rolls, and you may add your proficiency bonus to its damage rolls.
When you communicate with your familiar telepathically, you can also take precise control of its actions, allowing your puppet to use your ability or skill modifier for an ability check and adding the die's result as a bonus on the check. 

 

Living Puppet
Tiny construct, neutral
Armor Class 13 (natural armor)
Hit Points 10 (4d4)
Speed 20 ft.
STR 4 (- 3), DEX 15 (+2), CON 11 (+0)
INT 10 (+0), WIS 10 (+0), CHA 7 (-2)
Damage Immunities: poison
Condition Immunities: charmed, poisoned
Senses Darkvision 60ft., passive Perception 10
Languages. understands the languages of its creator but can't speak
Telepathic Bond. While the puppet is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
Ventriloquism. While the puppet is on the same plane of existence as its master, the master can telepathically command the puppet to speak, imitating his master's voice.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature. Hit: 2 (1d4) piercing damage.
Scare (1/day). One creature of the living puppet's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the living puppet is within line of sight, ending the effect on itself on a success.
REACTIONS
Play Dead. The puppet can superficially deanimate, and can appear as a mundane puppet, even under close inspection. It can end this effect at any time.

Soul String

By 6th level, as an action expending a Bardic Inspiration die, you can project from your fingertips barely noticeable strands of energy which can attach to creatures. Choose a living creature you can see within 30 feet to make a Wisdom saving throw. On a failed save, your strings attach to the creature for a number of rounds equal to the number rolled on the Bardic Inspiration die, after which the strings are broken and this effect ends. At the end of each of its turns, an affected creature can make a new saving throw against this effect, ending it on a success.
While your strings are attached to a creature, it is under your complete control. You can use your bonus action to take total and precise control of the target. It takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. You cannot command an activity that would result in certain death. You can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
While your strings are attached, you can take no actions or move further than 30 feet from your target creature without breaking the strings and ending the effect. 

at 12th level you receive a second puppet 

Master of Puppets

Beginning at 14th level, your soul strings can attach to the bodies of dead creatures and inanimate objects, turning them to your will. You can expend a Bardic Inspiration die to cast animate dead or animate objects, as appropriate, for a single target within 30 feet without expending a spell slot or spell components. The duration of this spell is a number of rounds equal to the number rolled on the Bardic Inspiration die and does not require concentration.

undead will

By harnessing the power of the soul string, you can awaken the wills of the undead to puppeteer the undead corpses. using this you can control up to 10 undead 

heart puppet

by using the power of someone's heart you, you can taint their heart, up to 3 enemy's must make Chrisma (DC 15) saving throw, on a fail save their wills break and are now under your control. on a successful save they take 2d8 force damage  

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