Silencer

"The power of music has shaped hearts, minds, and histories across the millennia. As an art form, it transcends boundaries—capable of stirring joy, sorrow, anger, or euphoria. It can be celebrated, casually enjoyed, fiercely debated, or danced to in wild abandon, with each individual drawn to a different facet of its expression. Yet despite its many interpretations, all music shares one profound truth: it commands silence. It quiets the world, drawing the attention of those who hear it—urging them to pause, to listen, to reflect."

A master of sonic suppression, the Silencer uses a magic-infused violin to play arcane compositions that manipulate sound and vibration. Their haunting melodies can blanket areas in silence, target specific enemies' voices, or deaden zones for tactical control. They specialize in nullifying spellcasters, preventing verbal coordination, and protecting allies from sonic or mind-altering effects. The Silencer uses a Resonant Violin, an instrument infused with magic specializing in stopping spells from being cast. The Silencer's main focus is with casting Echozones, AOEs placed upon the battlefield which, within it's boundaries, nobody can cast spells. Anyone who enters said Echozones cannot cast spells, and any existing spells cast by them using Concentration has a chance of breaking concentration per turn in the Echozone.

Abilities:

Cast Echozone – You choose to cast a selection of Echozones. Dome of Dissonance casts a large radius around the Silencer, ensure no allies are near. Threaded Silence casts a small radius anywhere you can see on the battlefield. Solo Note casts an aura on a single enemy, rolling to silence them specifically. Each Echozone requires concentration, and only 3 max can be cast, increasing as you level up.

Dissonant Chord – If two or more creatures are silenced by your Echozones, you may use a bonus action each turn to cause a random affected creature to take damage.

Muted Harmony – You cast a rare Echozone preventing Silencing for anyone within. When conflicting with any other silencing Echozone, the Muted Harmony prevails. This is good for casting upon your allies so they remain unaffected by silencing Echozones.

Vibration Snare – You conjure a glyph onto the ground anywhere you can see. If stepped on, it will explode and deal Force damage as well as roll a chance to Silence an enemy for 2 turns.

Cacophonic Break – You silence every creature present for 4 turns. For the next 3 turns, you are able to select enemies, browse their array of spells and choose one to implode upon them. You can do this to two enemies per turn

Type: Magic Support

Weapon/Tool: Resonant Violin

Origin: Varied

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