Reject the Gods. Cosmo is always under the effects of the protection from evil and good spell. additionally, gods have disadvantage on attack rolls and ability checks on Cosmo, and he has advantage on spell attack rolls on them
beacon of hope. every ally of Cosmo in 15 ft of him gain 5 hit point at the start of each of his turns and has advantage Agins being charmed and frightened
slayer of greater evil. when Cosmo succussed on a spell saving throw, he regains a spell slot from the spell level
Spellcasting. Cosmo is a 20-level bard. Its spellcasting ability is charisma (spell save DC 25, +17 to hit with spell attacks). Cosmo has following spells prepared:
Cantrips (at will): light, vicious mockery, minor illusion, mending
1st level (4 slots): comprehend languages, disguise self, cure wounds, faerie fire
2 st level (3 slots): hold person, enhance ability, lesser restoration
3 st level (3 slots): remove curse, blinding smite, lighting bolt
4 st level (3 slots): dimensional door, fount of moonlight, phantasmal killer
5 st level (3 slots): reincarnate, hold monster, mislead
6 st level (2 slots): Guards and Wards, eyebite
7 st level (2 slots): mordenkainens sword, regenerate
8 st level (1 slot): antimanic field
9 st level (1 slot): foresight
multiattack. Cosmo makes three rapiers of fate attacks and one afterthought dagger or casts a spell and make one rapier of fate attack
rapier of fate. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and 5 (3d4) psychic damage
cosmo can use one of the following Blade Flourish options of his choice. he can use only one Blade Flourish option per turn, and he has (5 times per day)
Defensive Flourish. cosmo can expend one use to cause the weapon to deal extra 1d10 damage to the target he hit. he also adds the number rolled to his AC until the start of his next turn.
Slashing Flourish. cosmo can expend one use to cause the weapon to deal extra 1d10 damage to the target he hit and to any other creature of his choice that he can see within 5 feet of him.
Mobile Flourish. cosmo can expend one use to cause the weapon to deal extra 1d10 damage to the target he hit. he can also push the target up to 5 feet away from him, plus a number of feet equal to the number he rolls on that die. he can then immediately use his reaction to move up to his walking speed to an unoccupied space within 5 feet of the target.
Afterthought dagger. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 9 (2d8) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a DC 20 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can't regain hit points.
among the dead. cosmo's speed reduced to 0, he becomes invisible and creatures can move throw him, he heals 15 hit points, and he can't attack or cast a spell. if he uses this bonus action three times arow he returns to the lands of the dead
supreme inspiration (5 times per day). Cosmo can inspire others through stirring words or music. To do so, he shall choose one creature other than himself within 60 feet of him who can hear him. That creature gains one d10 and one of the fallowing benefits:
- the inspired creature becomes invisible until he makes an action or a reaction
- the inspired creature gains 5 Temporary hit points and end one condition from him
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.
blade song. Cosmo can start the Bladesong, which lasts for 1 minute. It ends early if he is incapacitated. he can also dismiss the Bladesong at any time (no action required).
While his Bladesong is active, he gains the following benefits:
- his gain a bonus to your AC by 3
- his walking speed increases by 10 feet.
- he has advantage on Dexterity (Acrobatics) checks.
- he gains a bonus 3 to any Constitution saving throw he makes to maintain his concentration on a spell.
fearsome perry. cosmo add 5 to his AC against one melee weapon attack roll, if the attack misses, he can make rapier of fate attack once on the attacker
counterspell. Cosmo use counterspell from level 6
cantrip. cosmo cast a cantrip
Cosmo has 4 legendary actions Immediately after another creature's turn, the cosmo can expend a use to take one of the following actions.
spell (Costs 1 Actions). cosmo cast a spell
songs of the past (cost 2 actions). Cosmo call to one of his past enemies to take one action against one target for his chois.
tells of hero's that Transend time (cost 2 actions). cosmo gain back all of his supreme inspiration uses back and give to all of his allies' inspiration and advantage on their next ability cheack or saving froe or attack roll
Description
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