Rogueish Archetype: The Silent
Eerie silence is what defines you. You are to the ears what a shadow is to the eyes, and your mastery over the space between sounds is both terrifying and effective. You fear no broken twig or creaking floor, as you stalk your prey.
You have an unearthly and unnatural affinity for quiet that mirrors the space between stars - an unnerving and total silence that can drive lesser minds mad. You hold and shape this silence, and indeed it's counterpart, sound itself, as a weapon.
| Level | Features |
|---|---|
| 3rd | Quiet of the Abyss |
| 9th | Master of Resonance |
| 13th | Harmonic Intuition |
| 17th | Dischordant Echoes |
Quiet of the Abyss
When you take this archetype at third level, you become a locus of utter silence, absorbing any and all sounds that reach you. A field of complete quiet surrounds you. You are always considered to be under the effects of the silence spell. The silence extends to anything you are wearing or carrying, and any creature you are grappling. As a reaction you may also extend it to cover a thrown weapon or piece of ammunition until the end of your turn.
If you can cast spells, you are able to momentarily part the sonic abyss in order to use verbal components. If you cast a spell with verbal components, it is not silent unless you are able to silence the sound in another way.
Unlike the silence spell, Quiet of the Abyss does not grant immunity to thunder damage.
You may use a bonus action to suppress this trait until its concentration ends (as if concentrating on a spell). While suppressed, you have advantage on Wisdom (perception) rolls that use hearing.
Master of Resonance
Starting at 9th level, you are able to absorb and channel the sound you absorb into a usable force, and use it to your advantage. You gain resistance to thunder damage.
Additionally, as a bonus action, you can concentrate on the internal echoes, entering a state of Harmonic Resonance. You gain the following benefits for up to one minute, while concentrating:
- Enhanced Absorbtion: If you take thunder damage, your AC is improved by 2 until the start of your next turn, and the next time you hit with a an attack, roll 2D6, your target also takes the amount rolled in thunder damage.
- Harmonic Synchonicity: You may add your Constitution bonus to Strength (athletics) checks made to climb or grapple
- Cacaphonous Discharge: You deal double damage to constructs and objects with melee weapon attacks.
You may enter this state a number of times equal to your Constitution modifier. You regain all uses when you complete a long rest.
Harmonic Intuition
By 13th level, your mastery of sound and vibration allows you to make sense of the sound you absorb, granting you Tremorsense with a range of 30'.
You are also able to become proficient in any musical instrument after ten minutes of study. Of course the instrument makes no noise if you are not suppressing Quiet of the Abyss. You can be proficient in one instrument at a time with this effect, and becoming proficient in a new instrument will cause you to lose proficiency in the first. This does not apply to proficiencies gained through normal methods.
Dischordant Echoes
Upon reaching 17th level, your power over sound becomes truly terrifying, as you are able to channel the very vibration of your component atoms into devastating attacks. Whenever you deal sneak attack damage, You can spend three hit dice to channel your stored sound into a monstrous attack. The damage of this attack increases by 3D8 thunder damage. Additionally, Shatter is cast as a second level spell, centered on your opponent, with a save DC equal to your proficiency bonus + Constitution Modifier.