Base Class: Rogue
Originally created by a Grevth family assassin centuries ago, Sound assassins excel in stealth and control. Their basic spell, the Sound Dome, is the basis of all magic from the Sound Assassins. Sound Assassins must use all their spells within a sound dome, but are often seen as both a stellar assassin, and the primary recon.
Level 3: Sound Spells
Congratulations, you've unlocked the ability to learn the hidden sound spells of the Grevth. You will excel in stealth and in assassination. Use these spells with your natural physical abilities to dominate the shadows. As one of the few able to use true sound magic, you've been granted access to the following spells, depending on your level:
Cantrip - Sound Dome
3rd Level Spell - Sound Scream
5th Level Spell - Sound Mine
6th Level Spell - Sound Missile
7th Level Spell - Sound Barrier
9th Level Spell - the Great Vibration
Make sure you study these spells, as they will be your main tools to assassinate, support a party, recon, and protect your party.
All spells need INT, and base their strength on INT.
Level 9: Sound Step
You've continued to walk down the path to being a true sound assassin. As you unlock the skill to learn the sound spells, you must train your physical body. With your dedication, your speed has been greatly increased within the sound dome, allowing you to swiftly kill your enemies and escape!
Dexterity +2
Initiative +5
walking speed - Add result of 2 d20
Level 13: Sound Armor
You are almost a fully fledged sound assassin! Only a bit further left on this journey. Here, we eliminate your need for armor; if you're fast enough and manage your magic capacity well. With this, you will not be weighed down by armor.
When you are in the sound dome, use the vibrations around you to place an armor of sound on your body.
Regardless of the armor on your body, your armor class is 20 flat.
Level 17: Echoes Of The Fallen
You've become in tune with the Grevth magic, and are a full-fledged Sound Assassin. As your reward, when a Sound Dome is open, you will hear the echoes of those who created the sound magic, as you learn that the creator himself implanted the wisdom of his people into sound magic itself.
When the user opens a Sound Dome, they have the option to gain wisdom from a member of the Grevth family, though they do not know who will answer. This can only be used 6 times during a campaign, and once per Sound Dome, but each voice can only be used once. If you roll a voice for a second time, you will get no bonus and will waste one of your 6 rolls. Roll a d6 for one of the following voices and boosts:
1 - Clay Grevth (The Useless) - Congrats, you hear from the worst Grevth of all, Clay. His mistake on a mission caused nations to become aware of the Grevth, and for the family to be hunted. He will not aid you, only disappoint you. (-3 to all stats)
2 - Hunter Grevth (Untapped Potential) - Only just tapping into their inherited power as a member of the Grevth, Hunter was killed young when the Grevth were hunted. Hunter showed great potential and understood people in ways others did not. Hunter will give that information to you. (+3 to persuasion, +4 to Deception)
3 - Shadow Grevth (The Unseen) - Shadow was one of the legendary Grevth that completed the most missions. Excelling in stealth, Shadow was never seen during a mission. She will help you stay hidden. (+5 to stealth)
4 - Rotundo Grevth (The Fighter) - The public only knew him as Rotundo, as he forsook his Grevth name. Rotundo was not an assassin, but rather a hired sword during wartime. He will not help you during times of stealth, but gives knowledge in technique and strength. (+8 to any weapon damage)
5 - Dredd Grevth (The Genius) - The last leader of the Grevth, and the only one able to hear the voice of the creator in the final days of the Grevth, Dredd was able to add voices to the Echoes Of The Fallen, being responsible for adding Hunter and Shadow for those not strong enough to summon the creator. Unfortunately, Clay and Hunter were added by accident. Nonetheless, Dredd's knowledge in sound magic is second only to the creator himself, and he will give you that knowledge as someone able to use sound magic. (+2 to all stats. Grants 1 extra use to The Great Vibration if unlocked, and able to translate all languages for the user.)
6 - Stellan Grevth (The Creator) - (Must role a d10 and get a 5 or higher to use this bonus) You have been granted an audience with the originator or this sound magic, be grateful. As someone with the power and luck to speak to him, you will be granted his wisdom and his strength. (+5 INT and INT proficiencies, +4 Initiative, +3 CHA and CHA proficiencies, +3 to DEX and DEX proficiencies, able to translate all languages, unlocks Sound Slash.)
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