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Sound Sculptor

Class

Sound sculptors, as the name implies, are bards who have taken their skill with sound far beyond merely producing beautiful or inspiring music. True masters of sound, they use their music to see the unseen, damage their foes, and even protect themselves and their allies.


3rd LevelSound Sculptor's Tools

When you select this archetype at 3rd level, you gain proficiency with the Performance skill and two musical instruments of your choice. If you are already proficient in Performance, you gain an expertise die instead. You also learn the message , minor illusion , and thaumaturgy cantrips, and they do not count against your maximum cantrips known.


3rd LevelEyes of the Ears

At 3rd level, you learn to use sound to locate objects and creatures around you. As a bonus action, you can sing, stomp, or play a musical instrument, concentrating on your music as if it were a spell. Until the start of your next turn, any creature within 300 feet of you that can hear you automatically detects your presence, but you also gain blindsight with a range of 30 feet. If you already have blindsight, its range increases by 30 feet.


6th LevelBlast of Sound

At 6th level, you learn to use sound not just as a tool, but as a weapon. As an action, you can emit a powerful blast of sound in a 15-foot cone. Creatures caught in the blast must make a Constitution save against your spell save DC. On a failed saving throw, the target takes 2d8 thunder damage and is deafened until the end of its next turn. On a success, the target takes half damage and isn’t deafened. The damage increases to 3d8 at level 11. At 17th level, the damage increases to 4d8 and the blast becomes a 30-foot cone.


14th LevelWall of Sound

At 14th level, you gain the most potent sound sculptor ability: the creation of walls of sound. As an action, you can create a wall of solid sound. The wall is composed of twenty 5-foot-square, 10-foot-tall sections of solid sound. The sections must be contiguous, and all sections must be within 120 feet of your position; otherwise, you can form the wall in any shape you desire. The wall’s space is difficult terrain , and reverberations in the air make objects on the opposite side of the wall lightly obscured. Ranged attacks fired through the wall are made at disadvantage . A creature that enters the wall’s space for the first time on a turn or that starts its turn inside the wall must make a Constitution saving throw against your spell save DC. On a failed save, the target loses concentration (if applicable) on any spell or effect they are concentrating on and is deafened for one minute. On a success, the target has disadvantage on Perception checks relying on hearing until it exits the section of wall, but is not deafened and does not lose concentration. You must concentrate to maintain the wall (as if concentrating on a spell), and it vanishes if you lose concentration. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest .