Vibromancy
As a Vibromancer you have undergone years of training in order to understand your heartbeat and utilise magical like effects through it. Vibromancy Traces its roots to ancient kingdoms law enforcement, these officers would all use the same Vibrations but utilise dependent on the branch of enforcement. Whether it was supporting their comrades as a shield, acting as the eyes and ears in a raid or incapacitating foes these guards were a cut above the rest, when the ancient kingdoms fell these techniques outlasted them.
These Different practitioner each continued to practise and cultivate the power of vibrations, however as they were now spread throughout the material plane, each practitioner began modifying their tactics to better fit the area some continued law enforcement others may have gone off to become adventurers and others still may have retreated to the loneliest parts of the material plane to use vibrations to better understand nature. Due to this it has been noted that no two Vibromancers will utilise their vibrations in the exact same way.
The Vibromancer
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Jitte Proficiency, Reverberation, Ability Points, Tradition |
| 2nd | +2 | Disciplines, Ability Points |
| 3rd | +2 | Tradition Progression |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Disciplines, Tradition Progression, Ability Points |
| 6th | +3 | Charged Reverberation |
| 7th | +3 | Altered Body |
| 8th | +3 | Ability Score Improvement, Ability Points |
| 9th | +4 | Tradition Progress, Extra Disciplines |
| 10th | +4 | Altered Mind |
| 11th | +4 | Tradition Progress |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Beyond Limits |
| 14th | +5 | Increased Ability Points |
| 15th | +5 | Tradition Progress |
| 16th | +5 | Ability Score Improvement, |
| 17th | +6 | Extra Disciplines |
| 18th | +6 | Tradition Progress |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Remodelling |
Class Features
As a Vibromancer , you gain the following class features
- Hit Dice: 1d8 per Vibromancer level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Vibromancer level after 1st
-
Proficiencies
- Armour: Light armour, medium armour
- Weapons: simple weapons, Exotic weapon(jitte)
- Tools: none
-
- Saving Throws: Constitution Strength
- Skills: Choose 2 from acrobatics, athletics, insight, perception, history and performance
- Multiclassing: Constitution 13
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Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- one simple weapon
- 1 Jitte
- (a) a scholar’s pack or (b) an explorer’s pack
- leather armour, Simple clothes
Jitte
This jitte is a unique spellcasting focus through which the vibrations are manipulated by the PC. deals a base 1d4 bludgeoning damage. It's classified as a exotic weapon that costs 1 gp due to its unique hollow structure
Quick Building a vibromancer
You can make a vibromancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength.
Vibrocasting Ability
constitution is your vibrocasting ability for your vibromancy effects, this is due to the vibromancer using their entire body to ultise vibrations, your abilities are counted as magical for the purpose of anti-magic fields. You use your constitution whenever a effect refers to your spellcasting ability. In addition, you use your constitution modifier when setting the saving throw DC for a vibromancer effect you cast and when making an attack roll with your reverberation.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
1st level
Reverberation
As an action, the Vibromancer strikes a target using the jitte dealing 1d8 Force damage as a melee spell attack. Each tradition has the ability to do a Variant version as well as this version. For technical cases the reverberation counts as a spell. The reverb increases to 2d8 at level 5, 3d8 at level 11 and 4d8 at level 17
Ability points
as a vibromancer, you have a pool of points known as ability points, these are used for a variety of different effects, as you level up in the class you unlock more ability points below is the table for the progression of ability points
Ability points
| Level | Ability points |
|---|---|
| 1 | 2 |
| 3 | 3 |
| 5 | 4 |
| 8 | 5 |
| 11 | 6 |
| 14 | 7 |
| 17 | 8 |
| 20 | 10 |
picking a tradition
As a vibromancer you have 3 choices for traditions; these are the equivalent to subclasses, you pick from the 3 choices. The clad, the attuned and the murmur.
The attuned
as an attuned you are trained to harmonise your vibrations with the earths' by doing so you are able to use your vibration to harmonise with the earth. Using 1 ability Point the attuned gains 10ft of tremorsense for 5 minutes.
The attuned reverberations is cast with a 5ft range and is classified as a ranged attack which requires Visual line of sight to cast. It then erupts out from the ground below the target area.
The clad
as a practitioner of the clad you gain proficiency in martial weapons. Using the jitte they expand their inner vibrations and clad themselves in a small pocket of vibrating air. To create the clad it costs a bonus action and an ability point. The clad increases AC to be 13+con mod (maximum +3) and overwrites existing AC. For the clad the reverberation is a melee attack that is made using their body whilst clad it leaves leftover vibrations imposing disadvantage to hit to the target till the end of their turn if it hits
the Murmur
The murmur works by sending out a series of small vibrations that when commanded by the user clash within the target deadly damage.
As part of a melee attack the PC can place a charge within a target for up to 3 times, each charge increases the damage as shown below these are detonated when the User makes an attack and declares the detonation,
Maintaining the charge requires concentration. should concentration be broken these harmlessly dissipate
Murmur Damage dice progression
| Level | Damage Dice |
|---|---|
| 1st | 1d8, 2d8, 4d8 |
| 3rd | 1d8, 2d10, 3d12 |
| 5th | 2d8, 2d12, 6d8 |
| 9th | 2d8, 5d6, 6d8 |
| 15th | 3d8, 7d6, 8d8 |
2nd level
disciplines
as a vibromancer increases his understanding of his own vibrations and their relationship with the world he will be able to modify his methods through gaining disciplines, these allow for modification of existing powers or new layers to the same ability. At certain level milestones you gain access to a new tier of discipline, each milestone you pick from 2 types of disciplines.
Universal Disciplines
These are referring to disciplines that any tradition can pick. they have a wide array of effects you can refer to the disciplines table below to see.
Specialised Disciplines.
These are only available for certain traditions and will modify the way you use your traditions abilities or provide new tools.
Discipline Table
At level 2 you decide 2 from the table below
level 2 Universal Disciplines
| Name | Effect |
|---|---|
| Precise Control | Can cast Prestidigitation and Thaumaturgy using vibrations |
| Dabbler | Gain the first Level feature of another vibromancer subclass and an extra ability point |
| Longgg | by vibrating the air around the jitte can extend the range for the jitte to 10ft. |
| Remixed Vibractions | Replace the reverberation damage die to 2d4 |
| Relaxed Body | Increased movement by 10ft |
| Thrown Voice | Can project voice to any spot within 30ft you can see |
| Supple Fingers | the jitte is considered a finesse weapons and can be used as thieves tools |
| Calmed nerves | gain proficiency in a single skill of your choice |
| Magic Hands | Can float objects up to 10lbs, objects my stay within 5ft of players Hands |
level 3
Tradition Progression
You Receive an additional ability point and your traditions advance in the following ways.
The attuned
The Range of the player's tremorsense is increased from 10ft to 20ft, with reverberation increased range to 10ft.
The Clad
if you are hit whilst clad you can as a reaction roll 1d6, reduce the damage taken by that amount. you can use this feature equal to your constitution modifier. you regain all uses after finishing a long rest.
The Murmur
The damage Die used in the murmur is increased to 1d8, 2d10, 3d12 as per the table
level 4
Ability score improvement
When you reach 4th 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. If your DM allows the use of feats, you may instead take a feat. As normal, you can’t increase an ability score above 20 using this feature
level 5
Tradition Progression
Thanks to further familiarity your tradition of choice has progressed to a Further Level. as well as an additional Ability Point
The Attuned
Increased Tremorsense Range From 20 to 30ft with the variant Reverberation attack range increasing to 15 ft and gain the follow feature
Zone of speed.
Whilst Attuned you can at the cost of ability point designate a shape up to 15 ft total within your tremorsense that when moving over costs half of the movement speed or turns difficult terrain into normal. using additional ability points you can increase the total by 10ft. if tremorsense is cancelled or falls the area effect is lost as well. Requires concentration to maintain
the Clad
Damage Reduction die is now a 1d8 and gain the following the feature
Biggerer
Whilst Clad the player can for an extra ability point decide to increase their size by one and add 1d4 force damage to weapon damage.
Further Disciplines
at level 5 you gain the choice of 2 more Universal disciplines and one specialised discipline as shown in the table below
level 5 Specialised Disciplines
| Name | Tradition | Effect |
|---|---|---|
| Bounced Reverberation | Attuned | After a sonar attack as a bonus action can send a follow up dealing 1d4 force damage |
| Linked | Attuned | Shared tremorsense on touch with a willing target, effect ends when touch is broken |
| Seismic Bypass | Attuned | when you have tremorsense your reverberation can ignore the effects of all but total cover |
| Zone of slowness | attuned | Whilst Attuned you can at the cost of ability point designate a shape up to 15 ft total within your tremorsense that is now considered difficult. using additional ability points you can increase the total by 10ft. requires concentration to maintain. |
| Spiked Clad | Clad | as a reaction. After using the damage reduction feature take the amount of damage reduced and add your constitution modifier and proficiency bonus, target a creature or point within 5ft of you and they must make a constitution save against your DC if the target passes they take half damage if they fail they take full damage. |
| reinvigorating Clad | Clad | after using the damage reduction add the result and your proficiency bonus add the resulting figure your sheet as temporary hit points |
| Water Clad | Clad | Gain a swimming speed equal to your movement speed and double your breathing capacity. removes the penalty to underwater combat |
| shared cladding | clad | Using an ability point the player creates a coating of clad over an ally that grants a +2 to their AC and gives them 10 temporary hit points, this version lasts 1 minute and does not overwrite their armour. |
| Knees Weak arm's Heavy | Murmur | after detonating the murmur to at least the second die progression the target's speed is reduced to 0. |
| Landmine | Murmur | You can plant a vibration in the ground in a 5 ft square to go off after a designated weight goes over the area, or after a set amount of time to plant the vibration it takes 30 seconds and every additional 30 seconds to increase the die progression. the vibrations harmlessly dissipate after 10m if not triggered. |
| Planted Murmur | Murmur | Over the course of at least 30 seconds, you imbue a small object with the 1st level of the murmur, as long as you are holding it, for every additional 30 seconds it increases in die progression. it will detonate in a 5ft blast on the area the item ends up. each creature within the blast area must make a dexterity save against your spell DC. if fail take full damage if pass take half damage |
| Wrong Step | murmur | if the target with the murmur moves you can as a reaction cast the murmur at its charge level |
| Lingering Murmur | Murmur | the duration of the murmur before dissipating is Increased to 24 h |
level 5 Universal Disciplines
| Name | Effect |
|---|---|
| Debilitating Strike | After a successful Vibration attack, the target's Movement is speed is halved till the end of the targets turn |
| Destabiliser | at the cost of one 1 Ability Charge, make a melee spell attack against a target, if the attack hits the target gains a vulnerability to force damage for the next minute |
| Stable Footing | you gain advantage against any effect that would reduce mobility or knock prone |
| Vibrofist | Your unarmed attacks now do 1d6 force damage. you are now considered proficient with them and they can replace your jitte as a spell focus |
| Multiattack | you can attack twice, instead of once, whenever you take the Attack action on your turn. |
| High Frequency Weapon | Using 1 ability point. Coat a weapon in vibrations making it do an additional 1d8 force damage and the weapon is considered magical. duration 1 minute |
| Jack of All Trades (requires Dabbler) | Gain the level 3 features of the vibromancer subclass you chose for dabbler, as well as an ability point |
Level 6
Charged Reverberation
Using an ability point before the use of reverberation you can charge it. It now deals an additional 2d10 force damage plus your constitution modifier. For every extra ability point used the attack gains an extra 1d10.
Level 7
Shivering Body
using an ability point you become immune to extreme heat or extreme cold for 24 hours, Using an additional ability point you can project a 10ft Domain where anything within is immune as well for 1 hour,
Level 8
Ability score improvement
When you reach 8th 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. If your DM allows the use of feats, you may instead take a feat. As normal, you can’t increase an ability score above 20 using this feature
Level 9
Tradition Progression
Due to repeated practice and familiarity with your tradition it has been improved in the following ways and an additional ability point is gained.
the Attuned
Tremorsense range is increased to 40ft and the reverberation is increased to 20 ft.
the clad
The damage reduction die is increased to 1d10.
The murmur
increased die progression to now 3d6, 5d6, 6d8.
additional disciplines
you may also gain 2 universal disciplines and 1 specialised discipline, the table for those are below
level 9 Universal Disciplines
| Name | Effect |
|---|---|
| Focused thoughts | duration is doubled for any vibration effects |
| Split thoughts | can maintain concentration on 2 different vibration effects |
| Possum | As a reaction the PC can induce looking like near death for 1 hour, the user is under level 5 exhaustion and looks dead, to end the effect is a free action after 1h if the effect is still maintained the user will be unable to cancel the effect and must rest to remove exhaustion |
| vibrotherapy | Using an ability point the player can heal HP equal to your proficiency bonus or cure a condition on a target or self |
| 1 man wrecking crew | do double damage against structures |
| Multitalented (requires jack of all trades) | Gain level 5 features of your chosen vibromancer subclass and an ability point. |
level 9 Specialised Disciplines
| Name | Tradition | effect |
|---|---|---|
| Burst of action | Attuned | as a bonus action and at the cost of an ability point, pick a target within your tremorsense, they gain an extra 20 ft of movement. It can immediately use its reaction to move up to this speed, without provoking opportunity attacks. |
| Tagged | Attuned | as a free action you mark a target within your tremorsense, this mark lasts for 1 week and during that time you are aware of this targets location when they are within 1km of you |
| Marked | Attuned | using an ability point, your tremorsense range is doubled for up to 30 seconds but you cannot move during those 30 seconds. |
| Hole in the ground | Attuned | Using 2 ability points, designate up to 10ft, a crag appears in the ground you picked and if a creature moves over it they must make a dexterity saving throw greater your DC to not have their foot stuck and be considered immobile they must spend the rest of their movement dislodging themselves. |
| Juggernaut | Clad | Using an ability point, pick a target at least 10ft away, you rush towards the target who must make a contested strength check, the charge deals 6d8 force damage, if they fail they take the full damage, are knocked 5ft back and are considered prone, if they pass they take half damage and are not moved or made prone |
| Sealed | Clad | pick a number of damage types equal to half of your constitution modifier rounded down , whilst clad you are resistant to those damage types |
| Limit Broken | Clad | Remove the cap from the constitution modifier for the AC bonus for the clad |
| Stealth Murmur | Murmur | At the cost of 2 Ability Charges. The Murmur can be implanted at max level into a single unsuspecting over 6 seconds, when detonated. creature has disadvantage to the save |
| Implanted | Murmur | If concentration is broken, the murmur goes off at its current level of buildup. |
| Quivering Murmur | Murmur | When the murmur goes off, any creature within 5ft must make the same save to not take half the damage done to the target. |
10th level
Attuned Mind
as your body and mind are suffused with vibrations you now have advantage against any effects that would sway or control your mind.
Energising Self
At the cost of an ability point you can gain the effect of a short rest using 1 minute for a special ceremony. During this ceremony you are blind and deaf.
11th level
as your mastery increases over your tradition you are now able to do the following
Tradition Progression
The attuned
Tremorsense range increased to 50ft, with the variation reverberation increased to 30ft,
The Clad
When Hit the damage die to reduce damage is now 1d10+ your proficiency bonus, the duration is also increased to 10m
The Murmur
Increased Damage Die
12th level
Ability score improvement
When you reach 12th 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. If your DM allows the use of feats, you may instead take a feat. As normal, you can’t increase an ability score above 20 using this feature
13th level
Beyond Limits
using Vibrations to force the heart into overdrive the user gains 3 ability Points, however after 1 minute they will gain 2 levels of exhaustion
14th level
Hyper Aware
Sensing the relationship between the PC's vibrations and nature's the player is now more aware of everything around of them, any surprise rounds do not gain advantage to hit the player.
15th level
Tradition progress
The Murmur
Using an ability point you are able to jump the reverberation to a different creature within 5ft.
The Clad
Using an ability point you vibrate the ground forcing every creature within 10ft of the player to make a dexterity saving throw against your DC should they fail they will take 3d6 Force damage and be knocked prone.
The Attuned
Using an ability point you place your spell focus on the ground and concentrate, after 1 minute it is giving off vibrations strengthening your tremorsense, whilst you have this item in your hand increase your tremorsense by 15ft this lasts for 1 hour before the vibrations dissipate
16th level
Ability score improvement
When you reach 16th 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. If your DM allows the use of feats, you may instead take a feat. As normal, you can’t increase an ability score above 20 using this feature
17th level
Further Disciplines
at level 17 you gain the choice of 2 more Universal disciplines and one specialised discipline as shown in the table below
level 17 universal Disciplines
| Name | effect |
|---|---|
| Bypass | Whilst under an anti-magic field can still use any vibromancer abilities but at disadvantage |
| Attuned Body | The PC can add their CON modifier to any vibration based attacks hit die |
| defibrillator | using 2 ability points when taken to 0 health points can come back with 1d10+con mod health, can be used on self or a friendly PC |
| Overclocked Heart | at the cost of 2 ability Charges pick a number of characters equal to the player's constitution modifier that are within 10 ft and them after your turn they have 1 free action they can do |
| master of all (requires multitalented | Gain 1 9th level subclass feature of a different subclass and a additional ability point |
level 17 Specialised Disciplines
| Name | Tradition | effect |
|---|---|---|
| Mega Sonar | Attuned | tremor sense range doubled to 90ft |
| Sweep the leg | Attuned | After the sonar attack’s the target must make a dex save or fall prone. immune if huge or bigger |
| they passed the vibe check | Attuned | choose up to 3 creatures when creating sonar within 10ft. as an action they are now linked to your attunement and gain tremorsense equal to half your range. they must stay within 10ft of you or lose the effect. takes a bonus action to reconnect them |
| All-terrain armour | Clad | whilst clad movement is increased by 15 ft. gain a burrow speed of 15ft, if the player is falling as a reaction using a ability point they can grant themsleves the effects of the featherfall spell |
| Punisher | Clad | When damage is reduced, double the number and add it to a pool of damage (Max 50) that number can be used in a proficient melee weapon attack. Target must make a Dex Saving throw taking half Damage on a success |
| Vibro Fortress | Clad | dissipate the clad to form a full cover that's equal to 20 ft in any length, width and height. The area must not have any creatures present, can add 2 Ability Points to add another 10ft to the cover. the cover has a AC of 10 and HP of 25 |
| Detonate | Murmur | if a creature dies to the murmur they explode in a gory mess. A Single creature within touching Range of the blast has the charge minus 1 level transferred to them |
| Grower not a shower | Murmur | after the first round of The Murmur is planted for everyone of the target's turn the murmur's charge goes up automatically. |
| i didn't hear no bell | Murmur | if you fail the concentration check to keep the murmur maintained at the cost of a single ability point can stop it from dissipating. |
18th Level
Tradition Progress
The Clad
Reduce damage by 2d8.
The Attuned
sonar attack can attack through tremorsense no longer requires line of sight.
the murmur
Using 2 ability points, the player can go to the 2nd damage die level of murmur to the target
19th level
Ability score improvement
When you reach 4th 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. If your DM allows the use of feats, you may instead take a feat. As normal, you can’t increase an ability score above 20 using this feature
20th level
remodelling Ceremony
Gain the option to undergo the remodeling ceremony. setting up a set up a grand magical circle 50ft by 50ft. you rest your body in the center and borrowing the vibrations of the material plane itself, for the next 48h you are unconsciounc as your body is adjusted, during the process The mind is gaining insights on the true nature of vibrations. Increase your wisdom score to 19 and your constitution to 22. your body is also now immune to the effect of ageing and your lifespan has quadrupled. after this the traditions will have ascended.
the clad
underneath the PC's feet is solidiefied air and they are now able gain a float speed equal to their movement
the murmur
After a successful weapon attack the murmur is implanted at max damage of 10d8
the attuned
the PC gain's a passive Tremorsense of 50ft