Spellcasting. The virtuoso is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following bard spells prepared:
Cantrips (at will): command, friends, mage hand, minor illusion, vicious mockery
3/day each: charm person, charm monster, heroism, major image, sleep, enthrall, suggestion
2/day each: compulsion, confusion, dream, shatter, synaptic static
1/day each: dominate person, dominate monster, mass suggestion
Inspiration Tune (3/day). The virtuoso can perform a song while in combat. As an action, the Virtuoso targets one ally that can hear the song and it gains an extra 1d12 on ability checks, attack rolls, and saving throws until the start of the virtuoso’s next turn.
Taunt (3/Day). The virtuoso can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 17 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the virtuoso’s next turn.
Ethereal Sight. The virtuoso can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The virtuoso can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Withering Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (1d6 + 6) piercing damage plus 13 (3d8) necrotic damage.
Lute. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 15 (3d6 + 6) thunder damage.
Etherealness. The virtuoso enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Description
Virtuosos are undead bards, obsessed with finding the perfect story, song, or painting for their final performance. They are bards who refused to die, becoming ghosts, searching for the magnum opus that eluded them when they are alive.
Virtuoso usually haunts theaters, plazas, forever watching the performance of the other bards. Good Virtuoso may aid the living, sharing their knowledge and skills to see the new generation blossom and the evil ones may try to destroy the performers out of jealousy or spite.
Lair and Lair Actions
For their lairs, Virtuosos look for places blessed by the arts; theaters, art galleries, and halls that host plays, pantomimes, choral events, concerts, and orations. Their bardic nature makes them choose places that aren't abandoned as they require people to see and appreciate their acts, plays, or art.
Lair Actions
On initiative count 20 (losing initiative ties), the virtuoso can take one of the following lair actions; the virtuoso can’t take the same lair action two rounds in a row:
Lull Into a Dream. The virtuoso targets a creature it can see within 60 feet of it and attempts to send that creature to a dream plane. The target must succeed on a DC 14 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is stunned. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space. The virtuoso can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the virtuoso upon waking.
Compulsive Dance. The virtuoso targets a creature it can see in its lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 14 Intelligence saving throw or dance until initiative count 20 on the following round. The dancing creature is incapacitated and must use all its movement to dance.
Spectral Fans. The virtuoso summons 1d4 specter at any location within 60 feet of it.
Regional Effects.
Dream Inspiration. Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within the virtuoso’s lair, the virtuoso can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the virtuoso upon waking. The creature can either gain 10 temporary hit points or lose 10 hit points.
Opening Night. Any creatures within 6 miles of the virtuoso's lair need to make a Wisdom Saving Throw of 14 or be somewhat interested to see any events held on the virtuoso's lair on the opening night. This effect works only once on the opening day or night.
Previous Versions
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1/31/2022 3:21:11 PM
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Coming Soon
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