Wizard
Base Class: Wizard

While bards use enchanting melodies to cast their tantalizing spells, the wizards from the school of sonomancy look at sounds in a more scientific way. The sounds these wizards create aren't meant to be beautiful to listen to, but practical. They use their arcane abilities to creating vibrating Sound Weapons, stop projectiles in mid air, or to cast their spells without the need for vocal components. Mages of this school are often found in battle and many of them are battlehardened veterans. Many foes of such wizards only hear a faint hum before they realise that they've been stabbed by a vibrating dagger.

Channeling Sound

When you select this school at 2nd level, you gain proficiency with one instrument of your choice and you can use that instrument as a spellcasting focus.

Furthermore, as you learn to preemptively shield yourself against forceful sounds, you gain resistance to thunder damage .

Sound Weapon

Starting at 2nd level when you choose this school, you learn how to control weapons with the vibrations of your magic. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that has the light property. The weapon becomes your Sound Weapon. You can also transform a magic weapon into your sound weapon.

Using a bonus action, you can make your sound weapon vibrate, letting it float in an unoccupied space within 5 feet of you for 1 minute. When you animate your sound weapon in this way, you can immediately make a melee spell attack against a creature within 5 feet of the sound weapon. When attacking with your sound weapon in this way, it deals thunder damage instead of bludgeoning, piercing, or slashing damage. Should the weapon have any additional effects, they apply as if you would be wielding or attacking with it normally. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

You can catch your sound weapon when it is within 5 feet of you and stop the vibrations as a free action. If you fall unconscious, your sound weapon drops on the ground in the space it is floating in.

You can use this feature to let your sound weapon float twice. You regain all expended uses when you finish a short or long rest.

Protective Vibrations

Starting at 6th level, you can protect yourself from attacks by letting the air around you vibrate. When a creature hits you with a ranged weapon attack or ranged spell attack, you can use your reaction to block the attack from hitting you. When you do so, the damage you take from the attack is reduced by 1d10 + your wizard level.

Perfect Hearing

Starting at 10th level, you gain the ability to distinguish sounds perfectly and your mastery of vibrations reaches new heights. You can cast all your spells without requiring vocal components.

Additionally, you gain advantage on all Wisdom (Perception) checks that rely on hearing and you gain blindsight within 10 feet.

Additional Sound Weapon

Starting at 14th level, you can create an additional weapon and make it your Sound Weapon. Using your bonus action you can make both sound weapons vibrate, as well as move each of your Sound Weapons up to 20 feet and attack with both individually.

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