Medium Tabaxi, Maestro, Lawful Evil
Last Stand Armor. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. Trynn Baton (A). An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. Except this is the eighth. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
Lord Trynn has learned to untangle and reshape the fabric of reality in harmony with his wishes and music. Charisma is his spellcasting ability for bard spells. His magic comes from the heart and soul he pours into the performance of music or oration. Spell save DC 16, +8, 9 spells known Cantrips (3). Encrypt/Decrypt, Telekinetic Trip, Vicious Mockery 1st-Level (4). Anticipate Weakness, Broken Charge, Pendulum, Sonic Boom 2nd-Level (3). Anticipate Attack, Lacerate, Warning Shout 3rd-Level (3). Accelerate, Blade Song, Cacophany
Feline Agility. Lord Trynn's reflexes and agility allow him to move with a burst of speed. When he moves on his turn in combat, he can double his speed until the end of the turn. Once used, he can’t use it again until he moves 0 feet for a turn. Bardic Inspiration (6d8). Lord Trynn inspires others through stirring words or music. To do so, he uses a bonus action on his turn to choose one other creature within 60 feet who can hear him. That creature gains one Bardic Inspiration die. Lord Trynn regains any expended uses when he finishes a short or long rest. The die becomes a d10 at 10th level, and a d12 at 15th level. Song of Rest. Lord Trynn can use soothing music or oration to help revitalize wounded allies during a short rest. He and any friendly creatures regaining hit points at the end of the short rest, regain an extra 1d6 hit points. Symphony of Conflict (2). Lord Trynn has been trained in the bardic art of magically manipulating the sounds of combat into a concert of powerful melodies that can alter the very battlefield around him with Conducting Techniques.
- Majestic Anthem (Maestoso). Conducting Technique: Pulled from the chaos, Lord Trynn musters an uplifting melody that bolsters the resolve of his allies. He can expend and roll a Bardic Inspiration die as an action, and all other creatures he chooses within 60 ft gain temporary hitpoints equal to the number rolled plus his Charisma modifier (5). These temporary hitpoints last until the end of his next turn.
- Crash (Marcato). Conducting Technique: Lord Trynn harnesses and amplifies the roar of a well-placed blow into a violent explosion of sound. When a creature other than him within 60 feet hits with an attack, he can use his reaction to expend and roll a Bardic Inspiration die. The target of the triggering attack must make a Strength saving throw against Hex's Spell save DC or take thunder damage equal to half of the number rolled and be knocked prone.
- Dissonance (Discordia). Conducting Technique: Summoning a harsh, discordant tone, Lord Trynn muddles the mind of an opponent, lessening their defenses. When a creature within 60 feet is forced to make a saving throw, Lord Trynn can use his reaction to expend and roll a Bardic Inspiration die. He reduces their saving throw by half of the number rolled. He can use this feature after the creature makes its saving throw roll, but before the DM determines a success or failure.
Cat’s Claws. Unarmed Melee Attack: +6 to hit, range 5 ft. 1d6 + 1 slashing damage. Dagger. Melee or Ranged Weapon Attack: +6 to hit, range 5/30/60 ft. 1d4 + 3 piercing damage.
Rod of Rulership (A). Lord Trynn can use an action to present the rod and command obedience from each creature of his choice visible within 120 feet. Each target must succeed on a DC 15 Wisdom saving throw or be charmed for 8 hours. While charmed in this way, the creature regards Lord Trynn as its trusted leader. If harmed by Lord Trynn or his allies, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn. Trynn Baton (DC 16, +8). Lord Trynn can use an action to play this instrument and cast one of its spells: Fly, Levitate, Protection from Evil and Good, Phantom Accompaniment, Power Word Applaud, Silence. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. Lord Trynn can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Countercharm. Lord Trynn uses musical notes of power to disrupt mind-influencing effects. As an action, start a performance that lasts until the end of the next turn. During that time, he and any friendly creatures within 30 feet have advantage on saving throws against being frightened or charmed. A creature must be able to hear Hex to gain this benefit. Frenetic Crescendo. Lord Trynn harnesses the beat of battle, whipping it into a frenzy of drums, chants, and glory. Use his action to expend any number of uses of Bardic Inspiration feature. For each expended use, immediately grant a Bardic Inspiration die to a visible creature within 60 feet. A creature can have only one Bardic Inspiration die at a time. Recharges on long rest. Majestic Anthem (Maestoso). See Symphony of Conflict.
- Pinning Point. When Lord Trynn makes a melee or ranged weapon attack with a dagger, he may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the knife’s point. Make an attack roll; on a hit, the target makes a Strength saving throw. On a failure, the target’s speed is reduced to zero until the dagger is removed. The target can make another Strength saving throw as an action on its turn.
- Concealed Blade. Instead of making a Dexterity (Stealth) check to hide himself, Lord Trynn may make a Dexterity (Sleight of Hand) check—contested by an active or passive Wisdom (Perception) check—to conceal his dagger. As an action, he may make a weapon attack with a concealed dagger against a creature that has not yet acted in combat. This attack has advantage.
Crash (Marcato) and Dissonance (Discordia). See Symphony of Conflict.
On initiative count 20 (losing initiative ties), Lord Trynn takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: Frothing Flora. Lord Trynn causes roots and vines to temporarily grow around him; until initiative count 20 on the next round, the ground within 30 feet of him is difficult terrain. Writhing Roots. Foliage in Echo Tree becomes a conduit for Lord Trynn's power. He can target creatures touching Echo Tree within 90 feet of him. A target must succeed on a DC 13 Wisdom saving throw or take 3d6 psychic damage and be grappled (escape DC 13). Awakened Band. Instruments around Lord Trynn sing his praises. Until initiative count 20 on the next turn, enemies make saving throws against Lord Trynn's magic by rolling three d20s and using the worst of the three. The band has exceptionally good rhythm and world-class lute fingering, and the singer has an unusually high voice.
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