Vocal Savant
Starting at 2nd level, you have became adept at
manipulating sound. You learn the thaumaturgy cantrip.
Additionally, whenever you cast a spell of 1st level or
higher, you can expend one additional 1st level spell slot to
cast the spell without using verbal components.
Discombobulation
Starting at 2nd level, you have learned how to affect a
creature’s center of balance by manipulating sound. As an
action, choose a number of creatures that you can see
within 10 feet of you. If the target can hear you, it must
succeed on a Constitution saving throw against your
wizard spell save DC or be deafened until the end of your
next turn, as you emit a noise that discombobulates it. Each
deafened creature's speed drops to 0, and each creature
drops any items or objects that it is carrying.
On subsequent turns, you can use your action to
maintain this effect, extending its duration until the end of
your next turn. However, the effect ends if you move more
than 5 feet away from the creature, if the creature can
neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its
initial saving throw against this effect, you can't use this
feature on that creature again until you finish a long rest.
Echolocation
At 6th level, you have learned how to locate creatures via
sound. As a bonus action, you can gain blindsight up to 60
feet by attuning to sounds and vibrations. This effect lasts
until the beginning of your next turn, and you cannot use
this effect while deafened.
You can use this ability a number of times equal to your
Intelligence modifier per long rest.
Fine Tuning
By 10th level, you have attuned to the might of sonic waves.
You gain resistance to thunder damage, and you gain
immunity to the deafened condition.
Additionally, you add the silence spell to your spellbook,
if it is not there already. You can cast silence without
expending a spell slot. When you do so, you cast the spell
centered on you and it moves with you, though you can still
cast spells with verbal components while this spell is
active. Casting silence in this way shortens the duration of
the spell to 1 minute while maintaining concentration.
Once you cast silence in this way, you can't do so again
until you finish a short or long rest, though you can still
cast it normally using an available spell slot.
Piano & Forte
At 14th level, you have mastered the art of sound
manipulation. Whenever you cast a spell of 1st level or
higher that deals damage, you can remove or amplify the
sound the spell makes.
If you remove the sound, the spell is cast silently.
If you amplify the sound, creatures hit by the spell must
make a Constitution saving throw. On a failed save, a
creature takes thunder damage equal to your wizard level
and is deafened until the end of their next turn, and takes
half as much damage on a success. Creatures within 300
feet can hear the spell.
You can use both of these features once per short or long
rest.
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