Sonic Attack

Sound can be shaped into piercing shrieks, wild howls, or desperate wails that can cause damage to your enemies. You sonic features often weaken your foes, making them more susceptible to further attacks.

Your Sonic Blast features aren't subtle. If you use any of them while hiding, you will automatically lose that status even if your attack rolls fail or your targets all make successful Saving Throws. Further, while many Sonic Blast features will target specific creatures, they are all distinctly audible to a distance of 200 feet, and even faintly detectable out to a distance of 1,000 feet.

Some Sonic Attack features require an attack roll. In all such cases, you are making a ranged attack that you are proficient with, and you add your Dexterity Modifier to the roll. You also add your Dexterity Modifier to the damage.

Sonic Attack Features

Soundbeam

You can make a number of different vocalizations, each with different degrees of effectiveness. You focus your voice into a tight beam that strikes only your target. To be susceptible to the effects of a Soundbeam, the creature must be able to hear you and not have full cover from your perspective, but you need not be able to see the creature clearly.

You can use Shriek at 1st level, Scream at 2nd level, Shout at 3rd level if Sonic Blast is your Primary Power Set and at 6th level if it is your Secondary Power Set, and Screech at 10th level if Sonic Blast is your Primary Power Set and at 14th level if it is your Secondary Power Set.

  • Shriek (1st): Use your Action to select a creature within 80 feet and make a ranged attack roll. If successful, the target takes thunder damage equal to 1d8 plus your Dexterity Modifier. At 2nd level, you can uses your Bonus Action to use this feature instead of or in addition to using your Action. Each Shriek can target a different creature and uses separate attack and damage rolls.
  • Scream (2nd): User your Action to select a creature within 80 feet and make a ranged attack roll. If successful, the target takes thunder damage equal to 1d8 plus your Dexterity Modifier. If you have advantage on your attack roll for any reason, you add another 1d8 thunder damage. This extra damage increases to 2d8 at 6th level, to 3d8 at 12th level, and to 4d8 at 18th level.
  • Shout (3rd/6th): Use your Action to select a creature within 80 feet and make a ranged attack roll. If successful, the target takes thunder damage equal to 3d8 plus your Dexterity Modifier. If you add at least one Endurance Die to the damage, or the attack roll is a critical hit, the target must make a Dexterity Saving Throw or be knocked prone.
  • Screech (10th/14th): Use your Action to select a creature within 80 feet and make a ranged attack roll. If successful, the target takes thunder damage equal to 1d8 plus your Dexterity Modifier. If you add at least one Endurance Die to the damage the target must make a Dexterity Saving Throw or be stunned until the end of its next turn. If the attack roll is a critical hit the target is knocked prone.

Soundwave

You can also emit sound in a wide fan, affecting multiple targets at once. You can vary the frequency of your Soundwave features, allowing them to deal either bludgeoning or thunder damage at your option. If you opt for bludgeoning, your target need not be able to hear you to be affected, and your attacks do not emit extreme sound that can be heard more than a few feet beyond the target area.

You can use Howl at 1st level, Shockwave at 2nd level if Sonic Attack is your Primary Power Set and at 4th level if it is your Secondary Power Set, and Siren's Song at 7th level if Sonic Attack is your Primary Power Set and at 11th level if it is your Secondary Power Set.

  • Howl (1st): Use your Action to blast out a sonic wave in a cone 15 feet long and 8 feet wide. Each creature in this area must make a successful Constitution Saving Throw or take 3d8 thunder or bludgeoning damage. If you apply at least one Endurance Die to the DC and the target fails its Saving Throw, it becomes vulnerable to that same damage type until the end of its next turn. If the target's Saving Throw is successful, it takes half damage and does not become vulnerable.
  • Shockwave (2nd/4th): Use your Action to blast a large sonic wave in a cone 50 feet long and 25 feet wide. Each creature in this area must make a successful Constitution Saving Throw or take 1d8 thunder or bludgeoning damage. If the creature is Large or smaller, it will be pushed 30 feet away from you and be knocked prone. If a creature impacts a barrier such as a Huge or larger creature or a wall, it will take 1d6 bludgeoning damage for every whole 5 feet it would have otherwise traveled. If a target's Saving Throw is successful, it takes half damage and is pushed 15 feet (size permitting), will not suffer impact damage, and is not knocked prone.
  • Siren's Song (7th/11th): Use your Action to release a subsonic pulse in a cone 50 feet long and 35 feet wide. Each creature in this area must make a successful Constitution Saving Throw or suffer 1d8 thunder or bludgeoning damage. The subsonic nature of this feature means it cannot be heard aloud, even if you opt for thunder damage. If you apply at least one Endurance Die to the DC and a target creature fails its Saving Throw, it becomes unconscious until the end of its next turn. If a creature's Saving Throw succeeds, it takes half damage and is not rendered unconscious.

Amplify

At 4th level if Sonic Attack is your Primary Power Set or at 8th level if it is your Secondary Power Set, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Sonic Blast attack and damage roll you make until the end of your next turn. Using this feature does not cost an Action but you can only do it on your turn.

Dreadful Wail

At 12th level if Sonic Attack is your Primary Power Set or at 15th level if it is your Secondary Power Set, you can use your action to release a massive burst of acoustic agony. You must roll at least half of your available Endurance Dice, and if you use more than half of your maximum you may also re-roll any Endurance Die that comes up a 1 or 2 (but you must use the new value). Each creature within 25 feet of you must make a successful Constitution Saving Throw or suffer twice the rolled amount of damage, half as thunder and half as bludgeoning, and suffer vulnerability to the following damage types until the end of its next turn: bludgeoning, force, piercing, slashing, and thunder. If the creature is Large or smaller, it is knocked prone and moved 30 feet away from you. If a creature impacts a barrier such as a Huge or larger creature or a wall, it will take 1d6 bludgeoning damage for every whole 5 feet it would have otherwise traveled. A creature that makes a successful Saving Throw receives half of the rolled damage only as thunder and is not moved or knocked prone, and suffers vulnerability to only thunder damage.