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Golden Bell from Granblue Fantasy
https://gbf.wiki/Golden_Bell
Sorcerous Origin
Chime Magic
Everyone likes music, but your connection to the art form goes much deeper than most. Whether you trace your lineage to an ancient society rife with resonant power, or were perhaps exposed to some hidden source of resonant energy, you now possess the ability to mold and break the world by using its own sound against it.
Chime Manifestations
| d6 | Chime Magic Sounds |
|---|---|
| 1 | Chaotic whispers |
| 2 | Many-tempered chimes |
| 3 | Scraping metal |
| 4 | Thundering hailstorm |
| 5 | Triumphant horns |
| 6 | A muffled effect, as if underwater |
Additionally, the power of the chime has rung throughout your life. At your option, you can pick from or roll on the Chime Magic Sorcerer Quirks table to create a quirk for your character, or you may determine a quirk for yourself.
| d6 | Quirks |
|---|---|
| 1 | You have a magic touch with a specific instrument. |
| 2 | Your voice rings clear and true even above a clamor. |
| 3 | Music follows you. Wherever you are, a performance will start nearby. |
| 4 | You can’t help but fall into step with a beat. In fact, your heart often follows suit. |
| 5 | You can name any song you’ve ever heard by the first note played. |
| 6 | You hum incessantly, even when you shouldn’t. Luckily, it sounds nice. |
https://www.artstation.com/artwork/RnLmyX
Chime Magic Features
| Sorcerer Level | Feature |
|---|---|
| 1st | Chime Spells, Musical Inclination |
| 6th | Decibel Control |
| 14th | Sound Cloud |
| 18th | Amplification |
Chime Spells
1st-level Chime Magic Feature
You learn additional spells when you reach certain levels in this class, as shown on the Chime Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a sound-based spell.
| Sorcerer Level | Spells |
|---|---|
| 1st | Command |
| 3rd | Pass Without Trace |
| 5th | Thunder Step |
| 7th | Compulsion |
| 9th | Destructive Wave |
Musical Inclination
1st-level Chime Magic Feature
You understand music on a fundamental level, and thus can use it to your advantage. You have resistance to thunder damage, and gain advantage on Saves against sound-based charm effects. In addition, you understand any hidden messages passed through song, and your memories involving music are crystal clear (you can remember names, physical features, locations, directions and modes of travel, etc.) no matter how long ago or how stressful or mundane the situation, though you must remember the event through the lens of music.
Decibel Control
6th-level Chime Magic Feature
As you learn about the ways of music, you gain a greater control of the dynamics of the sounds around you.
You have advantage on stealth checks using sound, and may use 1 sorcery point per creature to grant this advantage to your allies for ten minutes.
On the other end of the spectrum, you can crank up the volume on spells that do thunder damage or utilize music. When you cast a spell or use an ability that does thunder damage or utilizes music, you may use 2 sorcery points to cause a sonic wave to emanate off the spell, forcing any creature within the spell’s area of effect to make a Wisdom saving throw. On a failure, a creature becomes deafened and frightened until your next turn. You can’t do this more than once per turn.
Metamagic Features
Quietude: spend 1 sorcery point each to grant allies advantage on stealth checks using sound for 10 minutes
Sonic Blast: spend 2 sorcery points to cause a sonic wave to emanate off a spell or ability that does thunder damage or utilizes music, forcing any creature within the spell's area of effect to make a Wisdom Saving throw. On a failure, creatures are deafened and frightened until your next turn.
Sound Cloud
14th-level Chime Magic Feature
You gain the ability to collect sound around yourself like a ball of energy. This cloud rings with your chosen sonic manifestation.
As a bonus action, you may manifest a Sound Cloud (10 ft radius centered on you) for 10 minutes, or until you are incapacitated, knocked unconscious, or dismiss your Sound Cloud as a bonus action. While inside your Sound Cloud you gain 10 feet of movement and may fly up to your movement speed as long as the cloud exists.
In addition, as a reaction while your Sound Cloud is manifest you may expend 2 sorcery points to densify it until your next turn. Any creature who starts their turn inside or enters your Densified Sound Cloud must succeed on a Wisdom Saving throw or become deafened and frightened while inside the Cloud until your next turn. It may make another save on your next turn, but it must leave the Cloud first.
Once you have used this feature, you can’t use it again until you finish a short or long rest, unless you spend 4 sorcery points to use it again.
Metamagic Features
Densify Sound Cloud: spend 2 sorcery points and use your reaction to force creatures that start their turn inside or enter your Sound Cloud to make a Wisdom Saving throw. On a failure, they are deafened and frightened while within your Sound Cloud, and may not make another saving throw until they leave the Sound Cloud.
https://www.deviantart.com/bongoshock/art/Temple-Bells-56059722
Amplification
18th-level Chime Magic Feature
You are so steeped in the stuff of sound that, when you focus, you gain control over the vibrations of atoms around you.
You may spend 5 sorcery points to extend a 20 ft. radius “echo chamber” centered on you which lasts for 1 minute, or until you are incapacitated, knocked unconscious, or dismiss your echo chamber as a bonus action. This echo chamber is filled with your sonic manifestation, and this sound is so omnipresent and so potent that it seems those inside can both see it visually and feel it (dependent upon the sound), in their chests, across their skin, etc.
When you use a spell or ability that does thunder damage or utilizes music against a creature that is inside the echo chamber, any saving throw made against this spell or ability is done at disadvantage, and you may add thunder damage equal to half your sorcery level to the overall damage if damage is done.
When you activate this ability, your Sound Cloud automatically manifests without expending your normal Sound Cloud use and dissipates when your echo chamber fades.
Metamagic Features
Amplify: spend 5 sorcery points to extend a 20ft. radius echo chamber centered on you. Any saving throws against a spell or ability that does thunder damage or utilizes music that is cast against a creature within your echo chamber is done at disadvantage. In addition, you may add thunder damage equal to half you sorcery level to the to the overall damage if damage is done. Your Sound Cloud automatically manifests when you Amplify, and dissipates when your echo chamber fades.