dauntless/content/Classes/Sorcerer/Resonant Body.md
2026-03-08 21:51:42 -06:00

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Tome of Heroes

You are a conduit for the power that exists in sounds and vibrations, your body a living tuning fork capable of emitting, focusing, muting, and transmuting sound and sonic forms of magic. Perhaps you endured overexposure to transmutation magic, arcane thunder, or the ear-splitting cries of an androsphinx, bukavac (see Tome of Beasts), or avalanche screamer (see Tome of Beasts 2). Maybe you can trace your lineage to an ancestor who spent an extended period on a plane dominated by elemental lightning and thunder or by unceasing screams of madness; you yourself may have been born on such a cacophonous plane. Alternatively, you or a forebear may have suffered prolonged exposure to the deafening thunderclaps of a bronze dragons lair. Or you may even have been experimented on by aboleths or other maniacal spellcasters, escaping before the transformation was complete.… 

Resonant Body Progression
Sorcerer Level Features
3rd Resonant Body Origin Spells, Reverberating Quintessence, Signature Sound
7th Sonic Savant
11th Sound and Fury
15th Resounding Spellcasting

Whatever its source, resonant magic infuses your very existence, causing you to manifest one or more unusual characteristics. At your option, you can create a quirk or roll a d6 and consult the Resonant Body Quirks table to determine a quirk for your character

Resonant Body Quirks
D6 Quirk
1 You emit a faint hum, audible to any creature within 5 feet of you
2 In response to natural or magical thunder, your body flickers into brief transparency with the sound of each thunderclap
3 Beasts with the Keen Hearing trait initially respond aggressively when you come within 30 feet of them.
4 If you hold a delicate, non-magical glass object such as a crystal wine glass for longer than one round, the object shatters.
5 Every time you speak, your voice randomly changes in pitch, tone, and/or resonance, so that you never sound quite the same.
6 When another living creature touches you, you emit a brief, faint tone like a chime, the volume of which increases with the force of the touch.

Resonant Body Origin Spells 

3rd-Level Resonant Body Feature 

You gain origin spells at the sorcerer levels listed in the Resonant Body Origin Spells table. See the Sorcerer Subclass class feature for how these spells work.

Resonant Body Origin Spells
Sorcerer Level Spells
3rd Silence, Shatter
5th Sending, Thunder Step*
7th Freedom of Movement, Dimension Door
9th Greater hold, Destructive Wave*
11th Scatter*, True Seeing

*indicates a spell found in this Document

Reverberating Quintessence 

3rd-Level Resonant Body Feature 

You harbor sonic vibrations within you. You are immune to the deafened condition, resistance to thunder damage and you have tremorsense out to a range of 10 feet. In addition, you have advantage on saving throws against effects that deal thunder damage. 

at 7th level, your tremorsense extends to 20 feet.

Signature Sound 

3rd-Level Resonant Body Feature 

You can cast the alarm spell (audible option only) once without expending a spell slot or requiring material components. Once you cast alarm in this way, you cant do so again until you finish a long rest. Additionally, you can expend 3 sorcery points to cast the shatter or silence spell without expending a spell slot or requiring material components.

Sonic Savant 

7th-Level Resonant Body Feature 

Whenever you use a Metamagic option on a spell that deals thunder damage, deafens creatures, or silences or magnifies sounds, you expend only a fraction of your effort to do so. With these sorts of spells, Metamagic options that normally cost only 1 sorcery point instead cost 0 sorcery points; all other Metamagic options cost half the normal number of sorcery points (rounded up). 

You can use your Sonic Savant feature to reduce the cost of a number of Metamagic options equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Sound and Fury 

11th-Level Resonant Body Feature 

Your resistance to thunder damage becomes immunity. In addition, when you cast a spell that deals damage, you can change the damage type to thunder. If the spell also imposes a condition on a creature damaged by the spell, you can choose to impose the deafened condition instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Resounding Spellcasting 

15th-Level Resonant Body Feature 

Any of your cantrips that deal thunder damage affect even those creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against a cantrip that deals thunder damage, the creature takes half the cantrips damage but suffers no additional effect from the cantrip. 

Moreover, you can increase the power of some of your spells. When you cast an Arcane spell of 1st through 5th circle that deals thunder damage, you can cause the spell to maximize its damage dice. Once you use this feature, you shouldnt use it again until you finish a long rest. Each time you use it again, you take 2d12 force damage for each circle of the spell you cast. This force damage ignores any resistance or immunity to force damage you might have.