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Acoustician

An acoustician’s area of study focuses on sounds, vibrations and the magic held within their oscillations. Masters of speed and balance, master acousticians are said to feel the vibrations between planes and even other worlds.

Feel the Vibrations

When you adopt this specialization at 3rd level, you gain a bonus to Wisdom (Perception) checks you make that rely on hearing equal to your Intelligence modifier (minimum of 1).   Additionally, choose two of the following: glassblower’s tools, leatherworker’s tools, potter’s tools, smith’s tools, or woodcarver’s tools. You gain proficiency with the tools of your choice.   You can use tools you are proficient with to create musical instruments, and you are proficient with any musical instrument you create. Furthermore, you can use such instruments as a spellcasting focus for your artificer spells.

Acoustician Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Acoustician Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Acoustician Spells
Artificer Level  Spell
3rd  detect evil and good, thunderwave
5th  shatter, silence
9th  sending, counterspell
13th  banishment, dimension door
17th  destructive wave, telekinesis
Additional spells detailed in Chapter 4 that the DM might make available to an acoustician include dirge of the exorcist, discordant thrum, dimensional anchor, hold portal, peal of nine bells, power word: silence, shatterfloor, and suspended silence, and whelm.

Sonic Weapon

Also at 3rd level, you transform a musical instrument you have created into a sonic weapon. In your hands, the instrument becomes a simple ranged weapon with the two-handed property, a normal range of 90 feet and a long range of 300 feet. You can add your Intelligence modifier, instead of Dexterity, to the weapon’s attack and damage rolls, which deal 1d8 thunder damage on a hit.   Once on each of your turns when you hit a target with it, you can cause the weapon to deal an additional damage die. A creature hit by your sonic weapon has disadvantage on the first attack roll or ability check it makes before the end of its next turn.   You can create up to two sonic weapons, each of which can bear one of your infusions. If your sonic weapons are lost or destroyed, you can create a replacement when you complete your next short or long rest. If you create a third, one sonic weapon ceases to function (your choice). These weapons also cease to function if you die.   If one of your sonic weapons is within 120 feet of you, you know it, and you can summon it to your hands using a bonus action, provided it is not being held by another creature or is otherwise unable to be moved. If it is being held by another creature, they must make a Strength saving throw against your artificer spell save DC or lose possession of it.

Sonic Barrier

Also at 3rd level, with your sonic weapon in hand, when a creature you can see hits a target within 30 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your artificer level. If you reduce the damage to 0, you can choose to perform one of the following:
  • You cause the warded target to gain temporary hit points equal to the remainder.
  • You deal the remainder to the attacker as thunder damage, provided they are within 15 feet of the target they attacked.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Extra Attack

At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Maestro of Mayhem

At 9th level, you gain the following benefits: The damage of your sonic weapons increases to 1d12.
  • When you take the Attack action with a sonic weapon, you can make one additional attack with it as a bonus action.
  • When you cause a sonic weapon to deal an additional damage die, you can push the target up to 15 feet away from you. Alternatively, you can force the target to make a Strength saving throw against your artificer spell save DC. On a failure, the target is knocked prone.
  • The recipient of your sonic barrier gains a protective field, which moves with them, and lasts until the end of your next turn. The recipient (and other creatures of their choice) within 15 feet of them gain half cover.

Vibrational Virtuoso

At 15th level, you gain the following benefits:
  • You gain resistance to thunder damage.
  • Any creature that takes damage from your sonic weapon becomes wreathed in magical vibrations until the end of your next turn. For the duration, it sheds bright light in a 5-foot radius, and it can’t teleport, become invisible or leave the plane it is on. Additionally, the next attack roll against it has advantage.
  • The damage reduction of your sonic barrier increases to 2d10, and its range increases to 60 feet.

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