b'Epic Bard \n'b'  Family:   NPC  \n'b'  Medium   humanoid  (half-elf),  neutral good  bard (lore, whispers) 21 \n'b'  Armor Class  19 (+3 leather,  ring of protection )  Hit Points  178 (21d8+84)  Speed  30 ft.,  jump  30 ft. (vertical 15 ft.)\n'b' STATS STR: 14 (+2) DEX:  18 (+4)  CON:  19 (+4)  INT:  15 (+2)  WIS:  17 (+3)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +3,  Dex  +12,  Con  +5,  Int  +3,  Wis  +4,  Cha  +13  Skills   Arcana  +9,  Athletics  +9,  Deception  +19,  Insight  +17,  Nature  +9,  Perception  +10,  Performance  +19,  Persuasion  +19,  Sleight of Hand  +11,  Stealth  +11; instruments +12  Senses   darkvision  60 ft., passive  Perception  20  Languages  Common, Elvish  Challenge  19 (22,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Epic Bardic Inspiration 1d12 (5/Short Rest) . Once on their turn (no action required) or as a bonus action, the  bard  can choose one other creature within 60 feet who can hear them. That creature gains one Bardic Inspiration die, a d12. 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. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. When the  bard  rolls  initiative  and has no uses of Bardic Inspiration left, they regain one use. \n'b'  Countercharm . As an action, the  bard  can start a performance that lasts until the end of their next turn. During that time, the  bard  and any friendly creatures within 30 feet of them have advantage on saving throws against being  frightened  or  charmed . A creature must be able to hear the  bard  to gain this benefit. The performance ends early if the  bard  is  incapacitated  or silenced, or if they voluntarily end it (no action required). \n'b'  Enchanted Items . The  bard  carries a potent magical golden lute and wears an  amulet of health ,  boots of striding and springing ,  ring of evasion  (3 charges;  reaction  to succeed on a failed  Dexterity  saving throw),  ring of protection , and +3 leather armor. \n'b'  Jack of All Trades . The  bard  adds +3 to any ability check they make that doesn\xe2\x80\x99t already include their proficiency bonus. \n'b'  Peerless Skill . When the  bard  makes an ability check, they can expend one use of Bardic Inspiration to roll 1d12 and add the number rolled to their ability check. The  bard  can choose to do so after they roll the die for the ability check, but before the GM tells them whether they succeed or fail. \n'b'  Prestige . Commoners and other NPCs recognize the  bard  or at the very least know their name, and they are treated as an equal (or nearly as much) by empresses, monarchs, and other heads of state. Tavern owners want the  bard  to play, music halls vie for their attention, and royal courts are eager to have them visit. The  bard  gains advantage on  Charisma  checks made against lesser members and servants of royal courts, tavern owners and workers, and anyone else that hires performers. \n'b'  Psionic Strike (1/Turn) . The  bard  expends one use of Bardic Inspiration when they hit a creature with a melee weapon  attack  to deal an extra 10 (3d6) psychic damage. \n'b'  Spellcasting . The  bard  is a 21st-level spellcaster that uses  Charisma  as their spellcasting ability (spell save DC 20; +12 to hit with spell attacks). They know the following  bard  spells:\n'b'\n'b'\n'b'  Cantrips :  light ,  mending ,  message ,  minor illusion ,  true strike , vicious mockery \n'b'  1st-level (4 slots) :  charm person ,  cure wounds ,  disguise self ,  shield ,  sleep ,  thunderwave  \n'b'  2nd-level (4 slots) :  invisibility ,  suggestion  \n'b'  3rd-level (3 slots) :  fireball ,  major image ,  sending  \n'b'  4th-level (3 slots) :  confusion ,  polymorph  \n'b'  5th-level (3 slots) :  cone of cold ,  hold monster ,  scrying  \n'b'  6th-level (2 slots) :  chain lightning ,  mass suggestion  \n'b'  7th-level (2 slots) :  forcecage ,  teleport  \n'b'  8th-level (1 slot) :  glibness ,  power word stun  \n'b'  9th-level (1 slot) :  foresight ,  shapechange  \n'b'\n'b'  Song of Rest . At the end of a short rest, if the  bard  or any friendly creatures who can hear their performance regain  hit points  by spending one or more Hit Dice, each of those creatures regains an extra 1d12  hit points . \n'b'  Terrifying (1/Short Rest) . The  bard  can horrify a creature that can understand what they say during 1 minute of talking, forcing it to make a DC 20  Wisdom  saving throw. On a failure, for the next hour the creature is  frightened  of the  bard  or a creature of their choosing. The effect ends when the creature is attacked, damaged, or witnesses an ally be attacked or damaged. On a successful save, the target doesn\xe2\x80\x99t recognize the  bard\xe2\x80\x99s  attempt to frighten it. \n'b'\n'b' ACTIONS \n'b'\n'b'  Golden Lute .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 16 (4d6+2) magical bludgeoning damage plus 18 (4d8) thunder damage. \n'b'  Golden Note .  Ranged Weapon Attack : +12 to hit, range 100/500 ft., one target.  Hit : 27 (6d8) force damage and 27 (6d8) thunder damage. \n'b'\n'b' REACTIONS \n'b'\n'b'  Cutting Words . When a creature that the  bard  can see within 60 feet of them makes an  attack  roll, an ability check, or a damage roll, they can use their  reaction  to expend one of use of Bardic Inspiration, rolling 1d12 and subtracting the number rolled from the creature\xe2\x80\x99s roll. The  bard  can choose to use this feature after the creature makes its roll, but before the GM determines whether the  attack  roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can\xe2\x80\x99t hear the  bard  or if it\xe2\x80\x99s immune to being  charmed .'