| 1 | Feedback Loop: The sonic energy reverberates back into the user's weapon, causing it to vibrate violently. The Paladin drops their weapon, and it lands 5 feet away in a random direction. |
| 2 | Misaligned Resonance: The sonic energy releases in a different direction than intended. A random creature within 10 feet (other than the target) must make a Strength saving throw or be pushed 5 feet and knocked prone. |
| 3 | Energy Drain: The SIM drains more energy than intended. Expend an additional resource slot (or equivalent) without additional benefits. |
| 4 | Echoing Blast: The sonic boom is louder and longer than expected. All creatures within 20 feet (including the Paladin) must succeed on a Constitution saving throw or be deafened for 1 round. |
| 5 | Uncontrolled Resonance: The sonic energy doesn't stop after the initial hit. The Paladin's weapon continues to emit a loud humming noise for 1 minute, giving away their position and making stealth impossible. |
| 6 | Harmonic Channeling: The SIM perfectly channels the sonic energy. The next melee attack made by the Paladin within 1 minute automatically deals the additional 2d6 sonic damage without expending another use of the SIM. |
| 7 | Sonic Clarity: The sonic boom clarifies the Paladin's senses. For the next minute, the Paladin has advantage on Wisdom (Perception) checks that rely on hearing. |
| 8 | Residual Vibrations: The target's armor or outer layer vibrates from the sonic impact for the next round. All attacks against the target have a +1 bonus to hit during this time. |
| 9 | Delayed Sonic Boom: The sonic boom doesn't activate on impact. Instead, it activates on the target's next movement, potentially catching them or their allies by surprise. |
| 10 | Perfect Pitch: The sonic boom creates a harmonious note that resonates with the surroundings. All allies within 30 feet of the Paladin are inspired and gain a +1 bonus to their next attack roll or saving throw within 1 minute. |
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