Scorned by Death. Although listed as undead, in truth, the virtuoso straddles a fine line on the veil. They cannot be turned and effects which do bonus damage to undead have no additional effect on them. In addition, when the virtuoso is killed, roll 1d4. On a 4, they have managed to escape the clutches of death yet again and will return to life within a mile of their death location in 4 (1d6+1) days.
In Defiance of Silence. The power of the virtuoso's music defies all magical, physical, and metaphysical barriers. All creatures within 300 feet of the virtuoso can clearly hear their songs, even if under the effect of a silence spell, deafened, when protected by nonmagical insulation, or even if they lack hearing organs or any way to actually hear. In addition, creatures which are normally immune to being charmed can still be charmed by the virtuoso. They instead have an advantage on the saving throw against being charmed.
Performer. The virtuoso can, at the beginning of their turn, choose to start playing a song. Playing a song takes up their action and half of their movement. The virtuoso can choose from one of the songs listed here. The DC is always 24.
Song of Sorrow. The virtuoso plays a lonesome, haunting dirge. All targeted creatures with an INT and CHA of at least 5 who hear the song must make a WIS save or be charmed by the virtuoso. While charmed in this way, the creatures must spend their turn trying to attack and inflict harm on themselves. How this exactly works may be up to the DM, but affected creatures may try to cast themselves off a cliff or cast damaging spells on themselves. At the end of their turn, the targets may repeat the saving throw, ending the effect on a success. A creature who successfully breaks free or saves against this effect is immune to it for 24 hours.
Song of Earthmoving. The virtuoso plays a song which warps reality to their vision. Works like a mirage arcane spell. Effect ends when the virtuoso stops playing.
Soothing Song. The virtuoso plays a song which can make even the most belligerent foe wish for nothing more than to sit down and have a picnic. All targeted creatures must make a WIS save or be charmed by the virtuoso. While charmed in this way, they simply sit down and do nothing, and try to exit combat. The charmed targets may repeat the saving throw at the end of their turns, ending the effect on a success. Taking damage causes them to instantly be shunted out of the charm. If the targets stay charmed for at least a minute, even when it wears off, they will hold no animosity to the virtuoso and their allies for at least 24 hours and feel no need to pursue or attack them. A creature who successfully breaks free or saves against this effect is immune to it for 24 hours.
Earworm Melody. The virtuoso plays a kitschy yet infectious melody which embeds itself firmly in the mind of targeted foes. All targeted creatures must make a WIS save or have said melody take root in their head. While a minor nuisance for martial classes, the full extent of the melody's power is unleashed against casters. Failing the save not only grants disadvantage on concentration rolls, it also forces a concentrating caster to make concentration rolls at the beginning of their turns to avoid being disrupted by the melody. In addition, when trying to cast a spell, a caster with this melody in their head must make a separate concentration check (even if the spell doesn't require concentration) or have the spell slot be wasted and the spell not cast. Afflicted creatures can repeat the save at the end of their turn, ending it on a success. A creature who successfully breaks free or saves against this effect is immune to it for 24 hours.
Free Improvisation. The virtuoso plays an experimental piece of their own devisation. Filled with uncommon time signatures, erratic jumps in pace, excessive dissonance, its a piece that would make anyone balk. All targeted creatures must make a WIS save or take 63 (14d8) psychic damage and be frightened of the virtuoso for one round. A successful save halves the damage. At the end of the virtuoso's turn, provided they are still playing the song, this effect procs again.
Jig of Life. The virtuoso plays a joyful, energetic song, powerful enough to wake the dead. The virtuoso can target corpses as well as creatures with this song. On the first turn this song is played, all targets are cleansed of afflictions as if they were hit with the restoration spell and regenerate 25 hit points. On the second turn, all targets are cleansed of any further afflictions as if they were affected by the greater restoration spell and regenerate another 50 hit points. On the third turn, in addition to the effects of the second turn, any corpses targeted are raised and restored to 50 hp. The effects of the subsequent turns mimic the second. A creature raised by this song cannot be raised again in this way if they die again.
Thunderous Chord. The virtuoso targets a creature they can see within 300 feet. The targeted creature must make a DC 24 END saving throw or take 44 (8d10) thunder damage and be incapacitated until the beginning of their next turn. A successful saving throw negates the incapacitation and deals half damage.
Dissonant Chord. The virtuoso targets a creature they can see within 300 feet. The targeted creature must make a DC 24 WIS saving throw or take 66 (12d10) psychic damage. A successful saving throw halves the damage
Description
Many legends tell tales of mortals who outsmarted the gods of death, offering a song in lieu of their eternal soul. These are the so-called virtuosi, whose peerless musical ability transcends borders magical and metaphysical, bringing even the greatest of gods and proudest of dragons to heel.
Although a virtuoso is a difficult foe to face even by themselves, their true power shines when playing second fiddle. An exceptionally powerful battlefield controller, their songs can reshape reality, turn enemies against themselves, and even wake the dead. As such, many choose to team up with various other groups. Good-aligned virtuosi work with celestials, often replacing the role of a trumpet archon. Evil-aligned virtuosi work with demons, striking fear into the hearts of their foes. Neutral-aligned virtuosi find kinship among the fair folk, serving as court musicians on good days and battlefield support on worse ones.







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