Bard
Base Class: Bard

Though their performances typically consist of humble and simple forms of entertainment, such as puppet theatre or ventriloquism, the true abilities of a bard of the College of Puppetry are a far cry from that. They are masters at controlling and manipulating others - usually mixing their natural charisma and enchanting spellcraft to do so. However, these sly bards also have another talent; weaving arcane energy into magical strings that can ensnare and then transform even the most dangerous foe into little more than another puppet for the bard’s show.

Bardic Strings

Starting when you choose this College at 3rd level, you’ve learnt how to use your arcane abilities to create magical strings capable of ensnaring and controlling creatures. As a bonus action, you can target a creature of Large or smaller size within 30 feet of you and force it to make a Charisma saving throw. On a failed save, the creature is ensnared in your Bardic Strings for up to 1 hour. The strings are invisible to all but you and your ensnared target. You must maintain your concentration on this feature as if you were concentrating on a spell. While a creature is ensnared by your Bardic Strings feature, it has disadvantage on all attack rolls against you. Additionally, you can use your action on your turn to perform any of the following maneuvers:

Wire Pull. As an action, you pull on the strings and cause your ensnared target to use its reaction to move up to its speed towards a location of your choice. This movement provokes attacks of opportunity, but if you attempt to direct an ensnared creature into an obviously deadly hazard, such as a bottomless pit or a volcano, the command fails.

Wire Strike. As an action, you pull on the strings and cause your ensnared target to lash out towards a creature of your choice within melee range of your ensnared target. The ensnared target must then use its reaction to make a melee attack against the designated creature.

Razor Wire. As an action, you cause the Bardic Strings to tighten and dig into the flesh of your ensnared target. The ensnared target must make a Constitution saving throw, taking slashing damage equal to four rolls of your Bardic Inspiration die + your Charisma modifier on a failed save. On a successful save, it instead takes half damage. No matter if the target saves or not, the target is then freed from your Bardic Strings as the tension causes them to break.

The strings last for the duration, until you lose concentration, or until you decide to remove them harmlessly (requires no action by you).

You can use this feature a number of times equal to your proficiency bonus per long rest.

Tangled Threads

At 6th level, the magical threads you weave are nearly impossible to escape and can tangle even the nimblest of creatures. Whenever you use your Bardic Strings feature, you can choose to expend a use of your Bardic Inspiration feature as part of the same bonus action. After doing so, the target has disadvantage on their saving throw.

Additionally, the movement speed of any creatures under the effect of your Bardic Strings feature is halved, unless you’re the one controlling their movement.

Puppetmaster

At 14th level, you’ve mastered the use of your Bardic Strings. Whenever you use your Bardic Strings feature, you can now target up to two different creatures within 30 feet of you, and the creatures can be of Huge size or smaller.

Additionally, an ensnared creature can no longer move out of the range of your Bardic Strings feature.

College Of Puppetry Image

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