Bard
Base Class: Bard

The College of the Crimson Marionette does not train ordinary performers; it creates puppeteers who specialize in possession. Its bards are dancers, puppeteers, and masked artists who practice a forbidden form of blood magic that lets them treat life-force like invisible strings. A botched ritual performance meant to “bind the audience’s hearts” left a handful of survivors able to see and pull those unseen threads that link motion, intention, and blood. They became the first Marionettes, passing their art in secret, always behind curtains and masks.

This college is tied directly to Ravokh, the God of Murder, who is chained within the Ethereal Plane. His followers believe peace leads to decay and that the world must be renewed through killing, not for sport but as purification. To escape his prison, Ravokh placed a fragment of his power into a mortal vessel, Rhaen Elarion, the Red Wraith, whom the cult sees as the living key to his freedom. His disciples divide into two arms: the Monks of the Way of the Red Crown, who turn their own blood into weapons, and the Bards of the Crimson Marionette, who seize control of other people’s bodies. When Seren uses her “strings,” she is tightening her grip on the blood inside a target’s veins, overriding their muscles and forcing them to move. Her performances are acts of domination, turning the battlefield into a stage and everyone on it into unwilling actors under her control.

Ravokh’s Quiet Hand

When Seren invokes this, the world drops into dead silence mid-beat. No clatter, no screams, just the thin rasp of breath. Then veins start to glow faintly under the skin of every creature in range, like red strings traced out by unseen fingers.

One by one, bodies lock, then twist. Seren doesn’t move her feet - she just raises her hands as if conducting an orchestra, and the entire crowd responds. Soldiers are yanked out of formation, weapons turned against their allies, shields dropped, throats bared. Those who try to resist feel their own muscles tearing against an invisible grip, joints grinding and popping as their body refuses to obey them and obeys her instead.

From the outside, it looks like a massacre performed in mime: a silent battlefield where only bones crack, blood spills, and everyone dances to the god of murder’s rhythm whether they want to or not.

Words of Terror

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.

If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Mantle of Whispers

At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.

You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.

While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest.

Curtain Call

Curtain Call: The Red God’s Verdict

When this power is invoked, there is no chant or display—only a single raised hand and a quiet sentence of judgment. As an action, you name a group of creatures (up to a number equal to your proficiency bonus + your spellcasting ability modifier) that you can see within 60 feet, and who can hear and understand you. You deliver a short verdict in a calm, conversational tone: a single sentence that condemns them as guilty, unworthy, or marked for death.

For a heartbeat, nothing appears to happen.

Then each chosen creature feels a cold, invasive pressure at the base of its skull as unseen strings punch through vertebrae and coil around the brainstem. Each target must make a Wisdom saving throw against your spell save DC.

  • On a failed save: The target’s body is treated as a severed puppet. It is instantly reduced to 0 hit points, collapsing where it stands like a cut marionette. Its heart stops in mid-beat; it sheds little or no blood. The target begins dying as normal. At your option when you use this feature, you can instead leave a failed creature barely alive but paralyzed until the end of your next turn, forced to stand or fall in whatever posture the strings leave it, unable to move, speak, or take actions.

  • On a successful save: The target’s mind does not break, but the string remains. The creature takes heavy psychic damage (DM determines exact amount, typically appropriate for a mythic/capstone effect) as the verdict tears through its thoughts. The creature is not dropped or paralyzed, but a fragment of the invisible cord remains hooked into its aura.

Any creature that survives this attack—whether by saving throw, hit points, or your deliberate mercy—walks away permanently marked by the verdict. At the base of the skull, hidden beneath flesh, an invisible knot of red-tinged string is anchored in place. Under effects such as detect magic or similar senses, this appears as a thin, blood-red loop burned into the target’s essence.

You can always feel when a marked creature comes within 1 mile of you: a tightening between the shoulders, an itch at the back of your neck, the sense of a string drawn taut across distance. This sense does not reveal exact location or identity on its own, but it makes it impossible for those you have judged to ever feel truly free of you. The tether is not removed by remove curse or greater restoration unless the DM allows it; only effects capable of rewriting fate, severing divine bonds, or undoing a god’s verdict should be considered sufficient to cut the string.

Once you use Curtain Call: The Red God’s Verdict, you cannot use it again until you finish a long rest.

College Of The Crimson Marionette Image