Base Class: Fighter
Sonic Knights are agile Fighters that utilize Finesse weapons and their incredible speed to blitz through the enemy ranks and take down many foes at once. The more enemies their are, the stronger they become. Their ability to empower other Sonic Knights make them a truly destructive force when two or more are on the battlefield at once.
3rd Level - Resonating Strike
When you attack a creature with a melee attack using a Finesse weapon, if they do not already have a Resonating Mark, apply Resonating Mark to them. When you attack a creature with a Resonating Mark, all Resonating Marks on all creatures activate, dealing 1d8 Thunder damage to the creature they are applied to, plus an additional 1d8 Thunder Damage for each other Resonating Mark that was activated. When a creature effected by Resonating Mark receives Thunder damage, remove Resonating Mark.
3rd Level - Rebound
Gain an additional 10 feet of movement. Opportunity attacks made against you have Disadvantage.
7th Level - Echoing Strike
You gain Echo Charges equal to your Proficiency Bonus. When you make a melee weapon attack, you can spend one Echo Charge and a Bonus Action to attack an additional creature that you can reach. The second creature takes the same damage as the original target.
Echo Charges replenish after a Short or Long rest.
10th Level - Amplify
The damage of Resonating Mark is increased to 2d8.
You gain an additional 10 feet of movement.
15th Level - Sonar Targetting
Your first attack each turn has +2 to hit. Your second attack each turn has +1 to hit. Your third attack each turn has +2 to damage.
18th Level - Interference Wave
The damage of Resonating Marks is now 3d8, and when attacking a creature effected by Resonating Mark, you gain +3 to hit and damage.
Gain an additional 10 feet of movement.
Echoing Strike can target an additional creature within reach.







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