Aspect Codex
Sonokinesis
Sonokinesis is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Sonokinesis defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Thunderclap
Release a sharp burst of sound. Each creature of your choice in the emanation must make a CON save, taking 4 (1d8) thunder damage on a failed save. The sound can be heard up to 100 ft. away unless you choose to dampen it.
Sonic Tap
Fire a tight pulse of sound at one creature or object within range. Make a ranged power attack. On a hit, the target takes 5 (1d10) thunder damage, and fragile unattended objects may crack or ring loudly.
Thunderwave
Unleash a wave of thunderous force. Creatures of your choice in the cube must make a CON save, taking 2d8 thunder damage and being pushed 10 ft. away from you on a failed save, or half damage only on a success. Unsecured objects are also pushed 10 ft.
Amplify Voice
Your voice carries with supernatural clarity and force. For the duration, your voice can be heard clearly up to 300 ft. away, you have advantage on Performance and Intimidation checks using voice, and once before the effect ends when you deal thunder damage, add your CHA modifier to one damage roll.
Muffle Sound
Touch one willing creature or object. For the duration, sounds made by the target are dampened. Affected creatures have advantage on Stealth checks relying on silence, and affected objects make no ordinary handling or movement noise.
Resonant Note
Release a precise vibrating note at one creature or object within range. The target must make a CON save, taking 2d6 thunder damage on a failed save, or half on a success. Unattended fragile objects take the damage automatically.
Knock
Choose an object within range that is prevented from opening by a mundane lock, bar, latch, stuck mechanism, or Tier 2 or lower magical lock. One barrier opens, unlocks, or is suppressed for 10 minutes. A loud knock audible up to 300 ft. away emanates from the target unless muffled by another Sonokinesis power.
Shatter
A loud noise erupts in a 10-ft. radius sphere centered within range. Creatures in the area must make a CON save, taking 3d8 thunder damage on a failed save, or half on a success. Constructs have disadvantage on the save. Unattended nonmagical objects in the area take the damage automatically.
Silence
Create a 20-ft. radius sphere of silence centered within range. No sound can be created within or pass through the area. Creatures entirely inside are deafened and cannot use powers or abilities requiring verbal components, command words, song, speech, or audible sound. Thunder damage is suppressed inside the sphere.
Ventriloquism
Create or displace a sound to a point you can see within range. The sound can be a voice, phrase, musical tone, footsteps, or repeated noise no louder than a shout. As a bonus action, move the sound up to 30 ft. or change what it produces. A creature studying the sound may make an INT (Investigation) check against your power DC.
Cacophonic Shield
Thunderous reverberations fill the emanation. Hostile creatures entering or ending their turns there must make a CON save, taking 3d6 thunder damage and becoming deafened until the start of your next turn on a failed save, or half damage only on a success. You gain resistance to thunder damage, and ranged attack rolls against you have disadvantage.
Thunder Step
Teleport to an unoccupied space you can see within range. Immediately after you leave, each creature within 10 ft. of the space you left must make a CON save, taking 3d10 thunder damage on a failed save, or half on a success. You may bring one willing creature of your size or smaller within 5 ft. of you.
Echo Sense
Emit subtle clicks, hums, or pulses and read returning echoes. For the duration, gain blindsight out to 30 ft. while you are not deafened and sound can travel. This sense does not function in magical silence.
Disrupting Pitch
Choose one creature within range and assault it with unstable pitch. The target must make a CON save, taking 3d8 thunder damage and becoming deafened for the duration on a failed save, or half damage only on a success. While deafened this way, it has disadvantage on concentration checks and cannot benefit from effects requiring it to hear commands, music, or instructions. It repeats the save at the end of each turn.
Sonic Lance
Condense sound into a narrow lance of pressure. Make a ranged power attack against one creature or object within range. On a hit, the target takes 5d10 thunder damage and, if Large or smaller, is pushed up to 20 ft. away from you. Objects and structures take maximum damage from this power.
Resonance Break
Choose one object, construct, or structure section within range. An unattended object or structure takes 10d8 thunder damage automatically. A Construct or inorganic creature must make a CON save, taking 8d8 thunder damage on a failed save, or half on a success.
Mute
Choose one creature within range. The target must make a CHA save or become unable to speak, sing, shout, or create intentional vocal sound for the duration. It cannot use powers requiring verbal components, command words, song, or speech. It repeats the save at the end of each turn.
Harmonic Command
Issue a compelling harmonic phrase to one creature that can hear you within range. The target must make a WIS save or follow one brief command on its next turn, such as approach, flee, halt, drop, kneel, or speak. The command cannot be obviously self-destructive.
Destructive Wave
Destructive sound ripples outward. Creatures of your choice in the emanation must make a CON save, taking 5d6 thunder damage and 5d6 radiant, necrotic, or force damage on a failed save and falling prone, or half damage only on a success.
Resonant Structure
Tune your senses to a structure, wall, bridge, machine, instrument, or similar object within range. For the duration, you know its major stress points, hollow spaces, weak joins, and resonant flaws. The first time you or an ally deals thunder or bludgeoning damage to it before the effect ends, the damage is doubled.
Song of Courage
Begin a resonant battle-song that steadies allies who can hear you. For the duration, creatures of your choice in the emanation have advantage on saves against being frightened, charmed, or deafened, and once per turn when one of those creatures deals damage, it may deal an extra 2d6 thunder damage.
Cacophony
Create a 20-ft. radius sphere of violent layered sound centered within range. The area is difficult terrain. A creature that enters for the first time on a turn or starts there must make a CON save, taking 4d10 thunder damage and becoming deafened until the start of its next turn on a failed save, or half damage only on a success.
Sonokinesis Dominion
Your Sonokinesis powers ignore thunder resistance. You have resistance to thunder damage, advantage on saves against being deafened, and can choose whether sounds created by your Sonokinesis powers are audible beyond their area.
Sonic Wall
Create a wall of compressed sound on a solid surface within range, up to 60 ft. long, 20 ft. high, and 1 ft. thick, or a ring up to 20 ft. in diameter. A creature entering or starting in the wall must make a CON save, taking 6d10 thunder damage on a failed save, or half on a success. Ranged weapon attacks passing through the wall have disadvantage.
Sound Vacuum
Create a 30-ft. radius sphere of heavy soundless pressure centered within range. No sound can be created within or pass through the area. Creatures entirely inside are deafened and cannot use powers requiring verbal components, song, command words, or audible sound. Creatures inside have resistance to thunder damage.
Resonant Rupture
Release destructive vibration through a 30-ft. cube centered within range. Creatures in the area must make a CON save, taking 9d8 thunder damage on a failed save, or half on a success. Constructs and creatures made of stone, crystal, metal, or glass have disadvantage. Nonmagical objects and structures take the damage automatically.
Harmonic Prison
Trap one Large or smaller creature within range in a cage of vibrating pressure. The target must make a CON save or become restrained for the duration. While restrained, it takes 4d10 thunder damage at the start of each of its turns, is deafened, and cannot teleport by sound, speech, or command-word effects. It repeats the save at the end of each turn.
Resonant Collapse
Target one structure, large object, or 20-ft. cube section of material within range and strike its breaking frequency. The target takes 16d10 thunder damage. If this destroys or collapses it, creatures within 20 ft. must make a DEX save, taking 8d10 bludgeoning damage on a failed save, or half on a success. A Construct target instead makes a CON save, taking 10d10 thunder damage on a failed save, or half on a success.
Commanding Chorus
Your voice becomes a layered chorus of command. When you use this power and as a bonus action on later turns, choose up to three creatures in the emanation that can hear you. Each target must make a WIS save or either move up to half its speed in a direction you choose or drop one object it is holding. A creature that succeeds is immune until the start of your next turn.
Echo Veil
Bend sound around creatures of your choice in the emanation. Chosen creatures make no sound unless they choose, have advantage on Stealth checks, and cannot be detected by hearing-based senses. When a chosen creature is hit by an attack, it may use its reaction to impose disadvantage on the attack by creating a false echo; if the attack misses, it may move 10 ft. without provoking opportunity attacks.
Earthshaking Note
Release a note that shakes ground and ruptures air in a 40-ft. radius sphere centered within range. Creatures in the area must make a CON save, taking 12d8 thunder damage and falling prone and deafened for 1 minute on a failed save, or half damage only on a success. Objects and structures take the damage automatically.
Zone of Perfect Quiet
Create a 40-ft. radius sphere of perfected quiet centered within range. No sound can be created within or pass through the sphere. Creatures entirely inside are deafened, immune to thunder damage, and cannot use powers requiring verbal components, song, command words, speech, or audible sound. A creature entering or starting there must make a CHA save or have its speed reduced by 10 ft. until its next turn.
Sympathetic Resonance
Choose one creature, object, or structure within range. For the duration, whenever the target takes thunder damage from you, one other creature or object of your choice within 30 ft. must make a CON save, taking half the thunder damage dealt to the original target on a failed save, or no damage on a success. This secondary damage cannot trigger Sympathetic Resonance again.
Voice of Ruin
Choose up to five creatures that can hear you within range. Each target must make a WIS save or become overwhelmed by destructive command for the duration. The first time on each of its turns that it makes an attack roll or uses a power that deals damage, it takes 4d8 psychic damage unless it wastes the action harmlessly instead. It repeats the save at the end of each turn.
Cataclysmic Shout
Unleash a devastating shout. Creatures in the cone must make a CON save, taking 14d10 thunder damage, becoming deafened for 1 minute, and being pushed 30 ft. away from you on a failed save, or half damage only on a success. Objects and structures take the damage automatically.
Resonant Disintegration
Choose one creature, object, or structure within range and tear it apart with its own resonant frequency. A creature must make a CON save, taking 20d10 thunder damage on a failed save, or half on a success. If this damage reduces the target to 0 hit points, it is reduced to dust, shards, or ruptured remains. An unattended object or structure takes the damage automatically.
Song of Mass Command
Sing a commanding phrase that imposes rhythm on the battlefield. When you use this power, choose any number of creatures in the emanation that can hear you. Each target must make a WIS save. On a failed save, choose one command: approach, flee, halt, drop, kneel, or strike. Affected creatures follow that command on their next turn, avoiding obviously self-destructive actions. A creature that succeeds is immune for 24 hours.
Silence the World
Create up to four 30-ft. radius spheres of absolute silence centered on points within range. No sound can be created within or pass through these areas. Creatures entirely inside are deafened, immune to thunder damage, and cannot use powers requiring speech, song, command words, verbal components, or audible sound. As a bonus action, move each sphere up to 30 ft.
Worldshatter Note
Release a singular note of catastrophic force in a 300-ft. long, 20-ft. wide line. Creatures in the line must make a CON save, taking 20d10 thunder damage and becoming deafened for 1 minute and knocked prone on a failed save, or half damage only on a success. Objects and structures take the damage automatically. The sound can be heard up to 10 miles away unless you suppress the echo.
Perfect Resonance
Choose one creature, object, or structure within range and tune to its exact resonant frequency. For the duration, the target has vulnerability to thunder damage from your Sonokinesis powers. At the start of each of its turns, a creature target must make a CON save, taking 6d10 thunder damage on a failed save, or half on a success. Object or structure targets take this damage automatically at the start of your turns.
Sovereign Song
Your voice becomes a commanding song that shapes the rhythm of battle. At the start of each chosen creature's turn in the emanation that can hear you, it must make a WIS save. On a failed save, choose one command for that turn: approach, flee, kneel, drop, strike, or be still. It follows the command while avoiding obviously self-destructive actions. On a success, it is immune for 24 hours.
The First Sound
Create, erase, or awaken a mythic sound tied to a place, creature, bloodline, city, instrument, command, silence, or disaster. Define its principle with the GM: a song that founds a nation, a silence no lie can cross, a note that breaks a fortress, a voice that frees captives, or a sound only the guilty hear. It can be ended only by Tier 10 sound magic, divine intervention, or a story condition set when created.
Characters With This Aspect
Encore
Timberlake von Queef
Timberlake von Queef, known as Encore, is a half-elf bard, noble scion, and former member of the Queefdom boy band 32 Degrees. Charismatic, scandal-prone, and theatrically self-aware, he turned celebrity into both weapon and shield, wielding sonokinesis through performance, glamour, and crowd emotion. His career has survived noble intrigue, rivalry with Bon von Bovi, magical transformation into a penguin, planar exile, and a public return that made him impossible to dismiss. Now tied to the Von Queef family, VQU, and Jericha’s touring circuits, Timberlake remains a political wildcard with a performer’s smile and a survivor’s timing.
The Younger
Sister Vessina
Sister Vessina, called The Younger, is one of the Sister Treants: a Power Nine deity of growth, renewal, and living return. Where forests push through old roads and wounded soil sprouts green again, Vessina’s presence is felt in saplings, blossoms, root networks, and the stubborn mercy of regrowth. She is the gentler face of the cycle, but not a harmless one. Vessina teaches that life is active, hungry, and courageous enough to reclaim what empire abandoned. Farmers, Meadowkin, druids, and refugees honor her when they plant after disaster and believe the future can still take root.
Wail
Wail
Imported character from the Character Data sheet.