Wizard
Base Class: Wizard

The School of Sonomancy is a wizard subclass that harmonizes the arcane arts with the power of song and sound. Wizards of this school, known as Sonomancers, manipulate sound waves to cast potent spells and enchantments.

Song Lore

You gain access to the following spells:

Level         Spell
   2             Vicious Mockery
   2             Dissonant Whispers
   6             Calm Emotions
   6             Motivational Speech
   6             Beacon of Hope

Attuned to the Great Rhythm

2nd-level Sonomancer feature

Starting at 2nd level, you gain proficiency with the Charisma (Performance) skill as well as with one musical instrument. As well, you can now use music as an arcane focus for your spells. As long as you have a musical instrument or can vocalize, you can use your training in music as an arcane focus.

Dulcet Tones

Starting at 2nd level when you choose this school, through your attunement to the Great Rhythm, you can vocalize a song or play your musical instrument to magically pacify another creature. As an action, choose one creature that can hear you within 60 feet of you. If the target can hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and pacified.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 60 feet away from the creature, if the creature can not hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

Shape Sound

6th-level Shape Sound

As part of casting a spell with a verbal component, you can choose to amplify its effects, doubling its range and area of effect, or adding an additional effect such as pushing the target 10 feet away or knocking it prone, if applicable.  You can do this up to a number of times equal to your level before requiring a long rest.

Song of Defense

10th-level School of Sonomancy feature

You can direct your magic of sound and song to absorb damage. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.

Perfect Harmony

14th-level School of Sonomancy feature

You can use your action to create an Aura of Perfect Harmony that acts as an Aura of Purity and Aura of Devotion with a radius of 30ft.
You must maintain concentration to keep the aura up, and it can last up to 1 minute.
You can use this ability equal to your proficiency level per long rest.

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