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It's an actual bard I created for D&D once.
My newest character in a home game where I finally get to be a player is a Custom Lineage (cranium rats in a trench coat) Swarmkeeper Ranger. I'm using a combination of Thorn Whip and the Swarmkeeper displacement feature on attacks to bounce victims back and forth across my Spike Growth field for massive shred damage and environmental kills. I can fly/hover, I can cast Dissonant Whispers as a reaction when enemies enter my melee range, and I'm a wisdom-scaling brawler with 2.5 attacks per round thanks to Polearm Master. It's one of the most fun and powerful characters I've ever played.
Dissonant Whispers before beating someone up just sounds cruel. Writhing Tide sounds like a fun bonus.
Yes. I think you're right. It does sound very fun.
Puts me in mind of an old story about someone who did something similar, but kept acting as though the puppet was a god - convincing everyone they met that it was real, which escalated until it actually became one.
Banjo, from Order of the Stick?
Pretty much, but was an actual campaign, not a comic.
Having a puppet that actually grows into becoming an evil god sounds like something out of Dominions 5 lore where several Pretender Gods are spirits inhabiting statues, monoliths or even fountains of endless blood.
It also brings to mind the concept of Tsukumogami, tools that have become so old that they've grown a soul and sapience.
In other words, I like this idea a lot.
You gotta start somewhere! One day you're playing a sword+shield champion fighter... and then before you know it, you'll be piloting a swarm of cranium rats in a trench coat in no time!
Jokes aside, to steal a topic I first read about in a blog about how MTG cards are designed, you can build a character top-down or bottom-up. Top-down design is when you start with an interesting character idea, then figure out a way to make the mechanics of DnD 5e or whatever other system fit your character. Bottom-up is the opposite: You start with the mechanics you want to play with, and then write a character to fit those mechanics. My example character above was bottom-up design, in that I really wanted to abuse Spike Growth as much as possible, and wound up with a janky character with as much displacement and supplemental magic as I could find, and a thematic connection between race/species and class/subclass. So, if you're struggling to come up with intricate DnD character ideas, think about whether you're approaching from top-down or bottom-up... then flip it! Could result in some fantastic new ideas.
And, of course, if you already knew that, I hope my rambling doesn't come across as condescending. I just like making new characters.
It did put me in some rather hilarious situations since I role-played him as incredibly shy and he used puppetry to cope with anti-social behavior, where the puppet was very outgoing and friendly and, due to magic being a thing and there being golems in the world it wasn't a stretch for the average citizen (and eventual monarchs) to think the puppet was its own individual character rather than a controlled puppet handled by a ventriloquist bard.
There was a hilarious moment where the puppet was set to be executed by beheading for offending the king because my bard was forcibly separated (by death and was recovering in a temple) and the king summoned the puppet to report on what happened, but without the ventriloquist it was just a puppet so the king though the puppet was snubbing and insulting him.
And I'd absolutely watch it just for the pure insanity.
That being said, I was surprised that was even an option. I expected that at most you'd grab him and shove his face into the ♥♥♥♥, but never to make him to eat it.
His backstory is, he was a soldier. And now he’s not.