New Class Sneak-Peak
Sound mage
You wield sound waves as deftly as others wield swords. You have a deep understanding of tones and pitch and with the aid of your superior lung capacity, you can manipulate both for a range of effects from simple distraction to earth-shaking vibrations.
New spells -
Gnat (Cantrip/Illusion): Action (Concentration): 1 Target you can see within 60ft - Create a buzzing noise near the target’s ear. The target must succeed on a DC12 Wisdom check or become distracted, causing disadvantage on attack rolls and skill checks relying on sound until the end of your next turn. Target may reroll the Wisdom check at the end of each turn as an action.
Blunt Impact (Lvl 1/Abjuration): Reaction - send a wave of sonic energy forward to lessen the damage from an incoming attack. Roll a DC 12 Dexterity saving throw. On a success, incoming damage is halved.
Earsplitter (Lvl 1/Evocation): Action (Concentration): 1 Target you can see within 30ft - Create a burst of sound that shatters the eardrums of your unlucky target. Each target must succeed on a DC 15 Constitution saving throw or receive 2d12 Force damage and become deafened for 1d4 days, or until receiving aid with Lesser Restoration. On a successful save, the target receives half damage and is not deafened.
Sonic Boom (Lvl 3/Conjuration): Action (Instant): Create an earth-shattering explosion of sound that shakes the ground around you, creating difficult terrain in a 10ft radius from your position. Targets must succeed on a DC17 Dexterity saving throw or be knocked prone. This sound can be heard by anyone within 100ft.
Migraine (Lvl 5/Conjuration): Action (Concentration): Up to 5 targets you can see within a 30ft circle centered on a spot of your choosing within 30ft - Manipulate the natural harmony of your opponents’ mana auras to bring them to their knees for 3 rounds. All targets must succeed on a DC15 Constitution save or take 5d10 Psychic damage and be knocked prone. On a successful save, the target receives half damage and remains standing. While the sphere is active, it can be moved up to 15ft on your turn as a bonus action. Targets who begin their turn within the area follow the same rules as those initially affected.
Sonic Shield (Lvl 9/Abjuration): Action (Concentration): Create a dome of sound with a radius of 15ft centered on the caster. All creatures within the dome are immune from any attack outside the dome for three turns (and vice versa), or until the caster drops the spell or fails a concentration save. Creatures inside the dome can still attack other creatures inside the dome as normal. Creatures outside of the dome can move into the dome with a successful DC14 Wisdom save, but on a failure will receive 1d10 Force damage and be deafened for 1d4 hours, or until healed.