Audiomancer, Variant (5e Class)

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Class Features

As a Audiomancer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Audiomancer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Audiomancer level after 1st


Armor: Light armor, shields
Weapons: Simple weapons, martial weapons
Tools: Three musical instruments of your choice
Saving Throws: Charisma, Dexterity
Skills: Choose three from Acrobatics, Deception, Intimidation, Insight, Perception, Performance, Persuasion


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

  • (a) studded leather armor or (b) longbow, and 40 arrows
  • (a) martial weapon and a shield or (b) two martial weapons
  • (a) diplomat's pack or (b) entertainer's pack
  • 1 instrument you are proficient with

Table: The Audiomancer

Level Proficiency
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Save DC, Spellcasting 3 2
2nd +2 Sound Infusion(2d10) 3 3
3rd +2 Audiomancer Archetype, Sound Abilities 3 4 2
4th +2 Ability Score Improvement, Sound Ability 4 4 3
5th +3 Improved Sound Infusion(3d10) 4 4 3 2
6th +3 Audiomancer Archetype Feature 4 4 3 3
7th +3 Sound Ability 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 Audiomancer Archetype Feature 4 4 3 3 3 1
10th +4 Sound Ability, Improved Sound Infusion(4d10) 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement, Audiomancer's Armor 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Audiomancer Archetype Feature 5 4 3 3 3 2 1 1
15th +5 Improved Sound Infusion(6d10) 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Sound Ability, Audiomancer Archetype Feature 6 4 3 3 3 2 1 1 1 1
18th +6 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 Audiomaster 6 4 3 3 3 3 2 2 1 1


You have learned to bend the weave of reality to your will, channeling powerful sound-based magic.


You know three cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Audiomancer table.


At 1st level, you have a spellbook containing six 1st-level bard spells of your choice. Your spellbook is the repository of the bard spells you know, except your cantrips, which are fixed in your mind. Every time you level up, you can add two spells to your spellbook from the bard spell list. Spells you add to your spellbook must be of a level you can cast.

Preparing and Casting Spells

The Audiomancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of bard spells that are available for you to cast. To do so, choose a number of bard spells from your spellbook equal to your Charisma modifier + your Audiomancer level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level Audiomancer, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of bard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. You can use an instrument you are proficient with as an arcane focus.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Sound Infusion[edit]

At 2nd level, you can channel intense vibrations through your weapon attacks. Once per turn, when you make any weapon attack, you can infuse it with sound. If the attack hits, it deals an additional 2d10 thunder damage. This increases to 3d10 at 5th level, 4d10 at 10th, and 6d10 at 15th. You may use this feature a number of times equal to your Charisma modifier. These uses return after a long rest.

Audiomancer Archetypes[edit]

At 3rd level, you must choose from one of two paths of the Audiomancer, further sculpting your sonic abilities.

Sound Manipulation[edit]

Starting at 3rd level, you gain access to your first sound abilities which are manifestations of your innate audio control. You use these abilities by expending Sound Points. You have a number of sound points equal to your charisma modifier plus half your Audiomancer level (rounded down), and regain all points when you finish a long rest.

Experienced Tongue

Starting at 3rd level, you can spend 1 sound point to gain advantage on your next Charisma check within one minute.

Fine Tune

Starting at 3rd level, when you make a weapon attack with Sound Infusion, you can spend 1 sound point to gain advantage on the attack.

Defensive Vibrations

Starting at 4th level, as a reaction when hit by a melee attack, you can spend 1 sound point to raise your AC by your charisma modifier, potentially causing the attack to miss.

Chorus of Power

At 7th level you can spend 2 sound points to impose disadvantage on the saving throw of a spell you cast.

Piercing Sound

At 10th level, you can spend 2 sound points to create a devastating wave of high pitched sound, disrupting the minds of all who listen. All creatures within a 30ft radius centered on yourself must make a Constitution saving throw. On a failure, creatures take 8d10 thunder damage and are stunned until the end of your next turn. On a success, creatures take half damage and are not stunned. This ability creates a loud sound that can be heard from 200ft away. Deafened creatures have advantage on their saving throw and take no damage if they succeed, or half damage if they fail.

Speed of Sound

Starting at 17th level, you can spend 3 sound points to accelerate your casting. You can cast any spell you know with a casting time of 1 action as a bonus action, instead.

Ability Score Improvements[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 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.

Audiomancer's Armor[edit]

Starting at 12th level, your body emits a permanent shroud of vibration that makes you a harder target to hit. Your AC gains +4 if you are wearing armor you are proficient in, additionally you are resistant to thunder damage.

Audio Master[edit]

At 20th level, you channel and emit sound without second thought as if you were breathing. You are immune to the silenced condition, and all Sound-Infused attacks are made with advantage. If you roll initiative with no sound points left you gain 4. Additionally, you can create ultrasonic vibrations. If you so choose, you can suppress the sound of any spell or ability you cast that would be audible to nearby creatures, such as a Thunderwave spell.



Those who follow the path of the Resonator choose to hone their combat prowess, wielding sound as a weapon of mass destruction.

Wave Blade

Starting at 3rd level, you can spend 1 sound point to give your weapon the reach property, and replace the weapon's normal damage type with thunder damage for one round.

Auditory Assault

At 6th level, you can spend 2 sound points to target one creature within 60ft of you and send a wave of devastating sound through their being. The target makes a Constitution saving throw, on a failure the target takes 5d10 thunder damage, drops everything it is holding and is stunned and deafened. On a success the creature takes half damage and is not stunned.

Vibration Overload

At 9th level, you can push the limits of your sound infusion beyond what you are normally capable of. When you use Sound Infusion on an attack, you can take -5 to the attack roll and double the amount of thunder damage dealt by the attack.

Limitless Sound

Starting at 14th level, your sound abilities are pushed beyond their normal limits. You can use sound infusion on ranged weapon attacked. Additionally, when an ally within 60 feet of you makes an attack, you can use your reaction to use Sound Infusion on their attack.

True Resonance

Starting at 17th level, you can tap into the master frequency of a creature's being and attack it with extremely destructive vibrations. When you hit a creature with a melee attack, you can expend 5 sound points to force it to make a constitution saving throw. On a failure, the creature drops to 0 hit points. On a success the creature takes 15d12 thunder damage and all attacks, ability checks, and saving throws, are made with disadvantage until the end of their next turn. Once you use this ability, you can't again until you finish a short or long rest.

Harmonious Ally[edit]

Those who follow this harmonious archetype are focused on using their magic to protect allies and hinder foes on the battlefield.


At 3rd level, when an ally with 60 feet of you is targeted with a ranged attack, you can use your reaction to expend 1 sound point and cause a disruptive vibration, giving the attack disadvantage.

Distortion Wave

At 6th level, you can spend 2 sound points as an action to generate a wave of harmless but disruptive vibration. You and all allies within 30 feet of you gain +4 AC for one minute.

Shuddering Weapon

At 9th level, you can spend 2 sound points to interfere with enemies means of attack by sending disruptive vibrations through their weapon. As an action, you can cause a weapon held by a hostile creature to vibrate, dealing 5d10 thunder damage to anyone holding the weapon. Additionally, they must succeed on a constitution saving throw or drop the weapon. You can use your bonus action on each turn to continue concentrate on this effect for up to 1 minute, or until the enemy drops their weapon.

Maddening Sound

At 14th level, you can spend 3 sound points to send a wave of distorting, dangerous sound into the mind of an enemy making it impossible to determine friend from foe. The target must make a Charisma saving throw. On a failure, the creature cannot distinguish friend from foe and targets all creatures it can see indiscriminately, as if they were all hostile to it. An affected target can repeat the save at the end of each of its turns.

Guiding Melody

Starting at 17th level, when an ally misses with a melee attack, you can use your reaction and expend 4 sound points to make the attack a critical hit.



Prerequisites. To qualify for multiclassing into the Audiomancer class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the Audiomancer class, you gain the following proficiencies: Light armor, shields, simple weapons, martial weapons.

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