As a Screecher, you were born with the ability to produce powerful sonic blasts using just the power of your voice. Throughout the years you have learned to control the use of this power as to not constantly blow back those close to you.
Proficiency: Light Armor
Additional Benefits: +2 Charisma, +1 Dexterity
Flaws: Due to the constant toll on your ears, you are not able to hear faint noises usually perceived by others. You have -2 on any sound-based perception checks.
While this character does not gain proficiency in any weapon types, it most likely will not need any weapon other than vocal cords. It should also be known that this class has the ability to shout at high decibels even at a low level. This effect could prove useful in many scenarios.
Level 1
At level 1, you are able to produce powerful sonic blasts using your voice and all creatures in a 60 ft circle with the ability to hear take [1d10+Cha mod] sound damage as well as gaining deafness until the beginning of your next turn. The damage grows to 2d10 (lv 5), 3d10 (lv 10), and 4d10 (lv 18). This ability is able to used at will.
Level 3
At level 3, you gain the ability to throw your voice to locations up to 15 ft away. This distance grows to 30 ft (lv 10) and 60 ft (lv 18). This ability is able to be used at will.
Also at level 3, you are able to change your voice to match that of those you have heard within the past 24 hours. This can be done at will however, after 24 hours, if the original voice hasn't been heard by the player, they then forget how to use that voice until they hear it again.
Level 6
Once per day (or after any long rest), you are able to screech loud enough to render any creature unconscious unless they succeed on a constitution check of 15. All creatures incapacitated this way will remain so for [20 - creature level] minutes. At level 15, you are able to use this ability underwater with the same effect.
Level 10
At level 10, your shouting is strong enough to block incoming projectiles (physical and magic based) in all directions. This feat can only be performed for as long as your character is able to yell continuously and after doing so, must wait a total of 48 hours before being able to do it again. Additionally, after performing this action, and before a long/short rest, the player will deal -3 damage on all sound based attacks. This ability can also be used underwater to repel all water away from the player in a 15 ft radius for as long as the player is able to yell continuously.
Level 15
At level 15, you gain the ability to throw creatures away from you unless they are able to make a strength check of 15 or higher. If failed, the creature is thrown back 30 feet and remains prone until the end of their next turn. If succeeded, the creature is thrown back 10 feet and lands feet first. This ability is able to be used once every 3 hours.
Level 20
At level 20, you have officially mastered the power of your voice and are able to scream continuously twice as long as previously capable. Additionally, the amount of time it takes to recover from using your abilities becomes halved.
Also at level 20, you are able to shout into the sky and clear away any precipitating weather effects. This can be done at will.
At level 20, the player unlocks the most powerful ability within it's arsenal. THE DEATH WAVE. The players stores energy and lets out a screech so powerful that it instantly kills any creature within a 500 ft radius. After using this ability, the player is killed and is unable to be revived due to the ripping apart of their individual molecules. PLEASE SPEAK TO YOUR DM BEFORE USING THIS ABILITY AS IT MAY COMPLETELY MESS UP THE PLOT OF THE CAMPAIGN THEY WORKED SO HARD TO MAKE.
A flaw should not actually impose penalties. It should be a character choice only, an RP thing. A class is designed to show in what way you are better than the average person. It should enhance a character and should not impose penalties like this.
Proficiencies: include skill proficiencies and the same weapon proficiencies as a sorcerer. There should not be a "no weapons" proficiency for any class. The reason why these weapons are listed for all characters is basically gaining proficiency with them is incredibly easy, so much that anyone with the ability to use them can gain proficiency after a short time without needing formal training or mentoring.
Level 1 feature: "sphere" not circle. A circle is flat, a sphere would be like a wave of sound. I would also argue that it is far too powerful.
Basically you are giving them a cantrip ability but one capable of damaging and deafening all creatures within 60 feet. Being able to basically damage all creatures around you on a battlefield to such a distance, even if the damage is cantrip level, is extremely powerful for level 1 especially adding it can be used as much as wanted. This is basically something befitting a level 4 or 5 spell.
Consider instead an ability that lets them cast Thunderwave once per short rest and what basically amounts to a cantrip like Thunderclap but you can add your Charisma modifier to it.
Level 3: fine.
Level 6: gods no. Instant victory? No. First a DC for a class feature should be 8 + proficiency + an ability modifer (I recommend charisma). Second, it should may be a stun effect - stunning a single creature until the end of your next turn, or 1 minute with repeat saving throws at end of their turns. You also need to input a range. If small, like 10 feet, consider this a radial effect affecting all creatures around you in range or consider a longer range, no more than 30 tops for a single target. Or perhaps make it a 15 foot cone. Given how focused sound waves work I would go with the cone. I would say that you can use it underwater but creatures have advantage on the save, and at 15 they don't get advantage.
Level 10: this is functionally wonky. I would say you can shout a focused soundwave into a force barrier. Think of it like a Wind Wall spell but as a 10-foot dome around you or something. Or a 10 foot square projected out on front of you that acts like a Wall of Force. Have it last 1 minute, once per short rest, no other penalties.
At level 10 you're effectively halfway to near-demigod status so you can be a bit lenient, but an instant "safe from all harm" or something is a bit much.
Alternatively, considering a once per short rest feature that functions a bit like Otiluke's Resilient Sphere except cannot be moved making you unable to move, speak (because you're shouting) or take reactions. I would make it a concentration effect so somebody multiclassing could not use it while still firing spells.
Level 15: again see above about ability DCs. I would put this as an attack as a soundwave capable of moving you is going to hurt. Now you can consider this small. I would consider 10d8 thunder damage, strength save success half pushed 5 feet, fail normal damage and pushed 15 knocked prone.
30 feet is ridiculous, even it was a level 20 feature.
Level 20: No. Just no. I would consider a 30-feet sphere range effect where you scream and creatures within (except you) that can hear make a Con save or become paralyzed for one minute, repeating saves at the end of their turns. Once used takes Short Rest to recover ability. OR the ability to use Power Word Kill once per long rest.
What you have is insanely out of touch with class mechanics and incredibly overpowered and wonky. I would urge you to take a look at other classes to see what they offer - also to see how well this class synergises if the multiclass.
However, I like the idea behind it. It's like the Greybeards from Skyrim using the "Voice" or "Thu'um". Interesting.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
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As a Screecher, you were born with the ability to produce powerful sonic blasts using just the power of your voice. Throughout the years you have learned to control the use of this power as to not constantly blow back those close to you.
Proficiency: Light Armor
Additional Benefits: +2 Charisma, +1 Dexterity
Flaws: Due to the constant toll on your ears, you are not able to hear faint noises usually perceived by others. You have -2 on any sound-based perception checks.
While this character does not gain proficiency in any weapon types, it most likely will not need any weapon other than vocal cords. It should also be known that this class has the ability to shout at high decibels even at a low level. This effect could prove useful in many scenarios.
Level 1
At level 1, you are able to produce powerful sonic blasts using your voice and all creatures in a 60 ft circle with the ability to hear take [1d10+Cha mod] sound damage as well as gaining deafness until the beginning of your next turn. The damage grows to 2d10 (lv 5), 3d10 (lv 10), and 4d10 (lv 18). This ability is able to used at will.
Level 3
At level 3, you gain the ability to throw your voice to locations up to 15 ft away. This distance grows to 30 ft (lv 10) and 60 ft (lv 18). This ability is able to be used at will.
Also at level 3, you are able to change your voice to match that of those you have heard within the past 24 hours. This can be done at will however, after 24 hours, if the original voice hasn't been heard by the player, they then forget how to use that voice until they hear it again.
Level 6
Once per day (or after any long rest), you are able to screech loud enough to render any creature unconscious unless they succeed on a constitution check of 15. All creatures incapacitated this way will remain so for [20 - creature level] minutes. At level 15, you are able to use this ability underwater with the same effect.
Level 10
At level 10, your shouting is strong enough to block incoming projectiles (physical and magic based) in all directions. This feat can only be performed for as long as your character is able to yell continuously and after doing so, must wait a total of 48 hours before being able to do it again. Additionally, after performing this action, and before a long/short rest, the player will deal -3 damage on all sound based attacks. This ability can also be used underwater to repel all water away from the player in a 15 ft radius for as long as the player is able to yell continuously.
Level 15
At level 15, you gain the ability to throw creatures away from you unless they are able to make a strength check of 15 or higher. If failed, the creature is thrown back 30 feet and remains prone until the end of their next turn. If succeeded, the creature is thrown back 10 feet and lands feet first. This ability is able to be used once every 3 hours.
Level 20
At level 20, you have officially mastered the power of your voice and are able to scream continuously twice as long as previously capable. Additionally, the amount of time it takes to recover from using your abilities becomes halved.
Also at level 20, you are able to shout into the sky and clear away any precipitating weather effects. This can be done at will.
At level 20, the player unlocks the most powerful ability within it's arsenal. THE DEATH WAVE. The players stores energy and lets out a screech so powerful that it instantly kills any creature within a 500 ft radius. After using this ability, the player is killed and is unable to be revived due to the ripping apart of their individual molecules. PLEASE SPEAK TO YOUR DM BEFORE USING THIS ABILITY AS IT MAY COMPLETELY MESS UP THE PLOT OF THE CAMPAIGN THEY WORKED SO HARD TO MAKE.
Flaws
A flaw should not actually impose penalties. It should be a character choice only, an RP thing. A class is designed to show in what way you are better than the average person. It should enhance a character and should not impose penalties like this.
Proficiencies: include skill proficiencies and the same weapon proficiencies as a sorcerer. There should not be a "no weapons" proficiency for any class. The reason why these weapons are listed for all characters is basically gaining proficiency with them is incredibly easy, so much that anyone with the ability to use them can gain proficiency after a short time without needing formal training or mentoring.
Level 1 feature: "sphere" not circle. A circle is flat, a sphere would be like a wave of sound. I would also argue that it is far too powerful.
Basically you are giving them a cantrip ability but one capable of damaging and deafening all creatures within 60 feet. Being able to basically damage all creatures around you on a battlefield to such a distance, even if the damage is cantrip level, is extremely powerful for level 1 especially adding it can be used as much as wanted. This is basically something befitting a level 4 or 5 spell.
Consider instead an ability that lets them cast Thunderwave once per short rest and what basically amounts to a cantrip like Thunderclap but you can add your Charisma modifier to it.
Level 3: fine.
Level 6: gods no. Instant victory? No. First a DC for a class feature should be 8 + proficiency + an ability modifer (I recommend charisma). Second, it should may be a stun effect - stunning a single creature until the end of your next turn, or 1 minute with repeat saving throws at end of their turns. You also need to input a range. If small, like 10 feet, consider this a radial effect affecting all creatures around you in range or consider a longer range, no more than 30 tops for a single target. Or perhaps make it a 15 foot cone. Given how focused sound waves work I would go with the cone. I would say that you can use it underwater but creatures have advantage on the save, and at 15 they don't get advantage.
Level 10: this is functionally wonky. I would say you can shout a focused soundwave into a force barrier. Think of it like a Wind Wall spell but as a 10-foot dome around you or something. Or a 10 foot square projected out on front of you that acts like a Wall of Force. Have it last 1 minute, once per short rest, no other penalties.
At level 10 you're effectively halfway to near-demigod status so you can be a bit lenient, but an instant "safe from all harm" or something is a bit much.
Alternatively, considering a once per short rest feature that functions a bit like Otiluke's Resilient Sphere except cannot be moved making you unable to move, speak (because you're shouting) or take reactions. I would make it a concentration effect so somebody multiclassing could not use it while still firing spells.
Level 15: again see above about ability DCs. I would put this as an attack as a soundwave capable of moving you is going to hurt. Now you can consider this small. I would consider 10d8 thunder damage, strength save success half pushed 5 feet, fail normal damage and pushed 15 knocked prone.
30 feet is ridiculous, even it was a level 20 feature.
Level 20: No. Just no. I would consider a 30-feet sphere range effect where you scream and creatures within (except you) that can hear make a Con save or become paralyzed for one minute, repeating saves at the end of their turns. Once used takes Short Rest to recover ability. OR the ability to use Power Word Kill once per long rest.
What you have is insanely out of touch with class mechanics and incredibly overpowered and wonky. I would urge you to take a look at other classes to see what they offer - also to see how well this class synergises if the multiclass.
However, I like the idea behind it. It's like the Greybeards from Skyrim using the "Voice" or "Thu'um". Interesting.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.