Earlier today I saw this image on the internets and immediately was like “holy shit this guy and his dog would fit perfectly into Mists of Akuma.”
So I built him a little bardic college and made their statistics. They are destined for an appearance at some point in the On Turbine Wings game.
Speaking of Mists of Akuma, the 374 page/340 page Trade War adventure path is now available for both D&D 5E and Shadow of the Demon Lord!
Dākufurūto Sōsha
Medium humanoid (soburi), chaotic neutral bard (maddening flute) 9
Armor Class 14 (haramaki)
Hit Points 58 (9d8+18)
Speed 30 ft.
STR |
DEX | CON | INT | WIS | CHA |
8 (-1) | 16 (+3) | 14 (+2) | 11 (+0) | 12 (+1) |
16 (+3) |
Saving Throws Dex +7, Cha +7
Skills Acrobatics +7, Animal Handling +5, Athletics +3, Deception +7, Insight +5, Perception +9, Performance +11, Survival +5; all flutes (proficiency bonus +4)
Senses passive Perception 19
Languages Adeddo, Soburi (Common)
Challenge 5 (1,800 XP)
Background: Virtuoso. Dākufurūto is never without a stage or room to play for entertainment whether in a queen’s castle or a tavern. He receives free accommodations (including a room and meal) each night he performs and is recognized while going about a settlement where he’s sung at least one evening (and is typically well-liked for his musical talents).
Bardic Inspiration 1d8 (3/Short Rest). As a bonus action on his turn, Dākufurūto can choose one other creature within 60 feet who can hear him. That creature gains one Bardic Inspiration die, a d8. 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.
Countercharm. As an action, Dākufurūto can start a performance that lasts until the end of his next turn. During that time, he and any friendly creatures within 30 feet of him have advantage on saving throws against being frightened or charmed. A creature must be able to hear Dākufurūto to gain this benefit. The performance ends early if he is incapacitated, silenced, or if Dākufurūto voluntarily ends it (no action required).
Feat: War Magic. Dākufurūto has advantage when he is concentrating on a spell and has to make a Constitution saving throw from taking damage, he can wield weapons or a shield in both hands and still make somatic components for spellcasting, and can use his reaction to cast a spell (maximum casting time: 1 action) at a creature that provokes an opportunity attack from him.
Frenzied Melody (1/Short Rest). Dākufurūto can use a bonus action or action to make a DC 13 Dexterity (musical instrument [flute]) or Charisma (Performance) check. On a success, he chooses a willing creature that is within 60 feet and able to hear him. Until the start of his next turn, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
For every 5 points he succeeds the check by, Dākufurūto chooses one additional creature to be affected by his Frenzied Melody.
At the start of Dākufurūto’s next turn, he can expend one use of Bardic Inspiration to continue the Frenzied Melody, making another ability check. In addition, creatures that use his Bardic Inspiration while targeted by Frenzied Melody roll the Bardic Inspiration die twice and take the higher result.
Jack of All Trades. Dākufurūto adds +2 to any ability check he makes that doesn’t already include his proficiency bonus.
Spellcasting. Dākufurūto is a 9th level spellcaster that uses Charisma as his spellcasting ability (spell save DC 15; +7 to hit with spell attacks). He knows the following spells from the bard’s spell list:
- Cantrips: mage hand, minor illusion, vicious mockery
- 1st-level (4 slots): animal friendship, cure wounds, detect magic, thunderwave
- 2nd-level (3 slots): detect thoughts, invisibility, suggestion
- 3rd-level (3 slots): dispel magic, fear
- 4th-level (3 slots): confusion, greater invisibility
- 5th-level (1 slot): animate objects
Song of Rest. After a short rest, if Dākufurūto or any friendly creatures who can hear his performance regain hit points by spending one or more Hit Dice, each of those creatures regains an extra 1d8 hit points.
Trustworthy Pet. Dākufurūto is always accompanied by Hatsukoi, a well-trained dog. During combat Hatsukoi takes the Dodge action each turn unless provoked or given a verbal command by Dākufurūto (a bonus action). Unless commanded otherwise, Hatsukoi pet remains adjacent to Dākufurūto until it dies or he dismisses it.
In addition, while Dākufurūto is playing his flute Hatsukoi gains a +2 bonus to attack rolls and damage rolls.
Unarmed Savant. Dākufurūto’s unarmed strike damage increases by one step (to 1d4) due to his soburi heritage and he gains proficiency in the Athletics skill.
ACTIONS
Unarmed. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) bludgeoning damage.
Enchanted Blowgun Flute. Ranged Weapon Attack: +8 to hit, range 25/100 ft., one target. Hit: 2 magical piercing damage plus 7 (2d6) poison damage.
Hatsukoi
Tiny beast, unaligned
Armor Class 15 (haramaki)
Hit Points 45 (1d4)
Speed 50 ft.
STR |
DEX | CON | INT | WIS | CHA |
3 (-4) | 15 (+2) | 10 (+0) | 3 (-4) | 12 (+1) |
7 (-2) |
Skills Athletics +0, Perception +9, Stealth +6, Survival +5
Senses passive Perception 19
Languages —
Challenge —
Keen Smell. Hatsukoi has advantage on Wisdom (Perception) checks that rely on smell.
ACTIONS
Extra Attack. Hatsukoi attacks twice when she takes the Attack action.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 3 (2d6-4) piercing damage.
Wakizashi. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Frightful Presence. Each creature of Hatsukoi’s choice that is within 30 feet of her and aware of her must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Hatsukoi’s Frightful Presence for the next 24 hours.
College of the Maddening Flute (D&D 5E)
In the isolated fortresses of oni warlords and the courts of yai sovereign there are monstrous bards who have truly mastered the flute. With one of these instruments in hand they can play songs that are truly supernatural, bending the very notes to do the impossible. Alongside them are incredibly well-behaved pets, animals that dance and perform tricks to entertain the heinous lords of Soburin’s wildernesses. There are a few citizens of the empire who have wandered near the haunting tunes of the monster bards, learning the notes and unlocking the secrets of the maddening flute through resolute practice but most become insane along the way–soon finding themselves part of an oni warlord’s retinue and monstrously transformed.
Bonus Proficiencies
Starting at 3rd level when you choose this bardic college, you learn Adeddo and you gain proficiency in Animal Handling and musical instrument (flute).
Trustworthy Pet
Also at 3rd level, your mastery of melodies attracts a pet that you form a powerful bond with. Your pet can be any creature of the beast type with a CR no higher than 1/4th your bard level. Your pet is friendly to you and your companions. During combat your pet takes the Dodge action each turn unless provoked or given a verbal command by you (a bonus action; Attack, Defend, Hunt, Stay, or Withdraw). You can’t have more than one pet at a time and unless commanded otherwise, your pet remains adjacent to you.
Your pet remains with you until it dies or you dismiss it. Your pet has a hit point total equal to 5 times your bard level (or its regular hit point total, whichever is higher).
Your pet uses your proficiency bonus instead of its own and gains proficiency in two skills chosen when you befriend it. In addition, while you are playing your flute your pet gains a bonus to attack rolls and damage rolls equal to 1/2 your proficiency bonus.
Any pet that is under a CR rating lower than your maximum receives the following bonuses:
- A +2 bonus to AC. This bonus increases to +3 at 12th level and to +4 at 19th level.
- Deals at least 1d6 damage with natural weapon attacks if it did not already do so. At 14th level this increases to 1d8, and at 18th level this increases to 1d10.
- Can use Frightful Presence within 30 feet. Enemy creatures within 30 feet of the pet must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + the pet’s CR) or become frightened for a number of rounds equal to the pet’s CR. This feature maybe be used once per long rest, and twice at 20th level.
- Once you have reached 6th level, your pet makes an additional attack when it takes the Attack action, and it deals an additional 1d6 damage with natural weapon attacks.
Frenzied Melody
Starting at 6th level, you can play a song that grips the hearts of creatures and fills them with vibrancy! You can use a bonus action or action to make a DC 13 Dexterity (musical instrument [flute]) or Charisma (Performance) check. On a success, choose a willing creature that is within 60 feet and able to hear you. Until the start of your next turn, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
For every 5 points you succeed the check by, choose one additional creature to be affected by your Frenzied Melody.
At the start of your next turn, you can expend one use of Bardic Inspiration to continue the Frenzied Melody, making another ability check. In addition, creatures that use your Bardic Inspiration while targeted by Frenzied Melody roll the Bardic Inspiration die twice and take the higher result.
Once you have successfully used this feature, you can’t use it again until you finish a short or long rest.
Maddening Note
At 14th level, you learn to unravel a creature’s sanity through the power of your music. When you use Frenzied Melody, instead of its normal effects you can choose to make a creature confused (as the confusion spell; no saving throw) for the duration of your Frenzied Melody.
At the end of its turn each round, a confused creature makes a Charisma saving throw against your Charisma (Performance) or Charisma (flute) check, ending the effect on itself on a success. If the saving throw fails by 5 or more, the creature also gains a short-term madness. If the creature fails two saves or one saving throw fails by 10 or more, the creature gains long-term madness. If the creature fails three saves or one saving throw fails by 15 or more, the creature gains an indefinite madness.
In addition, you gain an incurable indefinite madness.
Piercing Note
At 14th level, you can use a flute to strike at the very soul. You can use an action to expend one use of Bardic Inspiration to play a penetrating note directed at a creature that you can see within 60 feet. The target takes 10d8 psychic damage and makes a Constitution saving throw against your spell save DC, taking half damage on a success. On a failure, it is stunned for a number of rounds equal to your proficiency bonus.
Crixler on the Shadow of the Demon Lord discord converted the maddened flute player and his lethal pup over from 5E!
DĀKUFURŪTO SŌSHA & HATSUKOI
Dākufurūto Sōsha speaks and reads Soburi and Adeddo.
DĀKUFURŪTO SŌSHA | |
Size 1 human (soburi) magician maddening flute 6 | |
Perception 11 (+1) Defense 13 (Haramaki); Health 27; Insanity 4; Haitoku 3 Strength 10 (+0), Agility 12 (+2), Intellect 11 (+1), Will 12 (+2) Speed 10 Trustworthy Pet Dākufurūto is always accompanied by Hatsukoi, a well-trained dog that follows his commands. Issuing a command to Hatsukoi requires a minor action. Haramaki Dākufurūto gains 1 boon on challenge rolls made to conceal his armor as a simple sash. |
|
ATTACK OPTIONS | |
Unarmed Strike (melee) +2 (1d6) Enchanted Blowgun Flute (medium range) +2 (1d6 + 1 plus Poison) Poison The target must make a Strength challenge roll. On a failure, it takes 1d6 damage and becomes poisoned for 1 minute. If the target is already poisoned, it instead takes 1d6 extra damage. |
|
SPECIAL ACTIONS | |
Uplifting Recovery Dākufurūto can use an action to heal damage equal to his healing rate. Then, he chooses one creature within short range that can hear him. The target makes attack rolls and challenge rolls with 1 boon for 1 round. Once he uses this talent, he must complete a rest before he can use it again. Deafening Shriek When Dākufurūto takes damage, he can use a triggered action to issue a deafening shriek. Each creature in a 5-yard-long cone originating from a point in his space must get a success on a Strength challenge roll or take 1d6 damage and become deafened for 1 round. Dākufurūto can use this talent a number of times equal to his Power score, regaining expended uses when he completes a rest. Frenzied Melody Dākufurūto can play his flute so deviously that the very spirits of creatures are teased out and enlivened. he can use his action to play his flute, granting one creature that can hear him the ability to take both a fast turn and a slow turn. Once a creature other than Hatsukoi has benefited from Frenzied Melody, it cannot benefit from it again until after it has completed a long rest. While affected by your Frenzied Melody, Hatsukoi gains 1 boon on attack rolls and her attacks deal 1d6 extra damage. |
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MAGIC | |
Power 3 Magician sense magic (4) Curse hex (4), scare (4) Enchantment bewitch (4), ecstasy (2), implant suggestion (1), tempt (4) Illusion clamor (4), disguise (4), invisibility (1), vertigo (2) Song project voice (4), song of friendship (4), song of healing (1) |
HATSUKOI | |
Size 1/2 frightening animal (dog) | |
Perception 12 (+2) Defense 14 (Haramaki); Health 11 Strength 8 (–2), Agility 13 (+3), Intellect 6 (–4), Will 8 (–2) Speed 10 Haramaki Hatsukoi gains 1 boon on challenge rolls made to conceal her armor as a simple sash. |
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ATTACK OPTIONS | |
Bite (melee) +3 (1d6 + 1) Wakizashi (melee) +3 (1d6 + 2) |
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SPECIAL ATTACKS | |
Double Attack Hatsukoi attacks twice. |
Maddening Flute Expert Path (Shadow of the Demon Lord)
Maddening Flute Story Development
1d6 Story Development
- While on a walk in the wilderness your flute playing drew the attention of a pack of adeddo-oni. Over the course of one terrifying night you entertained them and learned their language, your melodies growing darker throughout.
- One of your ancestors, now a tortured spirit, has taught you strange melodies that soothe their supernatural pains.
- You were abducted and kept for fell purposes in an oni warlord’s fortress, escaping in the chaos of an attack by a rival. The songs you heard there haunt you relentlessly, torturing your soul whenever you aren’t playing them for others.
- For an entire night you listened to an incredible flute player at the tea house, but when you came back the next day not a single person could remember the musician at all. Traveling to the next settlement you found another person with a similar experience, then again in the next town, and you are gradually piecing together some of the songs with every witness you meet.
- Exposure to the Mists of Akuma has saddled you with dark voices that trouble you whenever you are in shadows, chanting and droning in melodies you find you cannot help but replicate.
- You acquired a finely-crafted flute and found a natural talent for playing it. The more you use the instrument the more comfortable you are with it, discovering new melodies all the time–songs that disturb and agitate those who hear you play.
Level 3 Maddening Flute
Attributes Increase two by 1
Characteristics Health +3, Power +1
Languages and Professions You can speak Adeddo or add a profession.
Magic You discover one of the following traditions, or you learn one spell: arcana, curse, destruction, divination, enchantment, forbidden, illusion, necromancy, primal, protection, shadow, song, or storm.
Trustworthy Pet You gain a tiny animal or small animal companion that follows your commands. Issuing a command to your pet requires a minor activity. Your pet gains Health equal to your level.
Level 6 Maddening Flute
Characteristics Health +3
Magic You discover one of the following traditions, or you learn one spell: arcana, curse, destruction, divination, enchantment, forbidden, illusion, necromancy, primal, protection, shadow, song, or storm.
Frenzied Melody You can play your flute so deviously that the very spirits of creatures are teased out and enlivened. You can use your action to play your flute, granting one creature that can hear you the ability to take both a fast turn and a slow turn. Once a creature other than your Trustworthy Pet has benefited from Frenzied Melody, it cannot benefit from it again until after it has completed a long rest. While affected by your Frenzied Melody, your Trustworthy Pet gains 1 boon on attack rolls and its attacks deal 1d6 extra damage.
Level 9 Maddening Flute
Characteristics Health +3, Power +1
Magic You discover one of the following traditions, or you learn one spell: arcana, curse, destruction, divination, enchantment, forbidden, illusion, necromancy, primal, protection, shadow, song, or storm.
Maddening Note You learn to unravel a creature’s sanity through the power of your music. You can use an action to choose one creature you can see, making a Will challenge roll opposed by its Will challenge roll. On a success, the creature becomes confused (dazed until the madness ends; at the end of each round roll a d6 and on a roll of 5 or higher the madness ends). For each time you have targeted a creature with Maddening Note in the past 24 hours, it gains 1 boon on challenge rolls made to resist your Maddening Note.
In addition, a creature gains 1 Insanity for every failed challenge roll after the first made against your Maddening Note.
Piercing Note You can use a flute to strike at the very soul. Make a Will attack roll against the Will of a creature that can hear you. On a success, the creature takes 10d6 psychic damage. If it takes 35 or more damage, it is dazed for 1d6 rounds. Once you use this talent, you cannot use it again until after you complete a rest.