Shneebly von Nyx (the Leveraged Soul) | ||
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Class: Bard |
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Alignment: Chaotic Neutral | Speed: 40 feet | |
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AC: 16 | |
Resistances: Fire, Lightning | ||
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Other Info | |||
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Lineage: Human |
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AppearanceLooks: A stocky bearded man with big bones and long hair, dressed in flowing black clothing. | Temperament: Enthusiastic, extroverted, well meaning, and a bit unhinged. | Flaws: Sold his soul to Asmodeus | |
Traits: Bigger than life, always up to something outrageous. | Ideals: Rock & Roll man. | Bonds: Music, Living the Lifestyle | |
Languages: Common, Infernal, Celestial | Proficiencies: Simple Weapons, Light Armor, Calligrapher's Supplies, Lute, Drum, Bagpipes | ||
Gear |
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Attuned: Plectrum of Power, Vanguard Carpet, Devil's Eye |
Gear: Dimensional Satchel |
Lineage | ||
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Human Heroic Inspiration after Long Rest. History, Alert. |
Background |
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Rolling Stone: +2 Constitution, +1 Charisma, Perception, Persuasion, Tough. |
Feats |
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Alert: You have proficiency with Initiative. Immediately after Initiative is resolved, you can swap yours with a willing non-Incapacitated ally in the same combat. |
Tough: Your maximum Hit Points are increased by 2 per character level. |
Elemental Adept (Lightning): +1 Charisma. When you deal Lightning damage by any means, you ignore Resistance to Lightning. In addition, when you cast a spell that allows a saving throw to resist or avoid Lightning damage the saving throw DC is increased by 1, and spell attacks that deal Lightning damage score a critical hit on a roll of '19' or '20' on the d20. |
War Caster: +1 Charisma. You have Advantage on Concentration saving throws. When a creature provokes an Opportunity Attack from you by leaving your reach you can instead take a Reaction to cast a spell with a casting time of one action that targets only that creature. You can perform Somatic components while holding weapons or a Shield. |
Resilient: +1 Constitution. You have proficiency with Constitution saving throws. |
Speedy: +1 Constitution. Your Speed increases by 10 feet. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn. Opportunity Attacks have Disadvantage against you. |
Recovery: +1 Charisma. When you would be reduced to 0 Hit Points you can drop to 1 Hit Point instead and regain a number of Hit Points equal to half your Hit Point maximum. Once you use this benefit you must finish a Long Rest before using it again. You have a pool of ten d10's. As a Bonus Action you can expend dice from the pool, roll those dice, and regain a number of Hit Points equal to the roll's total. You regain all the expended dice when you finish a Long Rest. |
Fortitude: +1 Charisma. Your maximum Hit Points are increased by 40. Also, when you regain Hit Points you can regain 5 additional Hit Points. If you do, you can't do so again until the start of your next turn. |
Dimensional Travel: +1 Charisma. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space you can see. |
Combat Prowess: +1 Charisma. When you miss with an attack roll, you can hit instead. Once you use this benefit you can't use it again until the start of your next turn. |
Energy Resistance: +1 Charisma. You gain Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. You can change your choices when you finish a Long Rest. When you take damage of a chosen Energy Resistances type, you can take a Reaction to direct damage of the same type toward another creature you can see within 60 feet that isn't behind Total Cover. That creature must succeed on a DC 21 Dexterity save or take damage equal to 2d12+5. |
Fate: +1 Charisma. When you or another creature within 60 feet of you succeeds on or fails a d20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit you can't use it again until you roll Initiatve or finish a Short or Long Rest. |
Class: Bard (Rock) |
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Class Features: Expertise [d12 ], Spellcasting (CHA, Spell Save DC: 24), Expertise [Arcana, Performance, Perception, Persuasion], Jack of All Trades, |
Cantrips: Vicious Mockery, Blade Ward, Guidance, Sorcerous Burst, Gear [Fire Bolt] |
Spells: Healing Word, Detect Magic [Ritual], Feather Fall, Witch Bolt, Shield, Invisibility, Mirror Image, Call Lightning, Dispel Magic, Lightning Bolt, Otiluke's Resilient Spere, Magic Circle, Infernal Calling, Planar Binding, Plane Shift, Summon Fiend, Chain Lightning, Otto's Irresistable Dance, Wish, Foresight, Time Stop, Storm of Vengeance, Power Word Heal, Power Word Kill, Gear [ |
Spell Slots: 1: 2: 3: 4: 5: 6: 7: 8: 9: |
Subclass Features |
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Lightning Riff: While playing a stringed Musical Instrument that you are proficient with during your turn, you can take a Magic action to cause arcs of electricity to spring forth from your instrument. Each enemy creature in a 15-foot Emanation originating from you must succeed on a Dexterity saving throw or take 1d6 Lightning damage and become unable to make Opportunity Attacks until the start of their next turn. Drum Fill: While playing a percussive Musical Instrument that you are proficient with during your turn, you can take a Magic action to cause waves of sound to reverberate outward from your instrument. Each enemy creature in a 15-foot Emanation originating from you must make a Constitution saving throw or take 1d6 Thunder damage and gains the Deafened condition until the end of their next turn. Creatures that cannot hear you are unaffected. Increased Damage: The damage of both feature options increases by 1d6 when you reach Bard levels 6 and 14. |
Additionally, spells from other spell lists that deal Lightning or Thunder damage are added to the Bard spell list for you. However, if they offer a choice of damage type when cast, you cannot choose an option that isn't Lighting or Thunder. |
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Armor and Attacks |
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Armor: Studded Leather Armor +3: 16 AC |
Attacks:
Lightning Riff w/ Stúrm und Dráng Emanation (enemies only) 15-feet, DC 24 Dex save, 3d6+8 Lightning damage Creatures that fail their save can't make Opportunity Attacks until the start of their next turn (ignore Lightning Resistance, +1 DC) |
Sorcerous Burst w/ Stúrm und Dráng 120-feet, +16 to hit, 4d8+8 Lightning or Thunder damage, exploding 8's (if Lightning: ignore Resistance & crit on 19-20) |
Chain Lightning w/ Stúrm und Dráng 150-feet, DC 24 Dex save, 10d8+8 Lightning damage intital target + 3 more targets within 30 feet (ignore Lightning Resistance, +1 DC) |
Vicious Mockery 60-feet, DC 24 Wis save, 4d6 Psychic damage |
Ray of Sickness 60-feet, +16 to hit, 2d8 Poison damage target has Poisoned condition until the end of your next turn |
Notes |
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Shneebly von Nyx always has some number of Devils bound to his service, via a combination of Planar Binding, Magic Circle, Infernal Calling, and Summon Fiend. He is also usually accompanied by at least one minion bound to Asmodeus's service in some way, and can leverage organizations devoted to Asmodeus when they are available. In short, he's never alone and usually has significant resources or support to call upon. |
Due to being the final variant of his particular glitch, von Nyx can't truly die. Should he be 'killed', his body and gear vanish and after some indefinite (plot based) period of time von Nyx reincorporates in the Nornlands on the Disc of Concordant Opposition (ie the Outlands of Planescape). However, the DM should roll a d20 when this occurs. On a result of 5 or less, von Nyx's does not remember the last 2d20 hours prior to his 'death'. |