Aura of Protection. Bastard, and each ally within 30 feet of him have advantage on all saving throws.
Warforged Resilience. Bastard has advantage on saving throws against being poisoned and is immune to disease. Magic can't put him to sleep.
Aura of Conquest. If Bastard isn't incapacitated, a creature frightened of Bastard that starts its turn within 30 feet of him takes 10 (3d6) psychic damage and has its speed reduced to 0.
Weapons of Conquest. Bastard's weapons are magical, and he can choose to deal psychic damage on a hit rather than slashing damage. Additionally, whenever Bastard successfully hits a creature with a weapon, the target can't be immune to the frightened or paralyzed conditions for 1 minute.
Multiattack. Bastard makes three bastard sword attacks, then uses Conquering Presence if available. Bastard can replace up to two bastard sword attacks with Strife Bolt attacks.
Bastard Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage.
Strife Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 9 (1d8 + 5) psychic damage. If the target is a creature, it becomes frightened of Bastard until the end of his next turn.
Spellcasting. Bastard casts one of the following spells using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks):
3/day each: armor of agathys, command, fear, hold person
2/day each: bestow curse, dominate beast, stoneskin
1/day each: cloudkill, dominate person
Conquering Presence (Recharge 5-6). Bastard forces each creature of his choice that he can see within 30 feet of him to make a DC 17 Wisdom saving throw. On a failed save, a creature takes 21 (6d6) psychic damage and becomes frightened of Bastard for 1 minute. On a successful saving throw, an affected creature takes half as much damage and isn't frightened. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Tyrant's Smite. Bastard empowers a strike with his tyrannical power. Bastard can expend up to 5 of his hit dice to have the next melee attack he successfully hits a creature with deal an extra 4 (1d8) psychic damage per hit die expended. If this extra damage is not dealt by the end of Bastard's current turn, the smite is lost.
Retribution. Whenever Bastard is hit with an attack, he can use his reaction to deal 5 psychic damage to the attacker.
Description
Bastard was originally a Karrnathi warforged commander, but soon after the war ended he was transformed from a decorated war hero, to an indentured servant with no rights. Not happy with his current state, Bastard slew his former comrades turned owners, released his fellow warforged and fled into the ruins of Cyre where none but other warforged could follow without risk of death. After making his own camp for himself and his new allies, Bastard met the Lord of Blades and became his right-hand man, and strongest follower.
Previous Versions
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5/9/2022 11:30:06 PM
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Coming Soon
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