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College of Puppeteers Bard

Puppet shows are a popular form of entertainment for the children in the capital cities of Chronan, but there are bards who take this art to the next level, bringing their puppets to life with magic. These puppets are used for tricks and subversion, but can also pack a punch in battle.
 

College of Puppeteers Features

  • 3rd level: Puppet Play, Puppet Show
  • 6th level: Dress-Up Doll
  • 14th level: Living Doll

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    Puppet Play

    When you first join this college at 3rd level, you can bind a tiny nonmagical puppet , doll or other roughly humanoid-shaped toy with magic and bring it to life. Invisible and intangible strings of magic form between you and the doll. It has no will of its own and only does what you command it to do, and you need to see the puppet in order to command it. The puppet can't carry more than 10 pounds and cannot equip weapons or armor or activate magic items. While you are bonded with it, the puppet is immune to all damage, but you can break the bond at will to bond with another puppet. If you die, the bond is broken instantly and the puppet becomes nonmagical again. You can only have one magical puppet under your control at a time.
      By expending a use of a Bardic Inspiration as a bonus action, you can apply several magical effects on the puppet. Determine the amount of effects by rolling the Bardic Die, applying effects up to the number you roll. You can choose not to apply an effect. The effects last until you use a Bardic Die to roll the effects again or until you finish a long rest.
      • Walking Speed: The puppet gains a walking speed of 20 feet. Once per turn on your turn, you can command the puppet to move up to its walking speed.
      • Ventriloquism: You can speak through the puppet as long as you remain silent.
      • Little Helper: You can use a bonus action to command the puppet to make an item interaction or take the help action.
      • Enlarge to Small: You can have the puppet grow to a small size. The puppet's walking speed grows to 25 feet and it can carry up to 100 pounds.
      • Eavesdrop: You can use an action to shift your senses to see through your puppet's eyes and hear what it hears until the start of your next turn. During this time, you do not need to see the puppet to command it, but you are deaf and blind with regard to your own senses.
      • Sidekick: You can use a bonus action to command the puppet to make an attack against a target within 5 feet of it. The attack uses your spell attack modifier, and on a hit, causes 1d6 bludgeoning damage. You do not add your attack modifier to the damage.
      • Enlarge to Medium: You can have the puppet grow to a medium size. The puppet's walking speed grows to 30 feet and it can carry up to 200 pounds.
      • Impersonate: You can use an action to apply the effects of the disguise self spell to the puppet. You can speak through the puppet with a voice of someone familiar to you.
      • Voodoo Doll: You can use an action to apply the effects of the bestow curse spell at a level equal to your highest spell slot to a target within 5 feet of the puppet. You still need to concentrate to keep the effect going.
      • Channel Magic: You can cast any spell through the puppet as if it was cast by you.
      • Enlarge to Large: You can have the puppet grow to a large size. The puppet's walking speed grows to 40 feet and it can carry up to 500 pounds. The Sidekick damage caused by the puppet grows by 1d6.
    1. Helter-Skelter: You can use an action to apply the effects of the confusion spell at a level equal to your highest spell slot in an area centered around the puppet. You still need to concentrate to keep the effect going.

     

    Puppet Show

    Also at 3rd level, you can put up a show with your puppet. You can use an action to make an impressive performance with your puppet, as long as the puppet has been activated with a Bardic Die. Roll a Charisma (Performance) check and choose a number of creatures equal to the result that you can see within 120 feet of you. Each of them must succeed on a Wisdom saving throw against your spellcasting DC or start applauding to your show, unable to otherwise move or take other actions or reactions until the end of their next turn or until they are damaged. Hostile creatures make the saving throw with advantage, and creatures immune to being charmed are unaffected.
      If there is a friendly audience to see your performance, at your DM's discretion you can earn gold up to ten times the result of the Performance check from them.
      Once you have used this feature, you cannot use it again until you finish a long rest.
     

    Dress-Up Doll

    Starting at 6th level, you can conjure magical clothes on your puppet that give it new properties. The bond between you and the puppet gives you protection as well as long as the puppet has been activated with a Bardic Die. Whenever you finish a long rest, you can change the puppet's properties by choosing a new set of clothes:
  • Little Angel: The puppet is dressed in a cute angel dress. The puppet gains a flying speed equal to its walking speed and its Sidekick causes 2d6 radiant damage instead of its normal damage. You gain resistance to radiant damage and can cast false life once without spending a spell slot.
  • Little Imp: The puppet is dressed in a cute devil costume. The puppet gains a flying speed equal to its walking speed and its Sidekick causes 2d6 fire damage instead of its normal damage. You gain resistance to fire damage and can cast hellish rebuke once without spending a spell slot.
  • Little Genie: The puppet is dressed in a cute djinn costume. The puppet gains a flying speed equal to its walking speed and its Sidekick causes 2d6 lightning damage instead of its normal damage. You gain resistance to lightning damage and can cast gust of wind once without spending a spell slot.
  • Little Ghoul: The puppet is dressed in a cute undead costume. The puppet gains a burrowing speed equal to its walking speed and its Sidekick causes 2d6 necrotic damage instead of its normal damage. You gain resistance to necrotic damage and advantage on saving throws against becoming frightened.
  • Little Pixie: The puppet is dressed in a cute fey dress. The puppet gains a flying speed equal to its walking speed. As a bonus action, you can force a creature within 30 feet of the puppet that hear the puppet talk succeed on a Wisdom saving throw against your spell save DC or become charmed by you for 1 minute. On a success, a creature is immune to this effect for 24 hours. You gain advantage on saving throws against becoming charmed and can cast misty step once without spending a spell slot.
  • Little Sailor: The puppet is dressed in a cute sailor uniform. The puppet gains a swimming speed equal to its walking speed and its Sidekick causes 2d6 cold damage instead of its normal damage. You gain resistance to cold damage and the ability to breathe underwater.
  • Little Toadstool: The puppet is dressed in a cute mushroom costume. The puppet's Sidekick causes 2d6 poison damage instead of its normal damage and the target must succeed on a Constitution saving throw against your spell save DC or become poisoned for 1 minute. It can repeat the saving throw at the end of each of its turns. You gain resistance to poison damage and advantage on saving throws against becoming poisoned.

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    Living Doll

    By 14th level, your mastery of puppetry has brought your doll to life. It becomes animated with a mind of its own. You no longer have to activate or command it separately, and it has all the effects of your Puppet Play feature applied to them, except instead of using your actions and bonus actions, it uses its own. The puppet shares your initiative in battle. It gains the following new actions to use:
  • Grab: The puppet can use its action to grapple a creature within 5 feet up to one size larger than it. The target must make a Strength saving throw against your spell save DC or become grappled. The target can repeat this saving throw at the end of each of its turns to free itself.
  • Trick: The puppet can use its action to trip a creature within 5 feet up to two sizes larger than it. The target must make a Dexterity saving throw against your spell save DC or be knocked prone.
  • Shrink/Grow: The puppet can use its action to change to any size between tiny and large.

  •   If you die, the puppet no longer deactivates, but your soul is transferred into the puppet and you can continue living immortal life through it until you are revived. You can keep using the puppet's actions and bonus actions. However, you lose access to all your other background, class and species features.

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