Base Class: Fighter
The storied tapestries of the Ever Realm become a battleground for the Virtuosos, who channel ancient tales and epochs from regions like Miragwyn and Vældorëa. Their skirmishes aren't just clashes of steel but enactments of profound legends and myths, where every participant echoes a character from the annals of The Ever Realm. From the romantic coastlines of Lady Hohonu's domain to the moon shards of Olarune, the Virtuoso's combat becomes an evocative tale.
Theatre of War
When you choose this archetype at 3rd level, you learn Allegories to dictate the flow of combat.
Allegories.
You learn three Allegories of your choice, which are listed under "Allegories" below. You can use only one Allegory per combat, unless explicitly overridden.
When initiative is rolled, the Virtuoso may select an Allegory to be active for the fight. The Performance, is an action, or set of actions that if completed, grant the Allegory a mark towards their Performance tally. When you add the Xth mark to your Performance tally all friendly characters, called Protagonists, gain the Accolade of the active Allegory until the end of the battle, and while you are not incapacitated unless stated otherwise. Likewise, hostile creatures are designated Antagonists.
You learn an additional Allegory of your choice at 7th, 10th, and 15th level. Each time you learn a new Allegory, you can also replace one maneuver you know with a different one.
Saving Throws.
Some of your Allegories require your target to make a saving throw to resist the Allegory’s effects. The saving throw DC is calculated as follows:
Allegory save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Comedy Allegory
Performance: A protagonist you can see starts their turn prone within 10 feet of an antagonist. Another protagonist within 30 feet of you misses an attack roll they have advantage on. Another protagonist you can see successfully knocks an antagonist prone. These can be completed in any order and must be completed by three different protagonists. The final protagonist to complete their performance must tell a joke and succeed on a Performance Check.
Accolade: Protagonists within 30 feet of you can spend a reaction to add your Superiority Die to any saving throw or ability check, and must only use 5ft of their movement speed.
Lead Performer: A protagonist who is a Lead Performer automatically gains the benefits of the Accolade.
DC: 8 + Antagonist's PB + Antagonist's Intelligence Modifier
Desperation Allegory
Performance: A protagonist, while at less than a quarter of their maximum HP, lands a critical hit or succeeds a crucial saving throw.
Accolade: The protagonist gains temporary hit points equal to your one roll of their hit die, adding their Constitution Modifier and your Charisma Modifier, and can roll their next attack or saving throw with advantage.
Lead Performer: When the protagonist who is the Lead Performer starts their turn with less than half their HP, they can choose to spend their hit dice to heal. When a Lead Performer heals in this way, they can forgo rolling the dice and take the maximum hp, adding their constitution modifier and their charisma modifier.
Epic Allegory
Performance: Three consecutive protagonists who attempt melee attacks within 30 feet of you all make at least one successful attack against an antagonist. The protagonist who delivers the third consecutive successful performance can then activate the Accolade by delivering a successful Intimidation Check.
Accolade: If a protagonist within 30 feet of you takes the attack action and misses all attacks, they can roll your superiority die, adding it to their last attack roll, possibly changing it from a miss to a hit. If the attack hits,
Lead Performer: A protagonist who is the Lead Performer automatically gains access to the Accolade, automatically adding your superiority die whenever they miss all their attack rolls on their turn, and adding your Charisma Modifier to their damage on a hit.
DC: 8 + The Antagonist's Intimidation
Melodrama Allegory
Performance: An antagonist is attacked by a protagonist who is flanking it.
Accolade: All attack rolls made by protagonists within 15ft of you gain 1d4 to Attack Rolls, which stacks with other sources, given they themselves are not being flanked by an antagonist.
Lead Performer: A protagonist who is the Lead Performer can use one additional 1d4 on any Attack Roll, once per turn.
Tallies: 4 Tallies
Odyssey Allegory
Performance: A protagonist that starts or ends their turn within 30 feet of you expends their full movement, then successfully hits their next melee attack roll against an antagonist, and then immediately succeeds on a free action Acrobatics Check.
Allegory: Protagonists within 15 feet of you can dash as a bonus action until the beginning of your next turn.
Lead Performer: A protagonist who is the Lead Performer increases all of their speeds by 10 feet, and can disengage as a bonus action.
DC: 8 + The target Antagonist's Acrobatics
Romantic Allegory
Performance: A protagonist within 30 feet of you must heal or use a support spell/feature on another protagonist within 15 feet of themselves. They must immediately deliver dialogue of affection to the target of the healing or the spell.
Accolade: When a protagonist heals or casts a support spell on another protagonist, they both gain hp equal to your Charisma modifier. The healed or supported protagonist rolls with advantage on their next attack.
Lead Performer: A protagonist who is the Lead Performer can use their bonus action to heal another creature whenever they use a limited feature as part of their action.
Tallies: 3 Tallies
Surrealism Allegory
Requires Level 7
Performance: A protagonist within 30 feet of you rolls a 1 or a 20 on a d20 Test.
Accolade: Any time a spellcaster casts a spell within 30 feet of you, they must roll a d8. On a 1, they trigger a Wild Magic Surge.
Lead Performer: A protagonist who is the Lead Performer gains the benefits of the accolade, instead with a range of 5 feet and spellcasters instead roll a 1d6.
Tallies: 3 Tallies
Tragedy Allegory
Requires Level 10
Performance: A protagonist you can see falls below half health.
Accolade: Protagonists within 15 feet of you make Death Saving Throws at Advantage
Lead Performer: A protagonist who is the Lead Performer heals allies within 10 feet of them for an amount of HP equal to your Charisma Bonus whenever those allies roll an 18 or higher on a death saving throw.
Tallies: 3 Tallies
Urvoigian Allegory
Requires Level 10
Performance: A protagonist within 60 feet of you is relieved of a frighten, charm, or paralysis effect held by an antagonist.
Accolade: Whenever a protagonist within 30 feet of you takes the attack action, they can use one attack to expend one tally to use the Breath Weapon Feature as listed under the Dragonborn Races in Fizban's Treasury. You select the type of Breath Weapon when you choose this Allegory.
Lead Performer: A protagonist who is the Lead Performer immediately gains one use of the Breath Weapon Feature, and gains it back on a Recharge of 6.
Tallies: 1 Tally
Lethal Performer
At 3rd level, you gain proficiency in Performance. If you are already proficient in Performance, you gain proficiency in Insight, Deception, or Persuasion. Additionally, you may now use your Dexterity modifier for Performance checks against creatures who can see you.
Lead Performer
Upon reaching 7th level, your intuitive grasp of theatre lets you spotlight another performer in your party. As soon as an Allegory is chosen post-initiative, you can assign a character as the Lead Performer. This individual immediately receives the Lead Performer Accolade of the chosen Allegory. If an Allegory lacks a specific Lead Performer Accolade, the Lead Performer instead gains the benefits of the Accolade. Once the required tally is achieved to award the Accolade to all allies, any centered effects originating from you also resonate from the Lead Performer.
Plot Twist
At 10th level, with a flourish, you can shift the narrative of the battle. As a bonus action, you can alter the active Allegory to any other you know, designating a new Lead Performer. The existing Performance tally drops by one. Should you retain sufficient tallies to access your newly chosen Allegory's advantages, they are immediately conferred into the scene.
Method Actor
When you reach 15th level, your performative skills approach perfection. You gain expertise in Performance, and whenever you make a performance check, you can treat a d20 roll of 7 or lower as an 8. Additionally, telepathy or similar means cannot decipher your thoughts unless you willingly open the curtain. Should someone attempt to pry into your mind, you instantly become aware that your mind is being probed, and you can project deceptive thoughts by making a Charisma (Performance) check, which the intruder must contest with a Wisdom (Insight) check. If they fail, they believe your fabricated thoughts as reality.
Stage Presence
By 18th level, your spirit has fully intertwined with the dramatic arts, granting you unparalleled abilities rooted in the power of narrative and emotion. Once per long rest, when you are reduced to 0 hit points but not killed outright, you can draw on the emotional climax of countless performances you've witnessed or participated in. You immediately regain hit points equal to half your hit point maximum, can instantly stand up if you were prone, and regain one use of your Action Surge feature. When you use this feature, every antagonist within 30 feet of you must roll a Charisma Saving Throw. On a failure, the antagonist is Stunned until the end of your next turn, or until they take damage, allowing you to take stage center.
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