Audiomancer (5e Class)
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- 1 Audiomancer
- 2 Archetypes
- 3 Multiclassing
As a Audiomancer you gain the following class features.
- Hit Points
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 20 arrows
- (a) martial weapon and a shield or (b) two martial weapons
- (a) diplomat's pack or (b) entertainer's pack
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|3rd||+2||Audiomancer Archetype, Sound Abilities||2||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement, Sound Ability||3||4||3||—||—||—||—||—||—||—|
|5th||+3||Improved Sound Infusion(3d8)||3||4||3||2||—||—||—||—||—||—|
|6th||+3||Audiomancer Archetype Feature||3||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement, Audiomancer's Armor (+2)||3||4||3||3||2||—||—||—||—||—|
|9th||+4||Audiomancer Archetype Feature||3||4||3||3||3||1||—||—||—||—|
|10th||+4||Sound Ability, Improved Sound Infusion(4d8)||4||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement, Audiomancer's Armor (+4)||4||4||3||3||3||2||1||—||—||—|
|14th||+5||Audiomancer Archetype Feature||4||4||3||3||3||2||1||1||—||—|
|15th||+5||Improved Sound Infusion(6d8)||4||4||3||3||3||2||1||1||1||—|
|16th||+5||Ability Score Improvement||4||4||3||3||3||2||1||1||1||—|
|17th||+6||Sound Ability, Audiomancer Archetype Feature||5||4||3||3||3||2||1||1||1||1|
|18th||+6||Audiomancer's Armor (+6)||5||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement||5||4||3||3||3||3||2||1||1||1|
You have learned to bend the nature of sound and harmonies to your will and can channel powerful magic from this.
You know two 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.
- 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.
- 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
At 2nd level you may enhance your strikes on your foes with waves of sound causing your weapon to vibrate with great speed. Once per turn you may add 2d6 thunder damage to one melee attack this increases to 3d6 at 5th level, 4d6 at 10th, and 6d6 at 15th. You may use this feature a number of times equal to your Charisma modifier. These uses return after a long rest.
at 3rd level you can choose from one of two paths of the Audiomancer, further sculpting your sonic abilities.
at 3rd level you gain access to your first sound abilities which are manifestations of your innate audio control. You produce these abilities by using Sound Points, you calculate the amount of sound points your Audiomancer has by adding your charisma modifier to half you Audiomancer level (rounded down). Your Audiomancer archetype will further expand on your sound abilities.
- Experienced Tongue
at 3rd level, you can spend 1 sound point to gain advantage on your next Charisma check.
- Fine Tune
at 3rd level, as a bonus action you can spend 2 sound points to gain advantage on a Sound Infused attack.
- Vicious Vibrations
At 4th level you can spend 1 sound point when hit with a melee attack to use your reaction to raise your AC by your charisma modifier potentially causing the attack to miss.
- Chorus of Hindrance
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 4 sound points to create a devastating wave of high pitched sound interrupting all thought processes of hostile creatures. All creatures within a 30ft radius centered on yourself make a charisma saving throw. on a failure all creatures take 8d10 thunder damage and are stunned. On a success creatures take half damage and are not stunned. This ability creates a loud sound that can be heard from 200ft away, is considered a spell like ability, and takes an action to use.
- Speaker Spell
At 13th level you can spend any number of sound points and cast a spell of that level without expending a spell slot, and without needing verbal or somatic components. This spell cannot exceed 6th level, and you must have spell slots of the spell you wish to cast for it to work.
- Audio Rewrite
at 17th level, you can spend 3 sound points to use a specially designed sound that resonates with the magical threads of the multiverse. You can cast a spell with a casting time of Action as a Bonus Action.
Ability Score Improvements
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.
Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
at 8th level, your body emits a permanent shroud of vibration that makes you a harder target to hit. Your AC gains +2 if you are wearing armor you are proficient in, additionally you are resistant to thunder damage. This bonus increases to +4 at 12th level and +6 at 18th level.
At 20th level, you channel and emit sound without second thought as if you were breathing. All sound infused attacks have advantage and if you roll initiative with no sound points left you gain 4. Additionally, you can choose to make all your sound attacks silent and you can choose to not be silenced magically.
Those who choose The Archetype Rezonator hone the violent battle potential of their auditory abilities, this style focusing on sound abilities that interfere with the bodies of enemies and deal massive thunder damage.
- Wave Blade
At 3rd level, you can spend 1 sound point to give your weapon the reach property as well as making all damage dealt thunder for 1 round.
- Auditory Assault
At 6th level, you can spend 2 sound points to target one creature within 60ft of you and cause him to hear a devastatingly loud thunderclap inside his head. The target makes a charisma saving throw, on a failure the target takes 6d6 thunder damage, drops everything it is holding, is stunned for one round, and deafened for 1d4 rounds. On a success the creature takes half damage, is not stunned, and deafened for 1 round.
- Vibration Overload
At 9th level, you can push the limits of your sound infusion beyond what you are normally capable of. Once per turn, you can take a -5 penalty to your attack roll with sound infusion and double the thunder damage dealt.
- Limitless Sound
At 14th level, your sound infused body can stretch its sonic abilities to greater distances. You can now sound infuse ranged weapon attacks as well as sound infuse your allies strikes as a reaction if they are within 60ft.
- True Resonance
At 17th level, you can spend 4 sound points to tap into the very frequency of a creatures being and internal organs and attack it with extremely violent vibrations. Make a melee attack sending these special sound waves into a creature and they must make a charisma saving throw. On a failure, the creature drops to 0 hit points. On a success the creature takes 12d12 thunder damage and all attacks, ability checks, and saving throws, have disadvantage until the end of their next turn.
Those who choose the archetype Booming Ally are focused on gaining sound abilities that protect their allies and interfere with the attacks and coordination of enemies.
At 3rd level, you can spend 1 sound point when a creature makes a ranged attack against a creature other than you and use your reaction to cause the projectile to waver with instability, giving the attack disadvantage.
- Confusing Sound
At 6th level, you can spend 2 sounds points to send a wave of harmless yet effective vibrations into your allies making their forms appear warped. Every ally within 30ft of you gains +2 AC for 1 minute.
- Shuddering Weapon
At 9th level, you can spend 2 sound points to interfere with enemies means of attack by making them shake violently. As an action, you can cause whatever weapon a hostile creature is holding to vibrate dealing 2d8 thunder damage. Additionally they must make a constitution saving throw or drop their weapon. You can use your bonus action to concentrate on this effect for up to 1 minute or until the enemy drops their weapon.
At 14th level, you can spend 3 sound points to send a wave of suggestive dangerous sound into the mind of an enemy making it impossible to determine friend from foe. The target makes a charisma saving throw. On a failure, the creature must make all available attacks on targets of your choice. The creature remakes this saving throw at the beginning of each of its turns.
- Guiding Composition
At 17th level, you can spend 4 sound points and imbue an allies strikes with an essence of sound that pulls the blade to its mark. If an ally misses a melee attack, you can use your reaction to instead make it 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.