Medium Or Small Humanoid (Any Race, Bard), Any Alignment
Armor Class 15 (Leather Armor)
Hit Points 171 (38d8)
Speed 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
10 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws DEX +9, WIS +6, CHA +9
Skills Acrobatics +9, Deception +14, History +5, Performance +14, Persuasion +14
Senses Passive Perception 11
Languages Any four languages
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Actions

Seething Rebuke. The performer targets a creature it can see within 60 ft. of it. If the creature can hear the performer, it must succeed on a DC 17 Wisdom saving throw or take 38 (7d10) psychic damage.

Charming Performance. Each creature within 60 ft. of the performer must make a DC 17 Wisdom saving throw. On a failure, a creature is Charmed by the performer and the performer's allies until the end of the performer's next turn. If the performer or its allies do anything harmful to the creature, it can repeat its saving throw, ending the effect on itself on a success. If a creature succeeds on any of these saving throws, that creature is immune to the performer's Charming Performance for the next 24 hours.

Spellcasting. The performer casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):

At Will: Dancing Lights, Minor Illusion, Prestidigitation
2/Day Each: Fear, Hypnotic Pattern, Major Image
1/Day Each: Dominate Monster, Greater Invisibility, Mass Suggestion

Bonus Actions

Demand (Recharge 5-6). The performer targets a creature within 60 ft. of it that can hear and understand it, and issues a set of magical commands. The target must make a DC 17 Wisdom saving throw. The target has disadvantage on the save if it is Charmed by the performer. On a failure, the creature spends their next turn obeying the performer's commands to the best of its ability. Creatures that are immune to the Charmed condition are immune to this effect.

Chime In (3/Day). The performer targets a creature it can see within 30 ft. of it and chooses to encourage or distract the target until the start of the performer's next turn. An encouraged creature has advantage on attack rolls, ability checks, and saving throws. A distracted creature must succeed on a DC 17 Wisdom saving throw or have disadvantage on attack rolls, ability checks, and saving throws. A creature must be able to hear the performer to be affected by this ability.

Description

A performer's magic comes from art itself, carried on beautiful melodies or silvered words. They have the power to inspire or dishearten, and can turn the tide of conversation as well as battle. Most performers are also well versed in history and myth, and draw on this knowledge to dispense wisdom or weave spells. Rather than face an enemy head-on, they prefer to work through enchantment or illusion, making unwitting allies of former foes.

Solar_Bun_Bun

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