Rogue
Base Class: Rogue

You have unnatural control over sound, using it to remain hidden, distract and injure your enemies. Among the adepts, one might find a silent priest, a reserved musician with a knack for killing, or simply someone who found themselves impaired of hearing or speech in some way, but still had to fend for themselves in a violent world. Most foes might regret being obnoxiously loud in the presence of a Silencer.

Sign master

When you choose this archetype at 3rd level, you gain proficiency with your own version of sign language. You can spend a total of 12 hours of downtime teaching a creature that knows at least one language to give them proficiency. This can be done during the full duration of a short rest or 2 hours of a long rest. You can also read lips.

Sound Bender

Starting at 3rd level, you can cast minor illusion to replicate voices or sound effects. When you do so, the casting time can be a bonus action or an action, there are no components and the range is 60ft. You cannot create visual effects. Your spell casting ability is Intelligence.

Tip-toe

You are adept at taking advantage of distractions. Whenever a sound louder than a scream is made during battle (explosion, thunder, bestial roar), you can use a reaction to move up to half your movement without provoking opportunity attacks and hide (rules for hiding still apply).

Voice Stealer

You gain the ability to steal voices. As a bonus action, you choose a creature within 60ft of you that you can hear. An unwilling target must make a Charisma save (DC = 8 + Int + PB). On a failed save, they are unable to make sounds in any way for ten minutes and you can choose to make them frightened of you. At the end of each of their turns, they can repeat the save, ending the effect on a success. They also gain advantage on Stealth checks that rely on moving silently. These effects last for 10 minutes or until you dispel them. You can use this ability a number of times equal to your PB.

Silence of the Dead

 At 13 level, you can use your victims voice against them. After you hit a creature with your Sneak Attack, the first time they attempt to make a sound in any way before your next turn, they take an additional 2d6 thunder damage as a loud thunderous boom hits them instead. This damage scales to 3d6 at 17 level.

 

Horrid Shriek

As an action can emit the right frequency to annihilate a group of opponents. Creatures of your choice within 60ft that can hear you must make a Constitution saving throw (DC = 8 + Int + PB). On a failed save, a target takes thunder damage equal to your sneak attack and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make a Constitution saving throw at the end of each of its turns. The stun effect ends after 1 minute or a on successful save. Once you use this feature, you can't use it again until you finish a long rest.

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