Base Class: Rogue
You learn the ways to bend the vibration around you. You can use sound for both offensive and defensive purposes. You can alter these sounds to harm creatures in your way and block those who oppose you.
muffled strike
You gain an additional way to use your sneak attack. when you pick this archetype at level 3 you don't need advantage on your attack roll as long as no other creatures are within 5-feet of the creature and it has the deafened condition. You can't use this feature if you have disadvantage on your attack roll.
Silencing presence
starting at 3th level when you pick this archetype you can use your bonus action to silence a creature. While silenced the creature can speak and is deafened. It takes a -5 to its passive perception if it relies on hearing. when a silenced creature tries to cast a spell that requires verbal components it has to make a DC 8 + proficiency bonus + Charisma modifier with its spellcasting modifier or it can't be cast that spell. the silence last till the end of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended charges of this feature on short rest.
stunning scream
At level 3 when you make an attack you can use your bonus action to scream at the creature you are targetting, the creature has to make a Constitution saving throw DC 8 + proficiency bonus + Charisma modifier. On a successful save the creature is deafened until the start of his next turn. On a failed save it's stunned and deafened until the end of his next turn. The creature can remake the save at the start of its turn, On a failed save the creature is still stunned until the end of that turn. On a successful save the creature can take its turn as normal. you can use this feature a number of times equal to your charisma modifier. You regain all expended charges of this feature on a long rest.
sonic ward
You can release a wave of sound to protect yourself. at 9th level, you can use your action to release sonic waves that force creatures in a 10-foot radius to make a strength save DC 8 + proficiency bonus + Charisma modifier or be pushed back 10-feet. It also creates a defensive ward of sound, This ward gives you extra health equal to your charisma modifier times half your rogue level. This extra health does not count as temporary health points and vanishes after 10 minutes. You can use this feature once and you regain all expended charges after a long rest. starting at 17th level you can use this feature twice before needing a long rest to use it again.
quivering howl
You release a howl, starting at level 13 as an action you can admit a howl in a 30-foot radius. each creature in the radius must make a constitution saving throw 8 + proficiency bonus + Charisma modifier. on a failed save the creature takes a d6's thunder damage equal to your sneak attack dice, the creature is also stunned and deafened until the end of your next turn. Also if a creature fails its save it has to make a strength save DC 15 or be knocked prone. On a successful save the creature takes half damage and is deafened. You can use this feature once, you regain expended uses on a short rest.
shivering pulse
your screams make your foes tremble in place. Starting at level 17, your stunning scream now works in a 15-foot cone and can target multiple creatures. The screams also now deal 4d8 thunder damage on a failed to save and half on a successful one. a creature who gets hit by your stunning scream now has the frightened condition until the start of your next turn. All creatures hit by your stunning screams have disadvantage on their constitution saving throw. This feature lasts a minute and you can use it once and you regain all expended uses on a short rest.
Previous Versions
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4/27/2022 3:00:36 PM
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4/27/2022 3:49:39 PM
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