Zeal Restrictions. You can only have a zeal die while engaged in combat, or if the ability check you used to gain the dice initiated combat. You can not use any features that roll a zeal die if you currently don't have one. Zeal Upgrades. The maximum size of your zeal die increases as you gain levels in this class, to d10 at 12th level and to d12 at 18th level.

Using Zeal. Once per turn, you can roll the zeal die and add its result to an attack roll, saving throw, damage roll, or ability check you make. The ability check must be of the skill you chose in Showfighting Style. You can do this after you roll but before you determine the outcome.

Gaining Zeal. Whenever you succeed on an ability check of the type you chose in Showfighting Style (including Performance), you gain a zeal die if you didn't already have one, which is a d4. Whenever you roll the maximum amount on the zeal die, increase its size by one step, to a maximum of d8. Whenever you roll the minimum on the zeal die, decrease its size by one step, losing the dice completely if it was a d4.

Refined Technique (10)

You gain additional ways to use your zeal die, depending on your Showfighting Style. If the feature provides you a new way to roll the zeal die, it still follows the normal restriction of one zeal die roll per turn.

Trip (Acrobat). Whenever you use the Tumble bonus action and add your zeal die to the Dexterity (Acrobatics) check, you can trip the target. If the Tumble succeeds, the target is knocked prone as long as they are no more than one size larger than you. If the check fails, your zeal die is decreased one size, as described in Roar of the Crowd.

Overwhelm (Athlete). Whenever you add your zeal die to an attack roll and it hits, choose to either stagger or scare them until the start of your next turn. A staggered creature's speed becomes 0, stopping any movement they may have been taking. A scared creature is frightened of you. If the attack misses, your zeal die is decreased one size, as described in Roar of the Crowd.

Mock (Braggart). Whenever a creature within 60 feet of you makes an attack roll or saving throw, you can use your reaction to disrupt their concentration. Roll your zeal die and subtract the result from their roll. You can do this after they roll but before they determine the outcome. If the attack still hits or they succeed on the saving throw, your zeal die is decreased one size, as described in Roar of the Crowd.

Repel (Duelist). Whenever you are attacked and you can see the attacker, as a reaction you can roll your zeal die and add the result to your AC for the rest of the turn, possibly causing the attack to miss. If the attack still hits, your zeal die is decreased one size, as described in Roar of the Crowd.