Medium Humanoid
Armor Class 16 studded leather
Hit Points 204 (24d8 + 96)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
10 (+0)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws DEX +10, WIS +10, CHA +13
Skills Performance +13, Persuasion +13, Sleight of Hand +10
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage from Spells
Condition Immunities Charmed
Senses Passive Perception 17
Languages Common any other six languages
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Musical Performance.

The Zenithbard is an expert in 3 instruments.

 

Jack of all Trades.

The Zenithbard can add half their proficiency bonus, rounded down, to any ability check they make that doesn’t already include their proficiency bonus.

Magic Resistance.

the zenithbard has advantage on saving throws against spells and other magical effects.

Arcane Recovery.

When the zenithbard finishes a short rest, they recover all their spell slots of 5th level and lower.

Legendary Resistance (3/Day).

If the zenithbard fails a saving throw, it can choose to succeed instead.

Spellcasting.

The zenithbard is a 20th-level spellcaster. The zenithbard's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The zenithbard has the following bard spells prepared:

Cantrip (at will): minor illusion, vicious mockery, prestidigitation, light, thunderclap
1st level (4 slots): comprehend languages, healing word, heroism, charm person
2nd level (3 slots): nathair's mischief, calm emotions
3rd level (3 slots): sending, tongues, nondetection
4th level (3 slots): charm monster, locate creature, polymorph
5th level (2 slots): skill empowerment, seeming
6th level (2 slots): programmed illusion, guards and wards, otto's irresistable dance
7th level (2 slots): modenkainen's magnificent mansion, prismatic spray, teleport
8th level (1 slots): antipathy/sympathy, power word stun
9th level (1 slots): true polymorph, power word heal

Actions

Rapier.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Mystic Notes.

Ranged Weapon Attack: +13 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 7) force damage.

Bonus Actions

Bardic Inspiration

The Zenithbard can inspire others through stirring words or music. To do so, they can use a bonus action on their turn to choose one creature other than themself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d12.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

The Zenithbard can use this feature 12 times. They regain any expended uses when they finish a long rest.

Legendary Actions

The zenithbard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zenithbard regains spent legendary actions at the start of its turn.

Cast Spell.

The Zenithbard casts a spell of 3rd level or lower

Attack.

The Zenithbard can attack with a weapon or Mystic Notes

Banjo_Wielding_Velociraptor

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