Torn Reality

Shneebly von Nyx (the Leveraged Soul)
Class: Bard (Rock): 25   Proficiency BonusPB: +8
Alignment: Chaotic Neutral Speed: 40 feet
Hit PointsHP: 283   Hit DiceHD: 25d8 AC: 16
Resistances: Fire, Lightning
STR: 12 (+1) Save: +1
Athletics: +5
INT: 10 (+0) Save: +0
Arcana: +16, History: +8, Investigation: +4, Nature: +4, Religion: +4
DEX: 12 (+1) Save: +9
Initiative: +9, Acrobatics: +5, Sleight of Hand: +5, Stealth: +5
WIS: 10 (+0) Save: +0
Animal Handling: +4, Insight: +4, Medicine: +4, Perception: +16, Survival: +4
CON: 20 (+5) Save: +13
CHA: 26 (+8) Save: +16
Deception: +12, Intimidation: +12, Performance: +24, Persuasion: +24
Other Info
Height: 5' 10'' Weight: 250 lbs Lineage: Human (humanoid) Gender: Male Size: Medium
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
Attuned: Plectrum of Power, Vanguard Carpet, Devil's Eye
Gear: Dimensional Satchel
Lineage
Human Heroic Inspiration after Long Rest. History, Alert.
Background
Rolling Stone: +2 Constitution, +1 Charisma, Perception, Persuasion, Tough.
Feats
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)
Class Features: Expertise [d12 ], Spellcasting (CHA, Spell Save DC: 24), Expertise [Arcana, Performance, Perception, Persuasion], Jack of All Trades, ASI: Elemental Adept [Lightning] (+1 Cha), Font of Inspiration (expend spell slot to regain 1 Bardic Inspiration (non action), regain all Bardic Inspiration on Short Rest), Countercharm (Reaction on failed save vs Charmed or Frightened w/i 30 feet to reroll w/ Adv), ASI: Warcaster (+1 Cha), Magical Secrets (can pick spells from Cleric, Druid, Wizard spell lists), ASI: Resilient (+1 Con), ASI: Speedy (+1 Con), Superior Inspiration (refill to 2 Bardic Inspiration on Initiative roll), ASI: Boon of Recovery (+1 Cha), Words of Creation (Power Word: Heal, Power Word: Kill always prepared, can target additional creature w/i 10 feet of first target), ASI: Boon of Fortitude (+1 Cha), ASI: Boon of Dimensional Travel (+1 Cha), ASI: Boon of Combat Prowess (+1 Cha), ASI: Boon of Energy Resitance (+1 Cha), ASI: Boon of Fate (+1 Cha)
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 [Hellish Rebuke /SR, Ray of Sickness /SR, Blur /LR, Eyebite /LR]
Spell Slots: 1: 2: 3: 4: 5: 6: 7: 8: 9:
Subclass Features
Level 3: Big Face-Melting Solo: While playing a musical instrument you are proficient with during your turn, as a Bonus Action you can expend one use of your Bardic Inspiration to inspire others with the power of your rocking solo. Roll your Bardic Inspiration die to determine the result. You and all allies within 45 feet who can hear your music gain a bonus equal to that result on the first d20 Test they make before the end of your next turn.
Level 3: Hard and Heavy: The extreme style of music you practice is electric and bombastic. You can tease forth shocking tendrils of lightning from the strings of a lute, or send forth deafening waves of sonic resonance from the stretched skins of a drum. You are able to use both of the following feature options. Saving throws to resist these options are made against your spell save DC.
  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.
Level 6: Stúrm und Dráng: Once per turn when you roll to deal Lightning or Thunder damage you can add your Charisma modifier to one Lighting or Thunder damage roll of that spell.
  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.
Level 14: Thunderstruck: Whenever you deal Lightning or Thunder damage to any number of creatures, you may expend one use of your Bardic Inspiration and roll the die to determine the result. All creatures that took at least 1 Lightning or 1 Thunder damage suffer a penalty equal to that result on the first d20 Test they make before the end of your next turn.
Armor and Attacks
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
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'.
Expanded Spells
Infernal Calling: Level 5 Conjuration (Sorcerer, Warlock, Wizard), 1 minute, 90-feet, V, S, M (a ruby worth at least 999 gp), Concentration, up to 1 minute. Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.
  On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command such as 'attack my enemies,' 'explore the room ahead,' or 'bear this message to the queen' until it completes the activity, at which point it returns to you to report having done so. If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.
  Upcast. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.