Celestial Weapons. Bard's attacks are magical. When Bard hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting. Bard's spellcasting ability is Wisdom (spell save DC 23). Bard can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. Bard has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Long Rest). If Bard fails a saving throw, he can choose to succeed instead.
Traveller's Call. Bard is made of aware of the use of any cataclysmic dangerous magical artifacts or when large scale magic destroys the land.
Magical Journey. Bard can cast Dimension Door at will, and Teleport, Plane Shift, and Gate twice per short or long rest each with his horn, requiring only verbal components.
Celestial Vagabond (Mythic Trait; Recharges after a Short or Long Rest). If Bard is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, he regains 200 hit points. In addition, Bard’s Meeps immediately swarm over his body to protect him, granting him 100 temporary hit points.
Multiattack. Bard makes 3 Meeps attacks then 1 Cosmic Binding attack.
Meeps. Ranged melee Attack: +8 to hit, range 20/60 ft., one target. Hit: 14 (1d6 + 10) bludgeoning damage plus 18 (4d8) radiant damage.
Cosmic Binding. Ranged spell Attack: +15 to hit, range 20/60 ft., one target. Hit: 35 (6d8 + 10) radiant damage. The target must succeed a DC 23 Constitution saving throw or become stunned until the end of its next turn.
Caretaker's Shrine (3/Long Rest). Bard creates a small ball of energy that a non-hostile creature may touch as their action. The creature magically regains 30 (4d8 + 10) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Tempered Fate(2/Dawn). Bard casts Time Stop. Bard may choose up to 7 creatures when using Tempered Fate, those creatures are unaffected by it and can act as normal.
Bard 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. Bard regains spent legendary actions at the start of its turn.
Attack. Bard makes one Meep attack.
Move. Bard moves up to half its speed.
Bind (Costs 2 Actions). Bard makes one Cosmic Binding attack.
If Bard’s mythic trait is active, he can use the options below as legendary actions for 1 hour after using Celestial Vagabond.
Stunning Chime. Bard makes two attacks: one with his Meeps and one with his Cosmic Binding.
Journey (Costs 2 Actions). Bard uses Magical Journey or banishes a target that fails a saving throw.
Emergency Temporal Shift (Costs 3 Actions, 1/Long Rest). Bard recharges then uses Tempered Fate if he has no uses left. After which his horn loses it's power of transportation for 1d4 hours.
Description
The chimes of his footsteps are echoes of change." - Ryze
A traveler from beyond the stars, Bard is an agent of serendipity who fights to maintain a balance where life can endure the indifference of chaos. Many Runeterrans sing songs that ponder his extraordinary nature, yet they all agree that the cosmic vagabond is drawn to artifacts of great magical power. Surrounded by a jubilant choir of helpful spirits meeps, it is impossible to mistake his actions as malevolent, as Bard always serves the greater good... in his own odd way.
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