Manifesting Time: 1 action
Range: 120 feet
Maintenance: Concentration, up to 10 minutes
Detection: Psychic, Gesture
You can shape and alter sound within a 20-foot radius sphere until the start of your next turn. You can use your action while the power is in effect to reactivate the power. Unless an augmentation’s description indicates otherwise, the power doesn’t impact spellcasting.
You change the volume of any number of sounds within the sphere. You can turn a whisper into a shout, turn a clap of thunder into a gentle sigh, or make the words from another’s mouth come out inaudibly.
1. You transform sounds into other sounds you have heard, such as making a babbling brook sound like church bells. You can duplicate a speaker’s voice, and can use your power attack modifier instead of Charisma (Deception). A speaker most likely will stop speaking once it realizes the words coming from its mouth aren’t its own.
2. The power’s radius increases by 5 feet. You can take this augmentation multiple times.
3. You dampen sounds, such that a creature within the sphere has advantage on ability checks to remain silent and damage resistance to thunder.
Empower. When you spend 4 power points (7), you suppress sounds within the sphere. Spells requiring a verbal component can’t be cast within the sphere. Creatures within the sphere gain immunity to thunder damage.
3. You amplify sounds. A creature within the sphere has disadvantage on ability checks to remain silent and saving throws against thunder damage.
4. As a bonus action, you can move the sphere up to 30 feet, provided it remains within range.
5. You condense sounds into a destructive pitch. Each creature within the sphere must make a Constitution saving throw. It takes 2d8 thunder damage and is deafened for one minute on a failed save, or only half of the damage on a successful one. A creature made of inorganic material such as stone, crystal or metal has disadvantage on this saving throw. A nonmagical, unattended object also takes the damage it it’s within the sphere.
Empower. For every 4 additional power points you spend, the damage increases by 1d8.
8. You manifest a second sphere equal in size to the first one. You can freely transfer sounds from one sphere to the other at any volume you choose. If a thunder damage effect strikes one sphere, you can use your reaction to transfer or copy that effect to the other.
11. You can reshape sounds within the sphere into a dome shaped sonic wall surrounding the it.
One side of the dome, selected by you, deals 5d8 thunder damage to any creature that ends its turn or object at the end of each of your turns within 10 feet of that side. Each creature attempting to pass through the sonic wall from this side must make a Constitution saving throw. On a failed save, it takes 5d8 thunder damage and is pushed 15 feet away from the wall and can’t move toward the wall for the remainder of the turn. On a successful save, the creature only takes half of the damage. Any creature can freely pass through the wall from the side that doesn’t deal damage.
13. You transform one sphere of sound you control into a sonic amalgam or transform the amalgam back into the sphere. It forms in the nearest unoccupied space within the sphere. The creature uses the Sonic Amalgam stat block. It resembles swirling bands of force. If it is reduced to 0 hit points, the power ends.
The creature shares your initiative, but it takes its turn immediately after yours. It follows your will (no action required by you). If you don’t direct the creature, it takes the Dodge action.