Driven by Vengeance. Immune to things that affect minds, such as frightened and charmed. Advantage on wisdom, intelligence, and charisma saves. A successful "Lucky Shot" has a 50% chance to fail anyways.
The Bardslayer. A melee weapon deals one extra die of its damage when aegon hits with it (included in the attack).
Multiattack. Aegon makes four melee attacks, if they all hit, use dark shockwave.
The Iron Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked unconscious for 2 turns.
The Bard Punch to the Balls. +9 to hit, deals 1d4 bludgeoning damage. If successful, the enemy bard that was punched is permanently castrated.
Dark Shockwave. (Can be used as a bonus action or reaction). Release a shockwave of red, crackling energy. Everyone within 10 ft takes 1d10 fire dmg, and 1d10 force dmg. Hit creatures must roll a DC 15 str save or be stunned for 1 turn, and be knocked back 5ft.
Shadow's Command. Disappear is a cloak of fiery shadows. Can reappear within 60 ft, but whenever and where-ever he wants. 3 uses per long rest.
Unholy(or maybe holy) Regain. Regain 40 hp. 5 uses per day.
Whip of Fire. The Bardslayer extends a long whip made of fire, and uses it to pull an enemy. Range: 30ft. Instant 2d6 fire and 1d6 force dmg, DC 20 str save or be pulled within 5ft of the user.
Reckoning of Bards. Cancel a spell cast be a bard. (can be used 3 times per round).
The Silencer. At the start of an enemies turn, the bardslayer affects them with a debuff. This gives them disadvantage on all ability checks, attack rolls, and saves. If they would have had, this affect cancels out with it and they roll normally. (one use per round)
Description
Get Played.
Previous Versions
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