Sylváeia Subclass
Monarch
Harlequin’s Glamour
History
The Sundering War left Adamah in ruins—civilizations fell and all it left behind were hollow echoes. The world had lost its harmony, its melody, its magic, and in its place remained only the raw, discordant chaos of survival.
The Heralds still clung to their ancient chants, desperate to invoke the long-departed Ohros. The Balladiers still filled the silence with their anthems, seeking solace in the adoration of the crowd. But not everyone was willing to beg for favor—not from gods, and certainly not from mortals.
Rising above the cacophony, above the shattered remnants of the old world, was a new voice. A single, undeniable presence. Harlot, the First Monarch of Haus Shade, brought a new majesty to Adamah and ensured everyone knew it:
“The Balladiers still sing for their fans. The Heralds still sing for the Ohros. But darling, I don’t sing for anyone. I am the song.”
The Birth of the Monarchs
Where the Silvanea Elves had once woven magic in harmony with the world, the Monarchs wove the world around themselves. Reality was an illusion waiting to be rewritten. They created their unforgettable truth, magic is not something to be channeled. Magic is what they are.
Harlot and her followers became their own myths, forging glamorous personas, bending perception, and summoning spectral manifestations of their own legend. The world was their stage and they made their spotlight.
The Rise of the Hauses
As more followed Harlot’s path, the Monarchs did not build temples or fan bases—they built Hauses. Each Haus became a dynasty of glamor and power, a lineage of magic defined not by birth but by transformation.
Haus Shade: Founded by Harlot herself, its Monarchs are illusions incarnate, warping light and shadow to shape their own legend.
Haus Lustré: A dynasty of radiant luminaries, they burn so brightly that the world cannot look away.
Haus Chroma: Masters of metamorphosis, their Monarchs do not wear disguises—they become anything they desire.
At times, disharmony rose between the Hauses. Old and new grudges pushed them towards a short lived war, one that proved Monarchs were not all talk. They had presence and prowess alike, a powerful combination. Each Haus serves as a legacy, a philosophy, a stage upon which reality is rewritten. Monarchs do not inherit power—they claim it, craft it, and embody it.
Subclass Breakdown
A true Monarch does not ask for power—they become it. Their magic is not an extension of their will. It is their will. It manifests in illusions, spectacle, transformation, and undeniable presence. Monarchs descend from the legacy of Harlot, the First Monarch of Haus Shade. They are the song. The myth in motion. The performance made flesh. Monarchs sculpt the battlefield like a stage—bending perception, warping the real, and manifesting Personas of pure, unfiltered self. Each Monarch is a living masterpiece. Whether born of Haus Shade, Haus Lustré, or Haus Chroma, they don’t follow trends—they invent them. They are past, present, and prophecy all at once. The world doesn’t define them. They define the world.
Base Class
Sylváeia
Core Ability
Charm
Aptitude Dice
d6
MAB
6
Aptitude
One Skill of your choice. You may instead choose a Skill you already have Aptitude in and when you roll the Aptitude Dice for that Skill, you roll twice and take the higher number.
The Stage
Glam Points
Total: 5 + your Level + Intuition Modifier
Short Rest: regain half (rounded up). Long Rest: fully restore.
Glam Dice
Starts at 1d4. Damage type determined by active Haus Manifestation.
Spell Weaving
1d20 + MAB
Key Mechanics
Haus Manifestation (Active)
After a Long Rest, choose one Haus Manifestation. Each determines your Glam Dice Damage Type and grants a passive bonus:
Haus Shade (Psychic): +1 Will Defense, +1 Spell Weaving, +1 Intimidation.
Haus Lustré (Cryo): +1 Defense vs Opportunity Attacks, cannot be Stunned by Non-Magical effects.
Haus Chroma (Force): Re-roll 1s and 2s on Glam Dice damage.
Reputation Points Interactions (Passive)
Several Monarch abilities scale with Reputation Points, granting enhanced effects at various thresholds.
Dazzled (Debuff)
A creature affected by Dazzled deals half damage with their Non-Magical Attacks.
Until the end of their next Turn, unless stated otherwise.
Harlequin’s Glamour
At level 4, choose two of the following Core Feats. You gain the remaining Feats automatically at level 5.
Grand Entrance
AP: 1 | RCore SynergyWhen an ally you can see is targeted by a Ranged Attack you can shift the focus onto yourself, and the attacker must make the Attack Roll against you instead.
Glamorous Aura
AP: 2 | CA | 3 Glam Points | Duration: 3 Rounds | Range: Self | Radius: 5 m | ConcentrationYour presence manifests as a shimmering aura, transforming the battlefield into a stage of your making. You and allies within the Radius add your Glam Dice to all Damage Rolls. All Physical Damage dealt by you or your allies within the Radius is converted to your active Haus’s Damage Type. Hostile creatures who start their Turn or enter the Radius must make a Will Defense Roll against your Spell Weaving. On failure, apply the effect tied to your active Haus: Haus Shade: They suffer from the Dazzled Debuff. Haus Lustré: They take 1 Glam Dice of damage. Haus Chroma: They redirect their next attack to a different creature of your choice within the Radius.
Glam Detonation
AP: 1 | QA | 3 Glam Points | Duration: 3 Rounds | Range: 10 mYou imbue yourself or a chosen ally within Range with the volatile magic of explosive glamor. For the Duration, whenever a maximum number on any dice is rolled, an additional dice of the same size can be rolled and added to the total. If the new dice rolls a maximum result as well, this effect can chain.
Smoke & Mirrors
AP: 1 | QA | 3 Glam Points | Duration: 2 Rounds or until attackedYou summon a dazzling illusion of yourself that stays within 1 m of you. When a creature targets you with an Attack, they must make a Will Defense Roll against your Spell Weaving. On failure, they strike the illusion, which shatters, granting you +2 to all Defense Rolls until the start of your Turn.
The Diva
AP: 2 | CA | 3 Glam Points | Duration: 3 Rounds | ConcentrationYou shift into the ‘Diva’—a spectral spectacle of dread and glamor. While active: Your Speed Increases by +4 m. You may Weave one Novitiate or Innate Spell as a Free Action once per Round. Whenever you deal damage to a creature, choose one: Stage Fright: They are Confused until the end of their next Turn. This is your big moment!: They drop their weapon and lose 1 AP this Round. Understudy: They suffer the Dazzled Debuff.
At level 4, you may also choose one Specialized Character Refinement (SCR).
Opening Number
All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.
Adept Path Choice
Choose your Adept Path—a specialization that reflects how you channel your glamour. Your path grants abilities at levels 6, 8, and 10. Additionally you gain Adept Loom-craft (See Core Rule Book: The Spell-Loom).
Path of Haus Royalty
Authority and command. I am the dynasty, the Haus, the legend. And I will carry my legacy to victory.
Passive: You cannot be forced to move against your will.
Royal Decree
AP: 1 | QA/R | 3 Glam Points | Duration: 2 Rounds | Range: 10 mYou issue a divine command backed by the weight of your Manifestation. Target one creature you can see within Range and force them to make a Will Defense Roll against your Spell Weaving Roll. On failure, for the Duration, apply one effect based on your active Haus Manifestation: Haus Shade: They lose all Movement and cannot make Opportunity Attacks. Haus Lustré: Is pushed 5 m away from you and loses 2 AP. Haus Chroma: Is Charmed.
Level 8
Weight of a Dynasty
PassiveYour legacy cannot be bound to a single Haus. You may activate two Haus Manifestations simultaneously, gaining the benefits of both. When a target fails their Defense Roll against Royal Decree you may apply two effects—one from each active Haus.
Level 10
The Coronation
AP: 1 | QA | 5 Glam Points | Duration: 3 Rounds | Range: Self | Radius: 5 m | ConcentrationYou are surrounded by a Spectral Court—an illusionary retinue that defends and exalts you. For the Duration: You are Immune to Charm and Fear. You gain +1 Glam Dice to all Damage Rolls. Whenever you deal Damage, you may impose the Dazzled Debuff on the target automatically. Hostile creatures within the Radius suffer –1 to all Attack Rolls.
Path of the Masquerade
Illusion and misdirection. Darling, misdirection is an art—and I am the master.
Passive: Gain +1 to your Spell Weaving.
Trickster’s Waltz
AP: 1 | QA/R | 2 Glam Points | Duration: 2 Rounds | Range: 15 mYou dance between realities, trading places with illusionary echoes. Teleport to a point within Range, leaving behind an illusory double in your place. Hostile creatures are unable to discern the real you unless they make a successful Insight Skill Check against your Spell Weaving. If the illusion is targeted by an attack, it is destroyed. For the Duration, you can switch places with your double for 1 AP, destroying the illusion.
Level 8
Smoke Machine
AP: 1 | R | 2 Glam Points | Range: 10 mWhen either your Smoke & Mirrors or Trickster’s Waltz illusion is destroyed, it dissipates into a smoke filled area. The area is considered Heavily Obscured, all rolls requiring sight suffer -4 while within the Radius or if aiming at a target within the Radius. Additionally, you become Invisible until the start of your next Turn or you take a hostile action.
Level 10
Curtain Call
AP: 2 | CA | 3 Glam PointsDetonate your active Smoke and Mirrors or Trickster’s Waltz illusion, forcing all creatures within the Radius to make a Reflex Defense Roll against your Spell Weaving. On failure, they take 3 Glam Dice of Damage, suffer the Dazzled Debuff, and are knocked Prone. On success, they are only knocked Prone.
Path of the Many-Faces
Crystalline transformation and dazzling defense. I don’t sweat—I shimmer, and darling, it’s blinding.
Passive: Gain +1 to your Concentration Checks.
The Diamond Diva
AP: 2 | CA | 3 Glam Points | Duration: 3 Rounds | ConcentrationYou transform into a crystalline prism of living glamor. For the Duration: Gain +10 THP. You hover 2 m above the ground and gain a Fly Speed equal to your Base Speed. You gain +2 to your Reflex Modifier. When a hostile creature attacks you they must make a Will Defense Roll against your Spell Weaving. On failure, they suffer the Dazzled Debuff for the Duration.
Level 8
Radiant Reflection
AP: 1 | QA | 3 Glam Points | Range: 10 mWhile Diamond Diva is active, choose one creature within Range and force them to make a Will Defense Roll against your Spell Weaving. On failure, choose one of the following effects: Refracted Image: Their next Action is redirected to a target of your choice within Range. If no valid target, they lose the Action. Diva’s Spotlight: They suffer from the Dazzled Debuff and are compelled to target you with their next Attack.
Level 10
Unstoppable
Passive | Range: Self | Radius: 5 mYou thought I was at my brightest? Darling, I was just warming up. While Diamond Diva is active, hostile creatures within the Radius suffer –3 to all Will Defense Rolls against you. When Diamond Diva ends, all allies within the Radius gain +2 to their next Attack Rolls.
Adept Bracket Pool
At levels 7 and 9, select one Feat from the Adept Bracket Pool. Each may be selected only once.
Defensive & Offensive Feats
Chroma Defense
PassiveWhile Haus Chroma is active: You gain Resistance to Force Damage. You may re-roll one failed Defense Roll once per Encounter.
Clapback
AP: 1 | R | 2 Glam PointsWhen a creature targets you, they must make a Reflex Defense Roll against your Spell Weaving. On failure, they suffer 2 Glam Dice of damage and are Dazzled.
Electric Slide
AP: 1 | R | 3 Glam PointsIf you move in a straight line for up to 3 m, you leave behind an electrified trail. Any creature that steps through or over it suffers 1 Glam Dice of Electric Damage and loses the rest of their Movement.
Path-Specific Feats
Diamond Detonation
AP: 1 | QA/R | 3 Glam Points | Range: Self | Radius: 5 mMany-FacesEnd Diamond Diva early: All hostile creatures within Radius must make a Fortitude Defense Roll against your Spell Weaving. On failure, they take 2 Glam Dice of damage and suffer from the Dazzled Debuff.
Glitter Bomb
PassiveMany-FacesWhen Diamond Diva is active and you deal Damage to a creature, they become Blinded until the end of their next Turn.
Royal Presence
AP: 1 | QA/R | 3 Glam Points | Radius: 3 mHaus RoyaltyWhen activating Royal Decree, change it from targeting a single creature to targeting all hostile creatures within the Radius of you. If two or more creatures fail their Defense Rolls, you may apply different Royal Decree penalties to each.
Vanishing Act
Passive | Radius: 5 mMasqueradeWhen your illusion explodes via Curtain Call all hostile creatures within the Radius suffer –2 to all Rolls until the end of their next Turn.
Utility Feats
Adept Glam Dice
PassiveYour Glam Dice are now 1d6, and increase your Spell Weaving Checks by +1.
The Show Must Go On
AP: 1 | R | 1 Glam Point | Range: 5 mNo no no, darling—not like that. Let me fix it. When an ally within Range fails a Defense Roll, you may grant them an immediate re-roll. If the re-roll succeeds, they gain THP equal to 1 Glam Dice.
You Wish, Darling
AP: 1 | R | 2 Glam Points | Range: Self | Radius: 10 mWhenever a hostile creature within Range rolls any Damage Dice you can force them to re-roll and use the lowest result.
Specialized Character Refinement
SCRYou can select a Specialized Character Refinement.
Core Feat Upgrades
At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.
Grand Entrance Upgrade
PassiveThe redirected attack has a -2 against you.
Glamorous Aura Upgrade
PassiveRadius: Increased to 8 m. Allies within the Radius add 2 Glam Dice to all Damage Rolls. Hostile creatures suffer an additional effect based on your active Haus: Haus Shade: They lose 1 AP while within the Radius. Haus Lustré: They are Stunned for 1 Round. Haus Chroma: Their next Attack automatically misses if they roll a Natural 5 or lower.
Glam Detonation Upgrade
PassiveRoll 2 additional dice of the same type instead of 1.
Smoke & Mirrors Upgrade
PassiveDuration: Increased to 4 Rounds. You may now create one additional illusion when activated. When an enemy shatters an illusion, they take 2 Glam Dice of damage.
The Diva Upgrade
PassiveYou become one Size larger. Gain +10 THP and your Melee Attacks deal +3 Glam Dice. Hostile creatures within 3 m cannot move away from you unless they succeed on a Will Defense Roll against your Spell Weaving Check.
Path to Mastery
At level 11, you receive a Master Synergy and choose your Master Path. You will gain additional abilities at levels 13 and 15. Additionally you gain Master Loom-craft (See Core Rule Book: The Spell-Loom).
Team work makes the Dream work
AP: 1 | RMaster SynergyWhen an ally deals damage to a creature that you can see grant a different ally +1 AP to make an Opportunity Attack against the same target.
Path of the Death Drop
Prone exploitation and dramatic combat. Why just fight when you can make it art?
Passive: Once per Round, whenever you successfully knock an enemy Prone, you gain 1 Glam Point.
The Dead-drop
AP: 2 | CA | 4 Glam Points | Range: Self | Radius: 3 mYou unleash a dazzling, full-body drop that shakes the stage like thunder. All hostile creatures within Radius must make a Fortitude Defense Roll against your Spell Weaving. On failure, they take 3 Glam Dice of damage and fall Prone. If they are already Prone, they take +2 Glam Dice of damage. If you reduce a creature to 0 HP, you may move up to 5 m without provoking Opportunity Attacks.
Level 13
Killer Choreo
AP: 1 | QA | 3 Glam Points | Range: 2 mWhen you knock a creature Prone, you and one ally within Range may each make an Opportunity Attack against that creature as a Free Action. If both Attacks hit, your combined attacks deal double damage (total after both rolls).
Level 15
I ain’t Finished
AP: 1 | QA | 4 Glam Points | Range: Self | Radius: 5 mAfter knocking a creature Prone, all hostile creatures within the Radius must make a Fortitude Defense Roll against your Spell Weaving. On failure, they take double damage from all attacks until the start of your next Turn and suffer the Dazzled Debuff. On success, they take 2 Glam Dice of damage and can’t use Reactions until their next Turn.
Path of Glamonster
Fear and nightmare manipulation. Some inspire adoration. Others, envy. But me? I inspire nightmares. I turn beauty into fear, and awe into madness. I am not seen. I am survived.
Passive: Hostile creatures within 3 m who begin their Turn Frightened suffer 1 Glam Dice of damage.
The Terror Diva
AP: 2 | CA | 4 Glam Points | Duration: 4 RoundsYou transform into a glamor-cloaked nightmare. While active, you gain +3 to Will Defense and Attack Rolls and when you deal Damage to a creature, for the Duration: They become Frightened of you. Their Speed is halved. They suffer –2 to all Rolls.
Level 13
Delusions of Terror
AP: 1 | QA | 3 Glam PointsChoose one creature currently Frightened by The Terror Diva and afflict them with a personalized nightmare for the remaining Duration: Enjoy The Silence: The target cannot speak, Weave Vocal Spells, or communicate in any way. You Better Slay: The target perceives their allies as twisted horrors and must make an Attack against one of them.
Level 15
Vanity’s End
AP: 2 | CA | 4 Glam Points | Range: Self | Radius: 6 mAll hostile creatures within Range currently under the Frightened Condition suffer one of the following effects until they take damage: Paranoia Realness: They suffer –5 to all Defense Rolls and Awareness Skill Checks. Gone Girl Glamour: The target believes they are an illusion and cannot take Actions.
Path of the Glam Bomb
Resource accumulation and detonation. I don’t waste energy, darling—I collect it. And when I finally unleash it? You’ll wish you had applauded sooner.
Passive: Gain +2 to all Reflex Defense Rolls against Ranged Attacks.
Glam Bomb
PassiveWhen a creature fails a Defense or Attack roll against you, you store 1 Glam Bomb. You may store a number of Glam Bombs equal to your Charm Modifier (minimum 2). Stored Glam Bombs last until your next Long Rest or until detonated.
Dazzling Detonation
AP: 1 | QA | 2 Glam PointsSpend 1 Glam Bomb to trigger one Effect against a creature you can see within Range. For hostile effects, creatures must make a Reflex Defense Roll against your Spell Weaving. Deal 2 Glam Dice of damage and inflict the Dazzled Debuff. Target is knocked Prone and lose 1 AP. Heal one ally for 2 Glam Dice + your Charm Modifier. Target gains +2 AP until the end of their next Turn.
Level 13
Queen of Stolen Moments
PassiveWhen you store a Glam Bomb, you gain THP equal to 1 Glam Dice. Additionally, if you store a Glam Bomb on your Turn, your next Spell Weaving Check gains +1.
Level 15
Glamageddon
AP: 2 | CA | 5 Glam Points | Range: 10 mUse all of your currently stored Glam Bombs to activate Dazzling Detonation. Choose a number of creatures equal to your current Glam Bomb amount or target one creature with all of them. If you choose different creatures, you may apply a different detonation effect to each. You regain 1d4 Glam Points for every hostile creature affected.
Master Bracket Pool
At levels 12 and 14, select one Feat from the Master Bracket Pool. Each may only be selected once.
Defensive & Offensive Feats
Crownbreaker
AP: 2 | CA | 5 Glam Points | Duration: 3 RoundsWhile Glamorous Aura is active, all hostile creatures in its Radius must make a Will Defense Roll against your Spell Weaving. On failure, they become Paralyzed and suffer the Dazzled Debuff for the Duration.
Final Reveal
AP: 1 | QA/R | 3 Glam Points | Range: Self | Radius: 5 mWhen any Diva Feat ends, you release a burst of magical energy, forcing all hostile creatures within Range to make a Will Defense Roll against your Spell Weaving. On failure, creatures become Vulnerable to the Damage of your active Haus Manifestation until the end of their next Turn.
Titan Untucked
PassiveWhile The Diva is active: You cannot be Stunned, Grappled, or Restrained. Your bonus THP increases by +10.
Path-Specific Feats
Backstage Breakdown
PassiveGlamonsterWhile The Terror Diva is active Frightened creatures now suffer an additional effect each time they fail a Defense Roll or are damaged by a Monarch Subclass Feat. Roll 1d4 to determine the effect: 1. They Lose 3 AP. 2. They become Incapacitated until the end of their next Turn. 3. They attack the nearest creature on their next Turn. 4. They fall Prone and lose 3 m of Movement next Turn.
Deathdrop Deluxe
PassiveDeath DropThe Radius of The Dead-Drop increases to 4 m. If three or more hostile creatures fail their Fortitude Defense Roll, regain 1 Glam Point. If hostile creatures affected by I Ain’t Finished are also knocked Prone, they become Stunned for 1 Round.
Ego is Reality
PassiveGlam BombWhen a creature fails their Reflex Defense Roll against Dazzling Detonation, they immediately end any Feat with a Duration they currently have active.
Utility Feats
Dynasty Ball
AP: 2 | CA | 7 Glam Points | Duration: 2 RoundsYou may activate all three Haus Manifestations simultaneously for the Duration. While this is active, your Glam Dice damage is maximized.
Full Haus Manifestation
PassiveYou may now have one additional Haus Manifestation active simultaneously.
Master Glam Dice
PassiveYour Glam Dice are now 1d8 and allies within your Glamorous Aura gain +2 to Spell Attack Rolls.
Body Double
AP: 1 | RIf you take damage from a creature affected by Dazzled, you may summon a Smoke & Mirrors illusion.
Gilded Cage
PassiveCreatures affected by Dazzled must make a Will Defense Roll against your Spell Weaving at the start of each of their Turns to move away from you. If they fail two consecutive Rolls, they become Restrained until the effect ends.
Illusions of Grandeur
PassiveOne illusion? Oh, darling, we’re doing ensemble casting now. You may now maintain up to three illusionary duplicates at once using Smoke & Mirrors. Hostile creatures that destroy an illusion cannot target you with Opportunity Attacks until the end of their next Turn.
Only the Best
PassiveWhen you roll 1s or 2s on any dice for Damage, Healing, or Subclass Effects: You may immediately re-roll that dice once. You may apply this effect individually to each Dice you roll.
Shaded Contour
PassiveWhile Haus Shade is active: You gain Resistance to Psychic Damage. You can add your Aptitude Dice to Spell Weaving Checks.
Theatrical Mirage
PassiveWhile an illusion from Smoke & Mirrors exists, and a hostile creature misses an Attack Roll against you they suffer the Dazzled Debuff.
Transcendent Diva
PassiveYour Diva Feats last for +2 additional Rounds. While a Diva is active, you are immune to all Will-based non-damage Effects.
Specialized Character Refinement
SCRYou can select a Specialized Character Refinement.
Pinnacle Path
At 16th level, you gain a Pinnacle Synergy and choose your Pinnacle Path—a transcendent expression of your glamour mastery, granting abilities at levels 16, 18, and 20. Additionally you gain Pinnacle Loom-crafting (See Core Rule Book: The Spell-Loom).
Bend them to your Will
AP: 1 | RPinnacle SynergyWhen an ally you can see makes an attack against a creature, you can force the creature to make a Will Defense Roll.
Path of Endless Faces
Illusion multiplication and evasion. Which one of me is real? Oh, that’s the wrong question.
Passive: Gain +1 to your Spell Weaving.
Infinite Reflection
AP: 2 | CA | 6 Glam Points | Duration: 4 Rounds | ConcentrationYou fracture yourself into many dazzling reflections, filling the area around you with incorporeal illusions that all look like the real thing to the undiscerning eye. For the Duration: You gain +2 AP each Round. Whenever a hostile creature targets you with an Attack or harmful effect they must make a Will Defense Roll against your Spell Weaving. On failure, roll a d6: 1-2: The attack misses and they are Blinded. 3-4: The attack misses and they suffer the Dazzled Debuff. 5-6: The attack hits you, but you teleport up to 10 m to a new location of your choice that you can see.
Level 18
Dance of the Thousand Faces
PassiveWhile Infinite Reflection is active, once per Round as a Free Action, you may swap places with a willing ally or one of your illusions that you can see.
Level 20
The Vanishing King
AP: 2 | CA | 8 Glam Points | Duration: 3 RoundsWhile Infinite Reflection is active, you cannot be the target of attacks or harmful effects for the Duration.
Path of the Dicebreaker
Dice manipulation and maximization. Darling, dice don’t decide fate. I do.
Passive: While Glamorous Aura is active, your damage and healing dice are treated as one size larger, a d12 being the maximum dice.
Glamour of Worlds
AP: 2 | CA | 6 Glam Points | Duration: 4 RoundsWhile Glamorous Aura is active, for the Duration: Your damage and healing Spells and Feats are treated as maximum and do not need to be rolled. If Glam Detonation is also active, you can still roll the dice to see if an Explosion is triggered. Damage Rolls against you are treated as minimum.
Level 18
Rewrite the Show
AP: 1 | QA | 4 Glam PointsChoose three creatures you can see: Allies gain +1 dice on their next damage or healing roll. Hostile creatures lose 1 dice on their next damage or healing roll.
Level 20
Reign of Glamour
AP: 2 | CA | 6 Glam Points | Duration: 3 RoundsWhile Glamour of Worlds is active: Glam Detonation activates for free. Hostile creatures targeting you or your allies within your Glamorous Aura must roll twice and take the lower result. If a hostile creature rolls a Natural 1 against you, they become Dazzled and knocked Prone.
Path of the Haus Eternal
Territorial control and domain mastery. You do not simply stand in my presence—you stand in my realm. I am monarchy incarnate.
Passive: Hostile creatures who start their Turn adjacent to you lose 1 AP.
Realm of the Monarch
AP: 2 | CA | 5 Glam PointsYou conjure a grand domain of illusion and authority, making the space around you your personal reality. While Glamorous Aura is active, each Round, any hostile creature who enters or begins their Turn inside the Radius must succeed a Will Defense Roll against your Spell Weaving: On failure, they are banished from your court, pushed outside the Radius and cannot enter it again until they succeed a new Will Defense Roll. Allies within the Radius gain +2 to all Rolls and recover 2 Glam Dice of HP each Round.
Level 18
I have Spoken
AP: 1 | QA | 3 Glam PointsWhile Realm of the Monarch is active, select one target inside the Radius, forcing them to make a Fortitude Defense Roll against your Spell Weaving. On failure, they suffer one of the following: The Throne Rejects You: They take 5 Glam Dice of damage and are knocked Prone. Your Place is at My Feet: They are Dominated for the remaining Duration of Glamorous Aura.
Level 20
Laws of the Realm
AP: 1 | QA/R | 6 Glam PointsWhile Realm of the Monarch is active you may choose one of the following: Unyielding Rule: You or an ally within the Radius deal double damage until the end of their next Turn. The Throne’s Wrath: Choose one hostile creature within the Radius, their attacks deal no damage until the end of their next Turn.
Path of the World Ending Glam
Ultimate transformation and devastation. Every show must end, darling—but I ensure the audience never forgets it.
Passive: Gain Immunity to being Charmed.
The Diva Personified
AP: 2 | CA | 8 Glam Points | Duration: 4 Rounds | Range: Self | Radius: 6 m | ConcentrationWhile active: Gain THP equal to your Level + 2 Glam Dice. Gain Resistance to all Damage Types. Your attacks deal +2 Glam Dice of damage. When you reduce a creature to 0 HP, all hostile creatures within Radius suffer Psychic Damage equal to half your Level (rounded up).
Level 18
Ovation of Oblivion
AP: 1 | QA/R | 3 Glam PointsWhile The Diva Personified is active, you may select one of the following: The Judges Love You: You gain +2 AP per Round. Final Bow: All hostile creatures within the Radius must make a Fortitude Defense Roll against your Spell Weaving. On failure, they suffer 2 Glam Dice of damage, be thrown back 10 m, and are knocked Prone. Exit Stage Left: You may move up to double your Movement Speed without provoking Opportunity Attacks.
Level 20
Lip Sync to End the World
AP: 2 | CA | 5 Glam Points | Duration: 2 RoundsWhile The Diva Personified is active, gain the following for the Duration: Your Critical Range is now 17+. When you deal Damage to a creature all hostile creatures between you and your target are knocked Prone and suffer the Dazzled Debuff. If you are reduced to 0 HP force all hostile creatures within 5 m to make a Fortitude Defense Roll against your Spell Weaving. On failure, creatures take 4 Glam Dice of damage and suffer the Dazzled Debuff. You do not fall Unconscious until the end of your next Turn.
Resonate Spell-Loom
Passive | Level 20At level 20, you can now co-forge legendary spells. Any number of Loom-crafters may work together in the same Long Rest: each helper donates AF to the cost and adds +1 to the lead weaver’s Encoding Check. On success, every contributor learns the spell.
Pinnacle Bracket Pool
At levels 17 and 19, choose one Feat at each level. These high-tier refinements represent your final evolution.
Defensive & Offensive Feats
Hall of Mirrors
AP: 1 | R | 2 Glam Points | Duration: 3 Rounds | Range: Self | Radius: 5 mWhile Smoke & Mirrors is active and you take damage from an attack, detonate an illusion you can see, forcing all hostile creatures within the Radius of the illusion to make a Will Defense Roll against your Spell Weaving. On failure, hostile creatures become Blinded and suffer the Dazzled Debuff for the Duration.
Path-Specific Feats
Ascension of Haus Eternal
PassiveHaus EternalWhen using Realm of the Monarch the Radius of Glamorous Aura increases +2 m, and hostile creatures who fail their Will Defense Roll now suffer two penalties instead of one when entering or starting their Turn inside the Realm.
Double Trouble
PassiveDicebreakerDouble the dice granted or reduced when activating Rewrite the Show.
Encore of Devastation
PassiveWorld Ending GlamIf you reduce an enemy to 0 HP while The Diva Personified is active, you regain 2 Glam Points.
Eternal Mirage
PassiveEndless FacesInfinite Reflection now lasts for +1 Round and hostile creatures who attack your illusions from Smoke & Mirrors lose 1 AP for the Round.
Kingdom Without End
PassiveHaus EternalHostile creatures who enter your Realm of the Monarch must make a Will Defense Roll against your Spell Weaving. On failure, they are unable to exit the Radius.
Utility Feats
Final Ovation
AP: 1 | QA | 8 Glam PointsYou may treat your next roll as a Natural 20.
Haus Mother
PassiveGrant one ally, construct, or summon one of the Haus Manifestations until your next Long Rest.
Lustré’s Strut
PassiveWhile Haus Lustré is active: You gain Resistance to Cryo Damage. Gain 1 ARC when you knock a creature Prone.
Pinnacle Glam Dice
PassiveYour Glam Dice are now 1d10. Increase any Ability Score by +2 or any two Ability Scores by +1 each.
Velvet Guillotine
AP: 1 | R | 4 Glam Points | Range: 15 mWhen a hostile creature Critically Hits one of your allies, or succeeds a Defense Roll against one of your Spells or Feats, you may force them to re-roll.
Specialized Character Refinement
SCRYou can select a Specialized Character Refinement.