Base Class: Bard
Members of the College of Puppeteering master the use of puppets for their performances and combat.
Puppeteer
When you join the College of Puppeteering at 3rd level, you gain proficiency with tinker's tools.
The Puppet
Starting at 3rd level you gain to ability to craft and masterfully use a magical puppet.
As a bonus action you may magically activate your puppet and place it in a space within 30ft of you. You must have a free hand to control your Puppet using invisible magical strings that can not be cut.
See this creature’s game statistics in the The Puppet stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance with a general humanoid shape, your choice has no effect on its game statistics.
In combat, the Puppet shares your initiative count, but it takes its turn immediately after yours. You must use a bonus action on your turn to use The Puppets action or it will only take the Dodge action. That action can be one in its stat block or some other action, and is similar in use to mage hand spell. If you are incapacitated, The Puppet become inert and incapacitated.
The Puppet's distance from you must always stay within 30ft or the strings become disconnected. If the Bard ever moves further than that distance through their movements or through forced movement the puppet follows automatically (the puppet can still be hit by opportunity attacks). If the Bard becomes disconnected for any reason(teleported away, puppet is moved out of range, etc.) once the bard gets within 30ft of the puppet, they can use a bonus action to reconnect the strings.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your tinker's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Puppet returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new Puppet if you have your thinker's tools with you. If you already have a Puppet from this feature, the first one immediately perishes. The Puppet also perishes if you die.
The Puppet
Tiny construct
Armor Class 14 (tiny form, natural armor): 12 (small form, natural armor)
Hit Points 5 + five times your bard level
Speed Fly 60ft (Hover)(Must stay within 30ft of the Bard)
Damage Immunities Poison Psychic
Condition Immunities charmed, frightened, prone, exhaustion, poisoned
Senses shares the bards senses
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Inspiring Tool. Once per turn when the puppet attacks, helps, or uses a Puppet Trick action, you can use your Bardic Inspiration to inspire any creature within 5ft of the Puppet.
Puppet Tricks. The puppet can innately use a few magical spell tricks on it's turn as an action. (Trick Spells Save DC 14)
1/day: Change Form! The Puppet can change form, from Tiny Form to Small Form and will use that forms listed attacks. This trick last for 10 mins.
2/day: Flare! The Puppet can for a instance become a bright beacon of blinding light. Any creature within 10ft of the Puppet makes a Con Save or become blinded until the end of the Puppets next turn.
Actions
Tiny Force.(Tiny Form) Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit: 1d4 + PB force damage.
Small Force.(Small Form) Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit: 1d6 + PB force damage.
*When not activated the puppet is considered an magical item rather than a creature.
Magical Marionette
At 6th level, you have greater control over your puppet and you can cast spells through your puppet. When you use your action to cast a spell on your turn you can use your magical connection to your puppet to cast spells from where the puppet currently is located. Touch spells can hit any creature within 5ft of the puppet. The spells still uses your modifiers and spell saves DC's.
Also the puppet can be used to preform more delicate tasks and can use any instruments or tools you are proficient in, this action uses your modifiers.
Full Control
At 14th level, you gain the ability to enter your mind temporally into the puppet.
Once per day you can spend 1 hour in a ritual to magically enter your mind into the puppets shell for 8 hours. While you are in the puppet you gain all the puppets abilities and actions on its stat block and you use the puppets hit points but, you use your senses, intelligence, wisdom, and charisma modifiers. While your mind is in the puppet you do not have a limited distance that you need to keep and can travel as far from the body as you may need. You can cast spells and cantrips while you are in this state, but only spells of 3rd level and lower, and you do not need a magical focus to cast spells while you are in the puppet. You use your spell attack and spell save DC's.
While you are in the puppet your body is in an inert, incapacitated state, and you cannot control your body in any way until you return your mind to your body. You can end your control early using a bonus action on your turn. You also return to your body whenever your original body takes damage, the puppet is destroyed, or if the puppet or your body goes to a different plane of existence.
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