TBD
A Virtuoso uses music to influence the fabric of reality. To do so, they have two tools: their voice and a musical instrument. You are proficient with both.
Some of your Virtuoso abilities require your voice, musical instrument, or both to be used. You start with a musical instrument of your choice that fits your setting.
For your Virtuoso abilities, your Power is equal to your Wits + Level.
Incanting Songs require you to sing while playing your instrument. Creatures that can hear you fall under the enchanting effects of your Incanting Song. The effects are broken if the song stops.
You learn the following Incanting Songs:
Willpower Points: 3 // Range: 30 Meters (100 feet)
Incanting Song
Creatures that can hear you make a Wits or Intelligence saving throw with disadvantage against your power. On a:
Critical Failure: They are enthralled, listening and watching your performance until it ends, oblivious to their surroundings.
Failure: They are distracted by your performance, granting other creatures advantage on stealth or sleight of hand skill checks against the target.
Success: They pay no mind to your song.
Critical Success: They suspect that there is something unusual about the music, which could prompt them to confront you.
You can choose to exclude any number of creatures from its effects.
Every 10 minutes you play, creatures that did not critically fail make another saving throw.
Willpower Points: 4 // Range: 30 Meters (100 feet)
Incanting Song
During a short or long rest, you can perform a Ballad for your allies. If the rest is not interrupted, you and your allies gain a shield equal to your power until your next rest.
While in combat, you can use your voice to sing a Battle Hymn. The hymn continues for as many turns as you wish, but each turn after the first costs 1 Willpower point to maintain. You can only have one Battle hymn active at once and maintaining the an hymn does not impede your ability to use other actions.
You learn the following Battle Hymn:
Willpower Points: 2 // Range: 30 Meters (100 feet)
Battle Hymn
You and Allied creatures within range that can hear you are bolstered. While the hymn persists, each round they can choose to give themselves advantage on one attack roll or saving throw.
Willpower Points: 2 // Range: 30 Meters (100 feet)
Battle Hymn
Enemy creatures that can hear you must make a Wits saving throw at the start of each of their turns against your power. On a failure, until their next turn, move and jump actions that would move them closer to you cost 1 more action point.
You learn to use your instrument or voice to unleash a Spellbinding Chorus.
Spellbinding Choruses are magical effects similar to spells. You learn the following Choruses:
Spellbinding Chorus
Action Points: 4 // Willpower Points: 4
Range: 30 Meters (100 feet) // Duration: Instantaneous
A creature of your choice within range that can hear you must make a Wits saving throw against your power. They take 4d6 + Twice Power as Psychic damage, or half as much on a successful save.
Spellbinding Chorus
Action Points: 4 // Willpower Points: 4
Range: 30 Meters (100 feet) // Duration: Instantaneous
A creature of your choice within range that can hear you must make a Wits saving throw against your power. On a failed save, on their next turn they must make a melee attack of their choice against a target of your choice.
Spellbinding Chorus
Action Points: 4 // Willpower Points: 4
Range:9 Meters (30 feet) // Duration: Instantaneous
All creatures of your choice that can hear you must make a Wits saving throw against your power. They take 2d6 + Power as Psychic damage, or half as much on a successful save.
Spellbinding Chorus
Action Points: 4 // Willpower Points: 2
Range: 30 Meters (100 feet) // Duration: 4 hours
A creature of your choice that can hear you gains advantage on skill checks made with an attribute of your choice for the duration of the Chorus.
Your learn the following Hymn and Song:
Willpower Points: 6 // Range: 30 Meters (100 feet)
Incanting Song
Creatures that can hear you must make a Wits or Intelligence saving throw against your power.
On a failure, they believe an illusion of your making to be true. The illusion can be anything you imagine, including sounds, smells, and sights. Creatures under the illusion act as if the illusion is real until the song ends.
The illusion fails to hold up under physical inspection.
You can choose to exclude any number of creatures from its effects.
Willpower Points: 2 // Range: 30 Meters (100 feet)
Battle Hymn
While the Hymn persists, at the end of each of your turns, you restore Half Power to a creature within range of your choice that can hear you.
Your learn the following Spellbinding Chorus:
Spellbinding Chorus
Action Points: 4 // Willpower Points: 6
Range: 30 Meters (100 feet) // Duration: Instantaneous
You launch three blasts of sound at targets within range. You can choose to do so against one or several targets.
Make a ranged spell attack for each blast. On a hit, it deals 2d6 + Power force damage.
Spellbinding Chorus
Action Points: 2 // Willpower Points: 2
Range: 30 Meters (100 feet) // Duration: Instantaneous
Two allied creatures that can hear you within range gain 2 additional Action Points on their next turn.
Your learn the following Hymn and Song:
Willpower Points: 10 // Range: 30 Meters (100 feet)
Incanting Song
During travels, you can play this song to improve your and your allies' traveling speed. For the day, the traveling speed of your group is doubled.
Willpower Points: 8 // Range: 9 Meters (30 feet)
Battle Hymn
Creatures that can hear you must make a Wits saving throw.
On a failure, they start dancing uncontrollably. Dancing creatures are considered Stunned and remain so until the Hymn ends.
While you maintain this hymn, you cannot take any other actions.
At the end of each creature's turn, they can attempt a Wits saving throw to break out of the effect on a success. If the creature takes damage, it also ends the effects.
Your learn the following Spellbinding Chorus:
Spellbinding Chorus
Action Points: 6 // Willpower Points: 6
Range:9 Meters (30 feet) // Duration: 24 hours
A creature of your choice that can hear you must make a Wits or Intelligence saving throw against your power.
You make a 6 word statement, On a failure, the creature will believe the 6-word statement to be true for the duration of the chorus and is unaware of having been enchanted.
On success, the creature is aware you attempted.
Spellbinding Chorus
Action Points: 4 // Willpower Points: 4
Range: 6 Meters (20 feet) // Duration: Instantaneous
All creatures within 6 meters (20 feet) of a point you can see must make a Wits saving throw. On a failed save, they lose 4 action points on their next turn, or half as much on a success.
While in combat, you can combine two Hymns into a new one. When doing so, the hymn benefits from both effects simultaneously. To use it, you need to pay the cumulative cost of the hymns you combine and spend 2 Willpower to keep it going each subsequent turn.
Your Spellbinding Chorus costs 1 Action point to cast and your first Incanting Song each day does not cost willpower.
You will find printable cards in the standard playing card sleeve format using the link provided below.
https://drive.google.com/drive/folders/1FUFGQT81Y0Lf_Jypr4NZnUyx6_wpliFX?usp=sharing