Reverberant (5e Class)

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<!-Introduction Leader->[edit]

Creating a Reverberant[edit]

Quick Build

You can make a Reverberant quickly by following these suggestions. First, Chraisma should be your highest ability score, followed by Constitution and dexterity/strenght based on your subclass prefference. Second, choose the Entertainer background. Third, choose equipment series "a" if you chose the Frequency fighter subclass, and equipment series "b" if you chose the Note knight subclass

Class Features

As a Reverberant you gain the following class features.

Hit Points

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


Armor: Light armor
Weapons: Simple weapons, longswords, shortswords
Tools: Two musical instruments that resembles a flute
Saving Throws: Charisma, Constitution
Skills: Choose any two


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

  • (a) two shortswords or (b) any martial weapon
  • (a) an entertainers pack or (b) an explorer's pack
  • (a) leather armor or (b) Chain mail
  • a dagger
  • If you are using starting wealth, you have 4d4x10 in funds.

Table: The Reverberant

Level Proficiency
Features Melodies known Melody Range
1st +2 Musical Bladework, Archetype Feature
2nd +2 Reverberant Melody 1 5 ft.
3rd +2 Archetype Feature 1 5 ft.
4th +2 Ability Score Improvement 2 5 ft.
5th +3 Extra Attack 2 5 ft.
6th +3 3 10 ft.
7th +3 Archetype Feature 3 10 ft.
8th +3 Ability Score Improvement 4 10 ft.
9th +4 4 15 ft.
10th +4 Archetype Feature 5 15 ft.
11th +4 5 15 ft.
12th +4 Ability Score Improvement 5 15 ft.
13th +5 Archetype Feature 5 20 ft.
14th +5 5 20 ft.
15th +5 5 20 ft.
16th +5 Ability Score Improvement 5 20 ft.
17th +6 Archetype Feature 5 25 ft.
18th +6 Full Control 5 25 ft.
19th +6 Ability Score Improvement 5 25 ft.
20th +6 Archetype Feature 6 30 ft.

Musical Bladework[edit]

Reverberants use specially crafted blades that resonate with the air around them when swung, using both combat prowess and musical talent to alter the fray of battle. These blades are custom made by special craftsmen, and each blade has it's very own unique sound. Swinging said blade with different speeds and angles can result in beautiful or ear stabbing music. Skilled Reverberants use this music to fight with by casting sound infused spells, much like a bard would, or by creating discombobulating sounds and noises, which confuses their enemies, and much much more.

Creating a Musical Bladework

Any melee weapon can be made into a musical bladework, but doing so requires more gold than usual. To make a weapon into a musical bladework, you must pay a craftsman 20 gp to make it. If the weapon is magical, the price is increased to 40 gp.

Musical Bladework Properties

The musical bladework has the same properties of the regular weapon that was modified, but can also be used as a musical instrument. You are considered proficient in using your own musical bladework a s a musical instrument.

Reverberant Archetype[edit]

At 1st level, you choose an archetype. Choose between Frequency Fighter or Note Knight, both detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 10th, 13th, 17th, and 20th level.

Reverberant Melody[edit]

At 2nd level, you learn one Reverberant melody of your choice. Your melody options are detailed at the end of the class description. When you gain certain Reverberant levels, you gain additional Reverberant melody's of your choice, as shown in the melody's column of the Reverberant table.

As a bonus action on your turn, you can start a melody you know. The melody have a range of 5 feet, but this range increases as you gain levels in this class, as shown on the melody range column on the reverberant table.

You must be able to speak in order to sing a melody, and you must have your Reverberant weapon in hand. Maintaining a melody requires concentration (as if you were concentrating on a spell). Once you start a melody, you can sustain it indefinitely, or you can choose to end it on your turn, without requiring an action.

If a melody has prerequisites, you must meet them to learn it. A level prerequisite refers to your level in this class.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.


You gain a +2 bonus to attack rolls you make with ranged weapons.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Ability Score Improvement[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.

Extra Attack[edit]

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

Full Control[edit]

At 18th level, whenever you make a sound with a music bladework weapon, you can decide which targets within range that hears and doesn't hear the sound.


Frequency Fighter[edit]

This reverberant archetype is more support based than it's counterpart, the Note Knight. The Frequency fighter learns to control the sound of their weapons expertly, allowing for more precise changes in pitch and volume, allowing them to channel magic through their musical bladework, akin to that of a bards magical music. Changing the frequency of sound waves can have powerful effects on both terrain and people, such as healing soothing sound, or sound that discourages enemies to fight, or even devastating reverberating sounds that can cause sonic explosions.

Pitch Perfect

Choosing this archetype grants you proficiency (but not expertise) in perception because of your acute hearing sense.

Increase Frequency

At 1st level, you can use your bonus action to increase the frequency in materials, which in turn does certain things depending on the material. The range at which you can apply the effects is 10 ft.

Air. Increasing the Frequency in air makes the air hard and condensed, you can make a instantaneous wall of air for as long as you are concentrating on increasing the frequency. The wall only covers your size, and grants the protected creature full cover from ranged attacks, and +2 to AC for melee attacks, until the concentration is stopped, or the creature is out of range.
Metal. Increasing the Frequency in metal makes it very hot. If an enemy is wearing armor made of metal or a holding a metal object, increasing it's frequency deals 1d8 fire damage to them, and makes them drop whatever they were holding.
Wood. Increasing the Frequency in wood disrupts it's natural sturdiness and dries it up, making it brittle. Any wood you increase the frequency in, takes double damage from physical attacks for 1 turn.
Water. Increasing the Frequency in water separates any other substances in it that isn't water, such as grease, poison and dirt.
Earth. Increasing the Frequency in earth can cause small directed earthquakes. You can create an area of 10 by 10 ft that knocks medium size humanoid enemies prone.

At 3rd level, enemies hit by your musical bladework weapons have harmful sound resonating within them. Whenever you make an attack against an enemy with a musical bladework weapon, until the end of the targets next turn, if the target moves or is pushed you deal 1d6 + your charisma modifier force damage to the target. If you attack the same target twice, the damage increases to 2d6 + your charisma modifier, and if you attack and hit the same target thrice the damage is instantly applied and doesn't need to be triggered by movement.

High Pitch Hit

At 7th level, after using your attack action, you can use your bonus action to make an extremely high pitched sound emit from your musical bladework weapon, provided that you are wielding it. The sound is so loud, that any creature within 30 ft of must make a constitution saving throw of 8 + your proficiency modifier + your charisma modifier, and on a failed save become stunned until the end of their next turn, including yourself.

Sonic Boom

At 10th level, whenever you score a critical hit with an attack made with a musical bladework, you can choose to make a sonic boom that can be heard up to 300 ft away. Your attack also deals an additional 20 + your charisma modifier force damage, and deafens all creatures within 60 ft of you until the end of their next turn.

White Noise

At 13th level, you can swing a Musical bladework in a certain pattern to create a noise canceling sound, making all creatures within 60 ft effectively deaf until you stop creating white noise, or until you're hit or forced to stop. Enemies deafened by your white noise don't immediately detect that they have been deafened.

Somber Sound

At 17th level, you can use your action emit a somber sound from your musical bladework weapon. The sound heals all creatures within 30ft for 1d6 + your charisma modifier, and hostile creatures must succeed a wisdom saving throw equal to 8 + your proficiency bonus + your charisma modifier, and on a failed save, be charmed for as long as you are playing the sound. The creature can repeat the saving throw every 1 minute.

Black Noise

At 20th level, you play gloomy noise that makes all creatures within 60ft go partially blind for as long as you keep playing, to all other creatures than you they are blinded, the only difference is that they can still see you, no matter where you are. They can break out of the illusion by succeeding a wisdom saving throw equal to 8 + your proficiency bonus + your charisma modifier. They can repeat the saving throw at the start of their turn.

Note Knight[edit]

This archetype diminishes the precise control of sound to wear heavy armor and use heavy weapons. The Note Knight can't control the sound of their musical bladework as well as their counterpart, the frequency fighter, but they can still use the music of their weapons to play certain notes on their musical bladeworks. These notes can compress the air around them, making their blade sharper, or their armor tougher, making it harder for their enemies to breathe, and even making it possible to walk on the air!

Hard and Heavy

Choosing this archetype gives you proficiency in heavy armor and martial weapons


At 1st level, when you hit enemies with a musical bladework weapon, you create music in form of monotonous notes. These notes create reverberations in the air that condenses the air pressure trough sound, making the air itself a weapon. Notes play until you play a different note, or use your bonus action to silence them. Only one note can be played at the time. Whenever you attack on your turn with a musical bladework weapon, you can use your bonus action to play one of the notes below.

Increase Weight You condense the air above you, making it extremely heavy. All creatures within 30 ft of you treat the area as difficult terrain, and you become encumbered if you weren't already.
Condensed Armor Your speed is decreased by 15ft, but your AC is increased by +2, and you are deafened.
Sound Footing The air under your feet becomes condensed, making difficult terrain normal terrain for you.
Reverse Note Instead of condensing the air, you make it lighter, deriving it of oxygen. Creatures, including you, in a 15ft radius around you will have a harder time focusing, making them unable to take reactions, provided that they need air to breathe.
Sharp Sound Your note condenses the air at the impact point of your weapon when hitting enemies, dealing an additional 1d6 slashing damage, but deafens you until the end of your next turn, if the attack hits.
Note Knight Weapon

At 3rd level, when you swing a musical bladework weapon, the sound emmited from it makes the air in front of it condensed and razor sharp, increasing its range by 5ft. This area always deal slashing damage.


At 7th level, whenever you score a critical hit, you can play or cancel a note without using your bonus action.

High Pressure Sound Slash

At 10th level, Once per turn, you can make a slashing attack towards an enemy up to 60 ft away with a blade made of sound. The blade deals slashing damage, and can only hit one target. It deals 1d20 + your charisma modifier slashing damage.

Compressed Air Deflection

At 13th level, you can use your reaction to deflect an attack with the sound of your musical bladework weapon, taking only half the damage from the attack.


At 17th level, whenever you miss an attack, you can instantly replace your currently active note.

Sound Prison

At 20th level, you can use your action to make a cocoon of sound which can hold a large creature in place until the end of your next turn.

Reverberant Melodies[edit]

Anti-magic Anthem

Any friendly creature within the melody range gains resistance to the damage from spells and magical effects.

Ballad of Resilience

Any friendly creature that start its turn within the melody range gain temporary hit points equal to your Charisma modifier.

Battle Chant

Any friendly creature within the melody area add your Charisma modifier to their damage rolls with melee weapon attacks.

Endurance Tune

Any friendly creature within the melody area add your Charisma modifier to their saving throws.

Melody of Dread

Whenever a creature frightened by you is within this melody range, it takes psychic damage equal to half your Reverberant level, and have its movement speed reduced to 0.

Protective Resonance

Whenever a creature within the melody range takes damage, you can use your reaction to reduce the damage by 1d10 + your Charisma modifier.

Song of Willpower

Any friendly creature within the melody area have advantage against the charmed or frightened conditions.


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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