Virtuoso (Class)

“
 By the beards of our ancestors, have you seen those Virtuosos in action? They're like nimble devils dancing across the battlefield, all finesse and precision! It's like they've got eyes on the back of their heads, dodging arrows and swinging those fancy weapons like they were born with 'em. They may not pack the same punch as our mighty warriors, but let me tell you, their utility and tactical know-how make 'em worth their weight in gold! They're like the acrobats of war, flipping and twirling through the chaos, leaving their enemies(me) scratching their heads in confusion

”
—  A Skorian Dwarf coming back from the battlefield

## Virtuoso Overview

The Virtuoso is a dexterity-based martial class that embraces finesse and precision in combat. They excel in using specialized weapons like the Acupuncture Needles, War Ribbons, and Stringwire to gain control over the battlefield. While they may deal less damage than other martial classes, their utility and tactical options make them a valuable asset to any adventuring party.

The Virtuoso class traces its origins to the ancient and prestigious Shalanese Empire, a realm inspired by the rich cultural tapestry of both Japanese and Chinese themes from real life. Within the elegant gardens and majestic palaces of this empire, the Virtuosos emerged as revered martial artists who sought to master the art of finesse and precision in combat. Drawing upon the teachings of ancient masters and embracing the fluidity of their surroundings, these dexterity-based warriors honed their skills with specialized weapons like Acupuncture Needles, War Ribbons, and Stringwire. They learned to flow with the rhythm of nature, harnessing their inner energy to gain control over the battlefield. The Shalanese Virtuosos are known for their grace, their ability to outmaneuver opponents, and their deep understanding of the harmony between their minds and bodies.

## Creating a Virtuoso

When creating a Virtuoso character, players should consider emphasizing Dexterity and finesse as their primary attributes. A high Dexterity score will enhance their combat prowess, allowing them to use it for Attack and Damage Rolls with their chosen weapons.

Each subclass provides unique abilities and maneuvers that grant versatility in different situations. Players should also envision their Virtuoso's background, training, and connection to the Shalanese Empire (Inspired by a mixture of Japanese, Korean and Chinese cultures). Whether they hail from noble lineages, renowned martial schools, or humble villages within the empire, their background will shape their outlook on life and their approach to challenges.

## Virtuoso Feature Table

Show/Hide Ribbon Dancer
Show/Hide Seamster
Show/Hide Wasp

## Virtuoso Miscellaneous Features

### **Hit Points**

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**Hit Dice:**

1d10

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**Hit Points at 1st Level:**

10 + your Constitution modifier

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**Hit Dice at Higher Levels:**

1d10 (or 6) + your Constitution modifier per Virtuoso Level after 1st

```

### Proficiencies

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**Armor**

Light Armor

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**Weapons**

Simple Weapons, Martial Weapons, Virtuoso Weapons.

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**Tools**

None

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**Saving Throws**

Charisma, Dexterity

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**Skills**

Choose three from Acrobatics, Insight, Intimidation, Performance, Perception, and Sleight of Hand

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### Equipment

```
You start with the following equipment, in addition to the equipment granted by your background:

-**(a)** War Ribbons or **(b)** Acupuncture Needles or  **(c)** Stringwire

-**(a)** Leather Armor or **(b)**Padded Armor

-**(a)** Burglar's Pack or **(b)**an Entertainer’s Pack

```

## 1st Level

### **Flourish Strike**

At 1st level, the Virtuoso's finesse and dexterity in combat allow them to add a touch of artistry to their strikes. Whenever the Virtuoso makes a weapon attack using a Virtuoso weapon, they can choose to make it a Flourished Strike. A Flourished Strike infuses the attack with a touch of grace and style, dealing an additional 1d4 damage of the same type as the weapon (slashing, piercing, or bludgeoning). This extra damage represents the Virtuoso's artistic flourish and increases to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 18th level.

The Virtuoso can use Flourish Strike a number of times equal to their proficiency bonus, and they regain all expended uses after finishing a short or long rest.

### **Graceful Defense**

At 1st level, the Virtuoso's finesse and agility extend to their defensive capabilities. When wearing light armor and not using a shield, the Virtuoso can add ½ of their Dexterity modifier to their Armor Class, in addition to their base AC calculation. This bonus is lost when you have more levels in another class than you do in Virtuoso.

## 2nd Level

### **Effortless Elegance**

At 2nd level, the Virtuoso's elegance and dexterity are unmatched. They gain expertise in the Performance skill, and when they make a Performance skill check, they can use their Dexterity modifier instead of Charisma.

## 3rd Level

### **Acrobatic Evasion**

Starting at 3rd level, the Virtuoso gains the ability to evade danger with extraordinary agility. When an attacker that the Virtuoso can see hits them with an attack, they can use their reaction to halve the attack's damage against them.

### **Subclass Choice**

At third level, you pick a subclass that represents your artistic tradition of choice.

* Ribbon Dancer
* Seamster
* Wasp

### **Ribbon Dancer: Ribbon Techniques**

At 3rd level, the Virtuoso gains the ability to use their War Ribbons to entangle a target. As a bonus action after landing a successful attack with the War Ribbons, the Virtuoso can attempt to entangle the target. The target must succeed on a Strength saving throw against your Virtuoso DC or be restrained by the ribbons until the end of the Virtuoso's next turn.

### **Seamster: Stringwire Mastery**

At 3rd level, the Virtuoso gains proficiency in Sleight of hand, if they already have proficiency gain expertise instead. When the Virtuoso makes a successful attack with Stringwire , the target takes an additional 1d4 slashing damage at the start of each of its turns until it takes an action to remove the wire. Additionally, the Virtuoso can use their bonus action to manipulate the Stringwire's position, allowing them to move it within 20 feet of their current location. They may roll a sleight of hand check to catch a creature in the new location in their Stringwire.

### **Wasp: Needle Strike**

At 3rd level, the Virtuoso's training with Acupuncture Needles allows them to perform precise and debilitating Needle Strikes. When the Virtuoso makes a successful attack with Acupuncture Needles, they can choose one of the following effects:

* **Nerve Snare**

The Virtuoso targets the major blood vessels in the target's limbs, causing their movement speed to be reduced to 0 until the end of their next turn. In addition, they become unable to use one of their arms for a number of rounds equal to your proficiency modifier. This loss prevents them from dual wielding and forces the target to wield two-handed weapons with one hand, which grants them disadvantage on attack rolls. The target must make a Constitution saving throw against the Virtuoso's proficiency DC or be affected.

* **Chakra Blockade**

The Virtuoso disrupts the flow of energy in the target's body, causing them to have disadvantage on the next ability check or saving throw of their choice. The Virtuoso chooses the ability check or saving throw the target has disadvantage on.

## 4th Level

### **Ability Score Improvement**

Starting at 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an Ability Score above 20 using this Feature.

If your DM allows the use of Feats, you may instead take a Feat.

## 5th Level

### **Extra Attack**

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

At 11th level you gain another extra attack.

### **Martial Flourish**

At 5th level, the Virtuoso gains the ability to perform a Martial Flourish after landing a successful attack. The Virtuoso can choose one of the following Flourishes:

* **Controlled Strike**
The Virtuoso can add their Dexterity modifier to the damage roll of the attack a second time.

* **Precise Disarm**
The Virtuoso can attempt to disarm the target. The target must make a Strength saving throw with a DC equal to 8 + the Virtuoso's proficiency bonus + the Virtuoso's Dexterity modifier. On a failed save, the target drops one item of the Virtuoso's choice that it is holding.

* **Whirlwind Waltz**
As part of the same action, after you hit a creature with a melee weapon attack, you can use this flourish to perform a graceful waltz. You can move up to your speed without provoking opportunity attacks, and you can make one additional weapon attack against a different creature within reach at any point during your movement. The additional attack uses the same attack roll as the initial one.

* **Blinding Crescendo**
When you hit a creature with a weapon attack, you can use this flourish to create a blinding series of attacks at the speed of light. The target must succeed on a Dexterity saving throw against your proficiency DC or be blinded until the end of your next turn.

* **Dancing Mirage**
The next time a creature within 30 feet of you targets you with an attack, you can use this flourish to dodge and weave, creating illusory duplicates of yourself as per mirror image. The attacking creature must make an attack roll against one of the duplicates, determined randomly. If the attack hits a duplicate, it is destroyed, and the attack misses you.

* **Curtain Call**
If this is your last attack during the round, you can use this flourish to mark their defeat with a dramatic Curtain Call. As a reaction, you can make a Performance check. If the result of the check is greater than your AC, then it becomes your AC until the beginning of your next turn as you gracefully navigate the battlefield.

The Virtuoso can use this feature a number of times equal to their proficiency bonus, and they regain all expended uses after finishing a short or long rest.

## 6th Level

### **Martial Finesse**

At 6th level, the Virtuoso's mastery of finesse in combat extends to all their chosen weapons. The Virtuoso gains a +2 bonus to attack rolls made with any Virtuoso weapon, including Acupuncture Needles, War Ribbons, and Stringwire.

## 7th Level

### **Subclass Feature**

Starting at 7th level, you gain an additional feature from your artistic tradition of choice.

### **Ribbon Dancer: Graceful Maneuver**

At 7th level, the Virtuoso gains a +2 bonus to AC while in the "Dance of the Ribbons" stance. You can now use the “Dance of the Ribbons” stance a second time per short or long rest.

### **Seamster: Entangling Dance**

Starting at 7th level, the Virtuoso's control over the Stringwire improves even further. When the Virtuoso makes an attack with Stringwire, they can choose to entangle the target. The target must make a Strength saving throw against the Virtuoso's proficiency DC or be restrained by the wire until the end of the Virtuoso's next turn. While restrained, the target takes ongoing slashing damage equal to the Virtuoso's Dexterity modifier at the start of each of its turns. The target can attempt to break free from the restraint at the end of each of its turns, repeating the saving throw.

### **Wasp: Deadly Precision**

At 7th level, the Virtuoso's mastery of Acupuncture Needles grants them Precision Focus in combat. They gain a +3 bonus to attack rolls made with Acupuncture Needles, enhancing their ability to accurately target weak points and pressure points on their foes.

## 8th Level

### **Ability Score Improvement**

Starting at 8th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an Ability Score above 20 using this Feature.

If your DM allows the use of Feats, you may instead take a Feat.

## 9th Level

### **Masterful Precision**

At 9th level, the Virtuoso's training in martial finesse reaches a level of unparalleled precision. Whenever the Virtuoso makes a weapon attack, they can use their bonus action to enhance their strike with Masterful Precision. If the attack hits, the Virtuoso deals extra damage equal to ½ their Virtuoso level.

The Virtuoso can use Masterful Precision a number of times equal to their proficiency bonus, and they regain all expended uses after finishing a short or long rest.

## 10th Level

### **Subclass Feature**

Starting at 10th level, you gain an additional feature from your artistic tradition of choice.
### **Ribbon Dancer: Slicing Dance**

At 10th level, when a Virtuoso moves 40ft in one movement they may make an attack against an enemy they pass by as a free action. They can do a second free attack if they move 50ft and an additional attack for every 10 additional feet moved in a single movement after that.

### **Seamster: Lacerating Threads**

At 10th level, the Virtuoso's attacks with Stringwire now deal 1d8 bleed slashing damage. Bleed slashing damage is repeated once at the beginning of the target’s next turn.

### **Wasp: Circulatory Sabotage**

At 10th level, the Virtuoso's understanding of anatomy and circulation allows them to perform Circulatory Sabotage on their enemies. When the Virtuoso makes a successful attack with Acupuncture Needles, they can choose one of the following effects:

* **Limbs of Lead**

The Virtuoso targets a specific nerve cluster, causing the target to become paralyzed until the end of their next turn. The target must make a Constitution saving throw against the Virtuoso's proficiency DC or be paralyzed.

* **Breathless Strike**

The Virtuoso targets the arteries near the target's throat, causing them to struggle to breathe. The target has disadvantage on attack rolls  and is unable to cast a spell with vocal components on their next turn as well as being unable to speak.

## 11th Level

### **Evasive Footwork**

Starting at 11th level, the Virtuoso gains the ability to use their speed and finesse to navigate the battlefield with ease. When the Virtuoso moves at least 10 feet on their turn, they gain a +2 bonus to AC until the start of their next turn.

## 12th Level

### **Ability Score Improvement**

Starting at 12th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an Ability Score above 20 using this Feature.

If your DM allows the use of Feats, you may instead take a Feat.

## 13th Level

### **Masterful Flourish**

At 13th level, the Virtuoso's combat maneuvers reach a level of mastery that allows them to perform two Martial Flourishes with a single attack. When the Virtuoso hits a creature with a weapon attack, they can choose to expend two uses of their Martial Flourish to apply two different Flourishes to that attack. Both Flourishes must have different effects (e.g., Controlled Strike and Precise Disarm), and the Virtuoso can choose which Flourish is applied first. The Virtuoso regains all expended uses of their Martial Flourish after finishing a short or long rest.

## 14th Level

### **Subclass Feature**

Starting at 14th level, you gain an additional feature from your artistic tradition of choice.

### **Ribbon Dancer: Elegance Unbound**

Upon reaching 14th level, the Virtuoso's Dance of the Ribbons becomes a mesmerizing display of Elegance Unbound. While in the "Dance of the Ribbons" stance, the Virtuoso gains the following benefits:

* The Virtuoso's movement speed increases by 10 feet, reflecting their enhanced agility and grace.
* The Virtuoso's attacks with War Ribbons now deal quadruple damage on a critical hit.
* When an enemy within 5 feet of the Virtuoso hits them with a melee attack, the Virtuoso can use their reaction to gracefully dodge the attack. The enemy's attack misses, and the Virtuoso can move up to half their movement speed without provoking opportunity attacks.

You can now use the “Dance of the Ribbons” stance a third time per short or long rest.

### **Seamster: Serpentine Mastery**

At 14th level, the Virtuoso's expertise with Stringwire reaches a heightened level of mastery. The Virtuoso gains the ability to manipulate the Stringwire with serpentine precision, allowing them to extend the reach and control of their attacks.

* **Extended Reach**

When using Stringwire to make a melee attack, the Virtuoso can extend the wire's reach to 20 feet. This allows the Virtuoso to strike enemies from a distance, keeping them at bay and controlling the battlefield more effectively.

* **Coil and Constrict**

As a bonus action, the Virtuoso can choose a creature within 20 feet that they have hit with Stringwire during this turn. The Stringwire wraps tightly around the target, causing it to be restrained until the start of the Virtuoso's next turn. The target can attempt to escape the restraint by using its action to make a Strength saving throw against the Virtuoso's proficiency DC. Once the Virtuoso uses this feature, they can't use it again until they finish a short or long rest.

### **Wasp: Focused Transcendence**

At 14th level, the Virtuoso's needle strikes reach a Focused Transcendence, allowing them to pierce through barriers and resistances. When the Virtuoso makes an attack with Acupuncture Needles against a creature that has resistance or immunity to the damage dealt by the needles, the resistance or immunity is negated for that attack.

## 15th Level

### **Mastery of Finesse**

At 15th level, the Virtuoso gains a deep mastery over their chosen weapons. Their weapon attacks score a critical hit on a roll of 18, 19, or 20.

## 16th Level

### **Ability Score Improvement**

Starting at 16th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an Ability Score above 20 using this Feature.

If your DM allows the use of Feats, you may instead take a Feat.

## 17th Level

### **Subclass Feature**

Starting at 17th level, you gain an additional feature from your artistic tradition of choice.

### **Ribbon Dancer: Evasive Ribbon Dance**

At 17th level, the Virtuoso's Ribbon Dance reaches its pinnacle of evasion and grace. While in the "Dance of the Ribbons" stance, the Virtuoso gains the following additional benefits:

* **Evasion Mastery**
The Virtuoso can take the Evasion action, which allows them to gracefully evade attacks and move freely through the battlefield. When they use the Evasion action, all attacks made against them miss until the start of their next turn. They also avoid any and all damage from effects that would prompt a dexterity saving throw.

* **Ribbon Whirlwind**
As part of the same bonus action used to enter the "Dance of the Ribbons" stance, the Virtuoso can perform a Ribbon Whirlwind. The Virtuoso whirls and spins, lashing out with their War Ribbons at all creatures within a 10-foot radius centered on themselves. Each creature in that area must make a Dexterity saving throw against the Virtuoso's proficiency DC, taking 6d6 slashing damage and be restrained as per Ribbon Techniques on a failed save, or half as much on a successful one.

### **Seamster: Ethereal Weave**

At 17th level, the Virtuoso's mastery of Stringwire transcends the physical realm, and they gain the ability to create ethereal threads that can affect both the material and spiritual planes. As an action, the Virtuoso can unleash an Ethereal Weave in a 30-foot radius centered on themselves.

* **Binding Threads**

Within the radius of the Ethereal Weave, all enemies must make a Wisdom saving throw against the Virtuoso's proficiency DC. On a failed save, the targets are ensnared in the ethereal threads, becoming restrained until the end of their next turn. On a successful save, the creature is unaffected.

* **Ethereal Assault**

As part of the same action used to create the Ethereal Weave, the Virtuoso can make a melee  attack against any number of creatures of their choice within the radius. Each target hit takes 4d6 slashing damage as the ethereal threads lacerate them and give them a 1d8 bleeding condition which makes them take 1d8 slashing damage at the beginning of each of their subsequent turns until they are healed. The Virtuoso can choose to target fewer creatures, increasing the damage by an additional 2d6 per creature less targeted.

The Virtuoso can use the Ethereal Weave once, and they regain the ability to do so after finishing a long rest.

### **Wasp: Vital Disruption**

At 17th level, the Virtuoso gains the ability to unleash Vital Disruption, a devastating technique that can incapacitate even the most formidable foes. As an action, the Virtuoso can make a special attack with Acupuncture Needles against a creature. The target must succeed on a Constitution saving throw against the Virtuoso's proficiency DC or be reduced to 0 hit points if they have 100 hit points or fewer. If the target succeeds on the saving throw, they take damage equal to 10d10 piercing damage. Once the Virtuoso uses this feature, they must finish a long rest before using it again.

## 18th Level

### **Dance of Blades**

At 18th level, the Virtuoso's combat prowess reaches its zenith. They gain the ability to make an additional attack whenever they use their Attack action on their turn. Additionally, their weapon attacks now score a critical hit on a roll of 17, 18, 19, or 20.

## 19th Level

### **Ability Score Improvement**

Starting at 19th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an Ability Score above 20 using this Feature.

If your DM allows the use of Feats, you may instead take a Feat.

## 20th Level

### **Whirling Dervish**

At 20th level, the Virtuoso achieves the pinnacle of mastery, harmonizing martial arts with effortless artistic finesse into a breathtaking display of skill. Through Whirling Dervish, the Virtuoso seamlessly blends their combat prowess and dexterity-based talents, transcending the boundaries between physical and artistic expression.

* **Graceful Strikes**
The Virtuoso's weapon attacks become a dance of unparalleled precision. When the Virtuoso makes a weapon attack, they can choose to deal damage equal to their weapon's maximum damage roll instead of rolling for damage. This ability can be used a number of times equal to the Virtuoso's proficiency bonus before requiring a long rest to regain uses.

* **Ethereal Artistry**
The Virtuoso's artistic talents extend beyond the physical realm. As an action, the Virtuoso can create an ethereal display of graceful prowess. This spectacle captivates and inspires all who witness it. Creatures within 30 feet of the Virtuoso must succeed on a Wisdom saving throw (DC 8 + the Virtuoso's Dexteritymodifier + proficiency bonus) or be charmed by the Virtuoso's artistry for 1 minute. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once the Virtuoso uses this feature, they can't use it again until they finish a long rest.

* **Masterful Defense**
The Virtuoso's elegant maneuvers extend to defense as well. When the Virtuoso is attacked, they can use their reaction to gracefully evade the incoming strike. They gain a bonus to their AC equal to their Dexterity modifier (minimum of 1) against that attack.