Wizard
Base Class: Wizard

Tonal Imbalance

2nd-level School of Auralmancy feature

Using deep, echoing notes as you can throw off an enemy’s focus and cause slipups in combat. When an enemy you can see makes a successful attack against you or an ally within 60 feet of you, you can choose to make that attack deal half damage.
When you use this feature, you can’t use it again until you finish a short or long rest.
When you reach 5th-level with the School of Auralmancy, you can use this feature twice before a rest. When you reach 10th-level, you may use it three times before requiring a rest.

Magic Music

2nd-level School of Auralmancy Feature

You can add your Intelligence modifier to Performance skill checks that involve magic.

Fading Frequency

6th-level School of Auralmancy Feature

You can not only add audio to an environment, you also have learned how to take it away. Starting at 6th-level, you can select a 30-foot sphere you can see, making it so no sounds can enter or exit that sphere, preventing foes from hearing you or from hearing their masters’ orders, or preventing you and your allies from being affected by negative effects that involve sound.

Echoing Aria

10th-level School of Auralmancy feature

Using your powers of Auralmancy, you have learned how to leave behind an echo of a magic spell crackling with the energies of the universe. Starting at 10th-level, you can cast a spell that does not require concentration and only affects a single target. You can designate a 5-foot space within 30 feet of you. If an enemy enters the space within 1 minute, they take the effect of the spell, negative or positive.
If you use this feature, you can’t use it again until you complete a long rest.
When you reach 16th-level, you can select any spell that does not require concentration for this feature.

Absence of Silence

14th-level School of Auralmancy feature

You have become a master of Auralmancy, able to fine-tune sounds and songs to cast any spell, even those outside of Auralmancy. Spells you cast no longer require somatic components, allowing you to cast even if your hands are bound.

Tonal Imbalance

Using deep, echoing notes as you can throw off an enemy’s focus and cause slipups in combat. When an enemy you can see makes a successful attack against you or an ally within 60 feet of you, you can choose to make that attack deal half damage.
When you use this feature, you can’t use it again until you finish a short or long rest.
When you reach 5th-level with the School of Auralmancy, you can use this feature twice before a rest. When you reach 10th-level, you may use it three times before requiring a rest.

Magic Music

You can add your Intelligence modifier to Performance skill checks that involve magic.

Fading Frequency

You can not only add audio to an environment, you also have learned how to take it away. Starting at 6th-level, you can select a 30-foot sphere you can see, making it so no sounds can enter or exit that sphere, preventing foes from hearing you or from hearing their masters’ orders, or preventing you and your allies from being affected by negative effects that involve sound.

Echoing Aria

Using your powers of Auralmancy, you have learned how to leave behind an echo of a magic spell crackling with the energies of the universe. Starting at 10th-level, you can cast a spell that does not require concentration and only affects a single target. You can designate a 5-foot space within 30 feet of you. If an enemy enters the space within 1 minute, they take the effect of the spell, negative or positive.
If you use this feature, you can’t use it again until you complete a long rest.
When you reach 16th-level, you can select any spell that does not require concentration for this feature.

Absence of Silence

You have become a master of Auralmancy, able to fine-tune sounds and songs to cast any spell, even those outside of Auralmancy. Spells you cast no longer require somatic components, allowing you to cast even if your hands are bound.

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