Medium Humanoid (Human), Any Alignment
Armor Class 15 (chain shirt)
Hit Points 100 (15d8 + 8)
Speed 30 ft.
STR
11 (+0)
DEX
11 (+0)
CON
14 (+2)
INT
13 (+1)
WIS
16 (+3)
CHA
19 (+4)
Saving Throws DEX +5, WIS +8
Skills Acrobatics +4, Perception +5, Performance +6
Senses Passive Perception 15
Languages Common, Dwarvish any two languages
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:

Cantrips (at will): dancing lights, mage hand, vicious mockery

1st level (4 slots): charm person, healing word, feather fall, sleep, thunderwave

2nd level (3 slots): invisibility, shatter, darkvision, misty step

3rd level (3 slots): water walk

4th level (3 slots): greater invisibility

5th level (2 slots):seeming

6th level (1 slots): mass suggestion

7th level (1 slots): teleport, regenerate

8th level (1 slots): power word stun

Song of Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.

Mantle of Majesty (1/Hour). At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.

Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.

Once you use this feature, you can’t use it again until you finish a long rest.

Unbreakable Majesty (1/Short Rest). As a bonus action, you can assume a majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a CHA saving throw (DC 17). On fail, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On success, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Monster Tags: NPC

Habitat: Urban

Lumina_thefirst

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