Drunken Joy. Bacchus and his allies are immune to being frightened or charmed, and they cannot be put to sleep by magical means.
Jack of All Trades. Baccus can add half his proficiency bonus, rounded down (+3), to any ability check he makes that doesn’t already include it.
Lord of Wine. Bacchus always carries a number of jugs of wine with him, each containing a neverending potent and magical brew. Any creature that drinks from these jugs is under the effect of a charm monster spell.
Undying Spirit. Baccus cannot be killed, instead his spirit returns to Mount Olympus on the Plane of the Olympian Glades of Arborea where it assumes a new form at the next dawn.
Spellcasting. Baccus is a 20-level spellcaster. Its spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Baccus has following spells prepared:
Cantrips (at will): Vicious Mockery, Prestidigitation, Mage Hand, Dancing Lights
1st level (4 slots): Detect Magic, Disguise Self, Tasha's Hideous Laughter, Bless, Command
2nd level (3 slots): Heat Metal, Mirror Image, Misty Step, Pass Without Trace
3rd level (3 slots): Dispel Magic, Motivational Speech, Counterspell
4th level (3 slots): Charm Monster, Greater Invisibility, Find Greater Steed
5th level (3 slots): Greater Restoration, Dream, Commune
6th level (2 slots): Mass Suggestion
7th level (2 slots): Teleport
8th level (1 slot): Glibness, Dominate Monster, Holy Aura
Multiattack. Bacchus makes two melee attacks.
Satyr's Lute. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Wisdom saving throw or be charmed by Bacchus for 1 minute. While charmed in this way, the target is incapacitated and has a speed of 0.
Summon Satyrs. Bacchus can summon 2d4 satyrs to his aid once per day. These satyrs are under Bacchus' control and will fight to protect him or do his bidding.
Drunken Inspiration. Bacchus grants an ally within 30 feet that he can see an inspiration die (1d12) that they can use on an ability check, attack roll, or saving throw within the next 10 minutes.
Uncanny Dodge. When Bacchus is hit by an attack that he can see, he can use his reaction to halve the attack's damage against him.
Bacchus can take 3 legendary actions per round, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Bacchus regains all expended legendary actions at the start of his turn.
Drunken Inspiration. Bacchus can use his Drunken Inspiration feature
Charming Word. Bacchus targets one creature within 30 feet that he can see. That creature must succeed on a DC 25 Wisdom saving throw or be charmed by Bacchus for 1 minute.
Description
Baccus appears as a devastatingly beautiful male or female satyr (whichever gender suits the situation, though more often male than female) carrying many jugs of wine over his shoulder. These jugs contain a potent concoction that never seems to run out, and Bacchus is never shy about pulling another one or three out to keep the drink flowing.
Bacchus is playful, dramatic, and curious, and he always tries to meet up with newcomers to Arborea to find out what they know and what they are after. His disciples are satyrs and drunken revelers that pass the good word of the Lord of Wine around wherever they go, and they believe that if they party loud and long enough Bacchus himself will show up (which he often does!).
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