Innate Spellcasting. The corrupted fencer’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
Infinite: detect magic, dissonant whispers (2nd level), misty step, Hypnotic Pattern ( the cube is same as the range )
3/day for each: dispel magic, enemies abound, tasha’s mind whip (3rd level)
2/day for each: Dark
1/day for each: Counterspell, Darkra
Well of Desperation (1/Turn). Once per turn, when the corrupted fencer forces a target to make a saving throw, the target must roll a d6 and subtract the rolled number from the saving throw.
Ultimate Spell: ( Once Per battle ). Darkga in Phase 2, after casting corrupted fencer will not act for 1 turns. and he will fall prone.
Multiattack. The corrupted fencer attacks twice with its rapier.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 7 (1d8+4) piercing damage plus 10 (1d6) psychic damage, and if the target is a creature, it must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.
Music of despair!. Ranged Weapon Attack: +7 to hit, range 10/40 ft. cone attack, any target within radius. Hit: 5 ( 2d6 + 4 ) psychic damage. The targets who were damaged must succeed on a DC 15 Charisma saving throw or their speed will be reduced to 0 until the end of their turn.
Riposte. When a creature misses the corrupted fencer with a melee attack, the corrupted fencer attacks that creature with its rapier. Plus the Corrupted fencer will jump back 5ft. without provoking opportunity attack.
Legendary Resistance (3/Day). If the corrupted fencer fails a saving throw, it can choose to succeed instead.
Move. The corrupted fencer moves up to its speed without provoking opportunity attacks.
Compose Divine Cruelty (Costs 2 Actions). The corrupted fencer plays a hauntingly beautiful tune on its violin that can be heard up to 120 feet away from it. Enemies of the corrupted fencer that can hear the tune must succeed on a DC 15 Wisdom saving throw or be charmed by it until the end of the corrupted fencer’s next turn.
Ballad of Mayhem (Costs 3 Actions). The corrupted fencer chooses up to five creatures (which can include itself) within 60 feet of it who can hear it. Each creature must make a DC 15 Charisma saving throw, taking 12 (2d10) psychic damage on a failed save, or half as much damage on a successful one. Regardless of the save result, each creature then teleports to a space occupied by another random creature targeted by this ability.
Description
A charismatic villain who wants to join the Blackouts, he is on a trial to join them, he wants to collect souls and offer them to the Blackouts so they accept him as a member.
Previous Versions
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12/5/2022 7:46:57 AM
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Coming Soon
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