Sonumancer v1.0

by FabiArt

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Sonumancer

The dwarf wellcomed and offered the humble conforts of his cottage to the exhausted pilgrims that just arrived. After a delicious meal the ritual began with the dwarf sliding the ramrod through the border of the singing bowl, generating a stacionary wave that filled the room with a constant tone. In a matter of seconds the travelers felt relaxed, harmonius in their now tranquil minds and ready to keep on going.

She stopped at the center of the hall where the last night aristocrats from all over the region were celebrating the formalization of a new alliance. The half-elf hit the tuning fork and got it closer to her ear while turning around slowly. It wasn't very difficult to her to isolate the echoes of the voices that still were bouncing around the walls of the hall. She stopped, listened closely and after a moment took her notes were she kept track of the whole investigation.

The treasure hunters were taking a short rest while waiting for their human partner to end his ritual. With every hit of the ramrod on the metalic side of the instrument, the low tones of the singing bowl echoed through the halls of the catacombs fading out in the darkness. The trained hearing sense of the human was able to capture different nuances on the echo, giving him enough information to know that the ground were the rest of the party was resting wasn't as solid as the stone tiles looked like, and even more startling, he was able to hear something lurking around out of the reach of the torches light.

The elven band was following a halfling through the coast road keeping a reasonable distance. They knew what she was carrying and where she was going, and it was just a matter of waiting for the right moment to assault her. But what they didn't knew was that the halfling was aware of what they planned early that same morning at the tavern, and that she was completely aware that she was being stalked by a group of three elven males with cimitars at their backs, and a female elf hiding a dagger inside each boot, and a third one just below her bag of copper coins that made an almost unaudible clicking sound with every step.

Sound and resonance

No cualquier individuo que haya decidido hacer un retiro espiritual en busca de la paz interior puede ser considerado un sonumante, pues este estilo de vida va mas allá del sedentarismo de un curandero ermitaño o de un vidente esotérico que espera algo a cambio de sus servicios. Un verdadero sonumante que ha despertado su nueva percepción del sonido liberando sus chakras, continua su viaje espiritual y físico en busca de la deseada paz interior. Es en esas exploraciones del alma en las que algunos de ellos sienten la intranquilizadora llamada a la aventura al no poder desvincularse de su vida anterior, encontrando nudos en la conciencia difíciles de liberar.

A life of harmony and solitude

Not every individual who achieved inner peace thanks to a spiritual retirement should be considered a sonumancer, this philosophy it's much more than having a sedentary style of life being the usual hermit witch doctor, or an esoteric seer who waits somekind of retribution for his services. A true sonumancer who has awoken his new perception of sound unlocking his chackras, continues his spiritual and physical journey searching for the desired inner peace. It's during their training and meditation, exploring their souls, when the unsettling call to adventure arrives in the form of a revelation.

Sonumancer
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, magic resonance 3 2
2nd +2 Chakra 3 3
3rd +2 Unlocking chakra 3 4 2
4th +2 Ability score improvement 4 4 3
5th +3 Magic resonance improvement 4 4 3 2
6th +3 Unlocking chakra feature, echoes from the past 4 4 3 2
7th +3 4 4 3 3 1
8th +3 Ability score improvement 4 4 3 3 2
9th +4 Magic resonance improvement 4 4 3 3 2 1
10th +4 Unlocking chakra feature 5 4 3 3 2 2
11th +4 Present echoes 5 4 3 3 3 2 1
12th +4 Ability score improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Unlocking chakra feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability score improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Arcane echoes 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
20th +6 Vestiges of an echoe 5 4 3 3 3 3 2 2 1 1

Creating a sonumancer

When creating a sonumancer, consider the nature of the revelation that your character received to start a life of adventure. ¿There is something left unresolved during your previous life? ¿It's the feeling of guiltiness or vengeance that prevents you to achieve your inner peace? ¿Maybe during one of your sensorial deprived sessions that you were able to hear something you didn't supposed to hear? ¿It was the crying of a primordial entity, or the rumor of plates tectonics crashing into each other perturbing your trance as a bad omen?

Quick build

You can make a sonumancer quickly by following these suggestions. First put your highest ability score on Wisdom, followed by Dexterity or Constitution. Second, choose the hermit background.

Class features

As a sonnumancer you gain the following class features.

Hit points

  • Hit dice: 1d6 per sonumancer level
  • Hit points at 1st level: 6 + your constitution modifier
  • Hit points at Higher level: 1d6 (or 4 ) + your constitution modifier per sonumancer level after 1st

Proficiencies

  • Armor: None
  • Weapons: Dagger, darts, javalin, light crossbow, light hammer, scythe, sling
  • Tools: None
  • Saving throws: Inteligence, wisdom
  • Skills: Choose two from: investigation, nature, perception, insight, survival.

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) 2 daggers
  • (a) a dungeoneer's pack or (b) a scholar's pack
  • Two singing bowls and a tuning fork

Spellcasting

You have learned to perceive the complexity of the sound waves and to manipulate and redirect them with mystic words, to generate endless effects to aid you and your companions during your journeys.

Singing bowl

At 1st level you have a singing bowl that will act as a catalyst of magic. Your singing bowl it's the only material requirement in order to make use of your spells. Make sure to talk with your DM to determine the exotic material it is made of.

Cantrips

At 1st level, you know three cantrips of your choice from the sonumancer spell list. You learn additional sonumancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sonumancer table.

Preparing and casting spells

The Sonumancer table shows how many spell slots you have to cast your sonumancer 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 sonumancer spells that are available for you to cast. To do so, choose a number of sonumancer spells equal to your Wisdom modifier + your sonumancer 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 sonumancer, you have four 1st-level and two 2nd-level spell slots. With an Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. You can change your list of prepared spells when you finish a long rest. Preparing a new list of sonumancer spells requires time spent meditating, during that time you achieve a trance state in which you are rearranging your chakra's energies. You must spend at least 1 minute per spell level for each spell on your list.

Magic resonance

Your casting method will condition some of the basic mechanics of your spells like their range, duration, casting time and damage.

During combat, in order to use your spells you will need to have in your possesion your singing bowl, and this is going to be the only target of all your spells. The verbal formula followed by the proper friction of your ramrod to generate resonance, will imbue the sound waves with the desired magical effect, to do that you will need to spend 1 action with both hands free to manipulate your singing bowl.

  • When you cast a spell you can place your singing bowl over any horizontal surfaces, or slide it up to 5 feet using a bonus action without losing it's resonance.

  • You will be linked with your singing bowl by a concentration link, within an spherical Range of 60 feet radius centered on your singing bowl, allowing the spell effect to persist keeping active during a maximum time of 1 minute, ending earlier if you or your singing bowl get hit breaking your concentration link, or if you walk away of the concentration Range.

  • Once you establish the concentration link with your singing bowl and place it over a surface you will obtain a bonus of +5 to your movement speed inside the concentration link Range.

  • At 5th level, the bonus of movement speed increases to +10.

  • The spell must be resolved at the end of each of your turns. Or you can use the Ready action to wait at the right moment to activate your spell using a Reaction.

  • All your spells area of effect will be modified to affect a spherical Range of 5 feet radius around your singing bowl. At 9th level, the radius of your singing bowl will increase to 10 feet.

  • The magic resonance will condition all your single target spells that deal a d10 damage, modifying the damage die to d6.

Spellcasting ability

Wisdom is your spellcasting ability. Most of your training time concisted of long meditation sessions in which you were able to unlock your chakras, obtaining a new form of sound waves perception. Spell save DC - 8 + your proficiency bonus + your Wisdom modifier

Chakra

Starting at level 2 your new experiences will help you to meditate and shed light on some of the darker corners of your conscience, unlocking new chakras and learning to handle their spiritual energy. Your access to this energy is represented by a number of chakra points, determined by your sonumancer level (rounded down) + your Wisdom modifier. You can spend chakra points to use a number of features. You start knowing two of these features: Sound way and Mind fortitude. You learn more features as you gain levels on this class

When you spend a chakra point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended chakra back into yourself. You must spend at least 30 minutes of the rest meditating to regain your chakra points.

Sound way

You can spend 1 chakra point to intensify your concentration link with your singing bowl to move it up to 15 feet, before the spells gets resolved at the end of your turn.

Mind fortitude

When you or your singing bowl get hit and before making your concentration check, you can spend 1 chakra point to get an automatic success on said check.

Unlocking chakra

When you reach 3rd level, you will unlock a new chakra to aid you with mystical energies during your journeys. Choose between the Chakra of vigor, the Chakra of fervor, and the Chakra of reason, all detailed at the end of the class description. Your Chakra selection grants you features at 3rd, again at 6th, and 14th level

Ability score improvement

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 ability score above 20 using this feature.

Echoes from the past

Starting at 6th level, thanks to your trained perception of the waves of sound you are able to detect distant vibrations on your surroundings, even thought those sounds were generated minutes or hours ago, their echoes still bounce within the room, weakened and inaudible for most creatures. Performing a ritual in which you make use of your tuning fork you are going to be able to hear all the sounds that were generated in the last 24 hours inside a room. Silence is key to not contaminate the echoes from the past with recent noises. The ritual has a maximum duration of 1 hour and can be interrupted at any time. The total time you spend hearing the cacophony of echoes will determine how much information you get out of it. In case of hearing a dialogue you will hear it with a disordered syntax

Present echoes

Starting at 11th level, all your experiences during your journeys will bust up your reflexes. When a creature cast a spell with the verbal component you can spend 1 chakra point and use your Reaction to mimic the spell and transfer it to your singing bowl. The spell will replace any other spell previously casted on your singing bowl.

Arcane echoes

Starting at 18th level, your sound wave perception it's so sharp that, spending 1 chakra point, you can start a ritual to be able to detect echoes from spells with the verbal component casted, within the boundaries of the room during the last 10 days. The ritual has a maximum duration of 1 hour and can be interrupted at any time. The total time you spend hearing the cacophony of echoes will help you and your DM to determine the level of the spell found. This spell is going to be transfered to your singing bowl for a maximum time of 1 hour, or until you break your concentration link.

Vestiges of an echo

Starting at 20th level, you can start a ritual spending 3 chakra points to become one of the few creatures in the world able to perceive echoes originated 100 years ago. The ritual has a maximum duration of 1 hour and can be interrupted at any time. The total time you spend hearing the cacophony of echoes will determine how much information you get out of it. In case of hearing a dialogue you will hear it with a disordered syntax

Unlocking chakra

You have lived a variety of experiences during your journeys since you left behind your previous way of life, and you knew how to learn from each of those experiences to enrich yourself. Thanks to that you can feel your vital energy flowing and unlocking a new chakra on your spirit.

Chakra of vigor

Some sonumancers believe that the ultimate purpose of the magic resonance is to heal body and soul. The Chakra of vigor it's related to vehemence and compassion, qualities that guide the moral compass of witch doctors and healers, ready to use their magic to aid the most needed.

Mantra

Starting when you choose to unlock this chakra at 3rd level, you can introduce your companions to a light trance state during a short rest. To do so you must start a ritual of a minimum duration of 30 minutes in which you must use 1 hit die + your proficiency bonus to heal yourself and all the creatures that can hear the magic resonance inside your singing bowl Range.

Acoustic mirage

Starting at 6th level, you can spend 1 chakra point and touch the ground with your tuning fork. The low frequency given by the tone of the tuning fork it's imperceptible for most creatures, and it will create an spherical range of 5 feet radius centered on the tuning fork in which all creatures will be invisible to the creatures outside the Range. This effect has a maximum duration of 1 minute, it ends earlier if any of the affected creatures moves or make a sound inside the Range.

Acoustic shield

Starting at 10th level, you can spend 1 chakra point to hit your singing bowl in the right spot to trigger an aura of bludgeoning, slashing and piercing damage resistance inside your singing bowl Range. This effect has a maximum duration of 2 minutes. This feature can be used in conjuction with Sound way and Mind fortitude.

Conscience call

Starting at 14th level, you can spend 1 chakra point to imbue your singing bowl with a litany providing advantage on death saving throws to all the creatures inside the singing bowl range. This effect has a maximum duration of 3 minutes. This feature can be used in conjuction with Sound way and Mind fortitude.

Chakra of fervor

Your journeys made you traverse through a plethora of paths guiding you to some of the most recondite places of the entire region. The Chakra of fervor oozes with energy when you live your life with tenacious steps. Some sonumancers are capable of reading the echoes of the waves of sound to obtain clear images of their surroundings, and they often offer their skills as explorer guides and geologists.

Echolocation

Starting when you choose to unlock this chakra at 3rd level, you can make a ritual spending 1 chakra point to use your tuning fork to hear the echoes of it's vibration, in said echo you will be able to detect possible hollow sounds in any surfaces, also the echo will catch the sound produced by any creature. The ritual maximum duration it's 30 minutes and will affect the room in which you are and the adjacent rooms aswell. You can interrupt the ritual at any time and the total time you spend performing the ritual will decide the accuracy of the anomalies that you heard. You will obtain advantage to your next investigation check looking for secret doors or traps. If you enlighten your companions or you are inquired by them about what you heard you will provide them with the same advantage.

Tremor

Starting at 6th level, you can spend 1 chakra point to intensify the vibrations of your singing bowl to change the density of the surface directly underneath, said surface will be considered as difficult terrain inside the singing bowl Range. This effect has a maximum duration of 3 minutes. This feature can be used in conjuction with Sound way and Mind fortitude.

Earthquake

Starting at 10th level, you can spend 1 chakra point to modify the terrain generating the right note with your singing bowl. You can either rise a wall up to 10 feet of any shape or sink the ground down to 10 feet underneath your singing bowl. The affected area will be determined by the Range of your singing bowl.

Distant replica

Starting at 14th level, you can transfer your spells to a second singing bowl with it's magic resonance activated, to do so you must be inside both singing bowls Ranges and use a bonus action.

Chakra of reason

Used to the calm of your spiritual retirement you realized that there is no place for silence in society. The known bustle of villages, towns and cities taught you that secrets arrives at our ears but most of them escape through our mouths. The Chakra of reason gets uneasy with the voracious curiosity of some sonumancers that use their mystical energies refining their social skills to detect deceit or to provoke it. The life philosophy awakened by the Chakra of reason helps some sonumancers to reintegrate themselves into society acting as investigators, judges, and some of them managed to reach somekind of aristocracy level climbing the social ladder.

Detect lies

Starting when you choose to unlock this chakra at 3rd level, you can spend 1 chakra point and use your tuning fork to hear and detect lies inside the speech of a creature. Your target must do a Wisdom saving throw, on a failed save, you are going to be able to percieve disturbances in the waves of sound of the spoken words. You must have proficiency in the language spoken and your target must be knowingly lying in an intentional way.

Sharp hearing

Starting at 6th level, you can add your Wisdom modifier to your initiative. Also, thanks to your numerous sensorial deprivation sessions, you developed a sharpness in your hearing with no comparison within the users of sonumancy. You obtain +2 to your passive perception and you can't be surprised.

Sound trap

Starting at 10th level, you can spend 1 chakra point to capture a sound inside the magic resonance of your singing bowl. You can reproduce the sound with total control over it until you replace it with a spell. You can capture a sound of any nature and of a maximum length of 10 seconds.

Sound proof

Starting at 14th level, you can spend 1 chakra point to generate a high frequency note using your singing bowl, to create an aura that will nullify any sound waves clashing with the external boundaries of your singing bowl Range, and also creating complete silence within it's boundaries. This effect has a maximum duration of 10 seconds.

Sonumancer spells

Cantrips (0 Level)
  • Guidance

  • Gust

  • Lightning lure

  • Magic stone

  • Mind sliver

  • Produce flame

  • Shape water

  • Sword burst

  • Thaumaturgy

  • Thunderclap

  • Vicious mockery

1st Level
  • Absorb elements

  • Catapult

  • Cause fear

  • Charm person

  • Command

  • Detect evil and good

  • Entangle

  • Expeditious retreat

  • Faerie fire

  • Fog cloud

  • Healing word

  • Heroism

  • Purify food and drink

  • Shield

  • Thunderwave

2nd Level
  • Alter self

  • Beast sense

  • Blur

  • Calm emotions

  • Enthrall

  • Knock

  • Lesser restoration

  • Misty step

  • Pyrotechnics

  • Ray of Enfeeblement

  • Warding wind

  • Zone of thruth

3rd Level
  • Aura of vitality

  • Bestow curse

  • Call lightning

  • Create food and water

  • Crusader's mantle

  • Daylight

  • Dispel magic

  • Elemental weapon

  • Intellect fortress

  • Protection from energy

  • Spirit shroud

4th Level
  • Aura of life

  • Aura of purity

  • Blight

  • Charm monster

  • Elemental Bane

  • Grasping vine

  • Phantasmal killer

  • Storm sphere

5th Level
  • Animate objects

  • Antilife shell

  • Circle of power

  • Cloudkill

  • Contagion

  • Modify memory

  • Skill empowerment

  • Wrath of nature

6th Level
  • Blade barrier

  • Heal

  • Investiture of flame

  • Investiture of ice

  • Investiture of stone

  • Investiture of wind

  • Mental prison

  • Otto's irresistible dance

7th Level
  • Crown of stars

  • Etherealness

  • Fire storm

  • Prismatic spray

8th Level
  • Demiplane

  • Dominate monster

  • Incendiary cloud

  • Mind blank

9th Level
  • Mass heal

  • Psychic scream

  • Time stop

  • Weird

Credits

Header "Swamp" background art made by Tobias Watzl Sonumancer splash art and singing bowl art made by myself PDF made in https://www.gmbinder.com/

 

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