Base Class: Fighter
A Synchronization Master establishes supernatural connections with companions, strengthening their attacks, guiding their movements, and taking on suffering to protect them.
Level 3: Synchronization
Synchronization
Starting at 3rd level, you can establish a supernatural connection with another creature, allowing you to sense its condition and coordinate your movements.
As a Bonus Action, choose one willing creature you can see within 30 feet. You and that creature become synchronized for 10 minutes.
While synchronized:
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You know the creature's direction, whether it is Bloodied, and whether it is conscious, provided it is within 1 mile of you.
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You can communicate simple emotions, warnings, and intentions telepathically while within 120 feet of each other.
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The creature becomes eligible for your Synchronization Master features while within 60 feet of you, unless a feature states otherwise.
The connection ends early if either creature dies, if you become Incapacitated, or if you are on different planes of existence. You can dismiss the connection without using an action.
You can activate Synchronization a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Level 7: Borrowed Reflexes
Borrowed Reflexes
Starting at 7th level, you can momentarily guide a synchronized ally's movements through your supernatural connection, helping them evade incoming attacks.
When a synchronized ally within 60 feet of you is targeted by an attack, you can use your Reaction and expend one Resonance Die to guide their movement.
The ally can immediately move up to 10 feet to an unoccupied space they could normally reach, without provoking Opportunity Attacks.
This movement occurs before the triggering attack roll. If the movement places the ally outside the attack's reach or range, the attack cannot hit that ally.
The movement is voluntary for the ally, who can choose to move a shorter distance or remain in place.
This feature consumes one Resonance Die from your shared Resonance Dice pool.
Level 10: Borrow My Strength
Borrow My Strength
Starting at 10th level, your connection allows you to channel your own fighting power into a synchronized companion, enhancing their attacks.
Once per turn, when a synchronized ally within 60 feet of you hits a creature with an attack, you can expend one Resonance Die to add the number rolled to the attack's damage.
This feature requires no action.
The additional damage has the same damage type as the triggering attack.
You must be conscious to use this feature.
Your Resonance Die is a d8 at Fighter levels 10–17 and a d10 at Fighter levels 18–20.
This feature consumes one Resonance Die from your shared Resonance Dice pool. It does not have its own separate uses.
Level 15: Expanded Synchronization
Expanded Synchronization
Starting at 15th level, your mastery of Synchronization allows you to maintain a supernatural connection with multiple companions simultaneously.
You can now maintain Synchronization with up to two willing creatures at the same time.
When you activate your Synchronization feature, you can choose up to two willing creatures you can see within 30 feet of yourself. Alternatively, you can establish a connection with a second creature while your first connection remains active, expending another use of Synchronization.
Each synchronized creature benefits from your Synchronization features independently, provided it meets the requirements of the feature being used.
You can perceive the perspectives and intentions of both synchronized allies through your connection, but you remain limited by your normal action economy.
You still have only one Reaction per round, and all Resonance techniques consume dice from your existing shared Resonance Dice pool.
If one connection ends, the other remains active.
At 18th level, your Perfect Synchronization feature increases the maximum number of synchronized allies to three.
Level 18: Perfect Synchronization
Perfect Synchronization
Starting at 18th level, your mastery over Synchronization reaches its peak, allowing you to unite the strength, instincts, and determination of multiple companions.
Threefold Connection. You can maintain Synchronization with up to three willing creatures simultaneously. When you activate Synchronization, you can select up to three willing creatures you can see within 30 feet of yourself. Alternatively, you can establish additional connections individually, expending a use of Synchronization for each activation.
Perfect Synchronization. As a Bonus Action, you can enter a heightened state of Synchronization that lasts for 1 minute. During this time, each of your synchronized allies within 60 feet of you gains the following benefits:
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Enhanced Defense. The ally gains a +1 bonus to Armor Class.
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Resonant Power. Once on each of the ally's turns, when they hit a creature with an attack, they deal an additional 1d8 Force damage.
These benefits apply only while the ally is synchronized with you and within 60 feet of you. A creature loses the benefits immediately if its connection ends or it moves beyond that range, but can regain them by returning within range while the heightened state remains active.
The heightened state ends early if you become Incapacitated or dismiss it (no action required).
Once you activate Perfect Synchronization, you cannot activate it again until you finish a Long Rest.
This feature does not consume Resonance Dice.
Additionally, your Resonance Dice become d10s at Fighter level 18, as described in your Improved Resonance feature.
Level 15: Unbreakable Connection
Unbreakable Connection
Starting at 15th level, your bond with your companions becomes so powerful that you can refuse to let them fall, even at the cost of your own well-being.
When a synchronized ally within 60 feet of you would be reduced to 0 Hit Points by damage, you can use your Reaction to cause that ally to drop to 1 Hit Point instead.
Immediately afterward, you take 4d10 Psychic damage. This damage cannot be reduced, resisted, prevented, or redirected in any way.
You must be conscious to use this feature.
Once you use Unbreakable Connection, you cannot use it again until you finish a Long Rest.
This feature does not consume a Resonance Die.
Level 10: Improved Resonance
Improved Resonance
Starting at 10th level, your mastery over Synchronization increases the power of your Resonance Dice.
Your Resonance Dice become d8s instead of d6s.
This improvement applies to all Synchronization Master techniques that use Resonance Dice, including Resonant Strike, Protective Pulse, Borrowed Reflexes, Your Pain Is Mine, and Borrow My Strength.
Your Resonance Dice become d10s at Fighter level 18.
You still possess four Resonance Dice, regaining all expended dice whenever you finish a Short or Long Rest.
Level 7: Your Pain Is Mine
Your Pain Is Mine
Starting at 7th level, your Synchronization allows you to take on the suffering of your companions, protecting them from devastating injuries at the cost of your own well-being.
When a synchronized ally within 60 feet of you takes damage, you can use your Reaction and expend one Resonance Die to reduce that damage by twice the number rolled plus your Wisdom modifier (minimum reduction of 0).
You then take Psychic damage equal to the damage prevented. This damage cannot be reduced or prevented in any way.
Voluntary Suffering. If you are Bloodied when you activate this feature, the protected ally gains Temporary Hit Points equal to your Proficiency Bonus after the triggering damage resolves.
You cannot use Your Pain Is Mine and Protective Pulse against the same instance of damage.
Damage taken through this feature cannot be redirected or transferred to another creature.
Your Resonance Die is a d6 at Fighter levels 3–9, a d8 at levels 10–17, and a d10 at levels 18–20.
This feature consumes one Resonance Die from your shared Resonance Dice pool.
Level 3: Resonance Dice
Resonance Dice
Starting at 3rd level, you possess a pool of supernatural energy called Resonance, representing your ability to strengthen and protect those connected to you.
Resonance Dice. You have four Resonance Dice, which are d6s. You regain all expended Resonance Dice when you finish a Short or Long Rest.
Your Resonance Dice become d8s at Fighter level 10 and d10s at Fighter level 18.
You can expend your Resonance Dice to perform the following techniques:
Resonant Strike. Once per turn, when you hit a creature with a weapon attack or Unarmed Strike, you can expend one Resonance Die and add the number rolled to the attack's damage.
Protective Pulse. When a synchronized ally within 60 feet takes damage, you can use your Reaction and expend one Resonance Die to reduce that damage by the number rolled plus your Wisdom modifier (minimum reduction of 1).
You can expend only one Resonance Die on a single attack or instance of damage unless a feature explicitly allows otherwise.
Other Synchronization Master features may grant additional ways to expend your Resonance Dice.
Previous Versions
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10/26/2026 4:08:04 AM
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