Base Class: Fighter
Whether born under a certain celestial alignment, touched by a cosmic event, or trained by those who have wandered other worlds, those who are drawn to walk the path of the Planar Vanguard sense the points of resonance between this world and the ones which run alongside it. Striding fearlessly into battle these warriors strike at these points, using the reverberation to imbue their attacks with extra effects, sensing the presence of otherworldly beings, and standing their ground against them.
Planar Resonance
Resonance Abilities: You can learn a vast number number of Resonance Abilities but you can only equip a number of Resonance Abilities of your choice equal to your proficiency bonus+1. The Resonance Abilities are detailed below this section. Some of them are learned naturally as you progress in level, others might have a prerequisite such as a level, weapon type, shield, or item to be equipped. Many enhance an attack in some way. You can use only one Resonance Ability per attack, bonus action or reaction. At later levels you will gain the ability to extend resonances using your concentration. While this is in effect you can reactivate the effect using its triggering action (a hit, bonus action or reaction) instead of expending resonance dice. At even later levels you will be able to choose to expend an extra die to amplify the Resonance Ability and empower the attack further.
Resonance Dice: You have resonance dice equal to twice your proficiency bonus, which are d8s. A resonance die is expended when a resonance is activated (whether by a hit, a bonus action or a reaction+hit). You regain all of your expended superiority dice when you finish a long rest.
Your total number of dice is equal to twice your proficiency bonus.
Saving Throws: Some of your resonances require your target to make a saving throw to resist the ability's effects. The saving throw DC is calculated as follows:
RESONANCE SAVE DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Stand Your Ground
During initiation, Vanguards are subject to visions of horrors from beyond the material plane, and as such develop deep resolve against being frightened. You roll with advantage when required to make saving throws against being frightened and you can expend a resonance die to end the condition with your bonus action. You also gain proficiency in intimidation checks. If you already have proficiency in intimidation checks, you may choose another skill to become proficient in.
Resonance Abilities
Resonance Abilities are here presented in alphabetical order. You learn a natural number of them equal to your proficiency bonus+1. From level 7 you may equip up to 3 Planar Touched Items. Planar Touched Items grant access to further Resonance Abilities and can be changed on a long rest.
Abyssal Resonance: Spider Strike
On a hit, roll and expend a resonance die and add it to the damage roll as NECROTIC damage. Fine shadowy silk flows out from the weapon and attempts to ensnare the enemy. The target must make a DEX or STR saving throw. On a fail they are RESTRAINED. On a save they take half the NECROTIC damage and are not restrained.
This technique can be extended using Lingering Resonance.
Acheron Resonance: Soulstrike
On a hit roll and expend a resonance die (RD) and and add it to the damage roll as PSYCHIC damage. Subtract the resonant die roll from the target’s next Int/Wis/Charisma check or saving throw. Using this attack more than once on the same creature overwrites the RD with the last number rolled.
This technique can be extended using Lingering Resonance.
Arboreal Resonance: Lightning Strike
On a hit, roll and expend a resonance die and add it to the damage roll as LIGHTNING damage, The target makes a CON saving throw, on a fail the target is PARALYSED. On a save they take half the LIGHTNING damage and are not PARALYSED. Creatures in metal armour make the save at disadvantage.
This technique can be extended using Lingering Resonance.
Arcadian Resonance: Kirin Strike
Convert the damage you deal into a shielding wall of energy. On a hit, roll and expend a resonance die and add the number to your damage roll as the same type as your weapon damage. Add the total amount of damage done as temporary hit points to yourself or a creature you can see within 30 feet of you. Note that temporary hit points do not stack.
This technique can be extended using Lingering Resonance.
Astral Plane Resonance: Astral Accuracy
When you take the attack action on your turn you can use a bonus action and roll a resonance die to give yourself a bonus to your attack rolls for the turn. If an attack hits, the die is expended. If the attack misses the die is not expended. You can roll the die before or after the final attack roll but before damage is resolved. You apply the amount rolled on the RD to all the attacks you make on your turn and expend the die if at least one of the attacks hits. This is unaffected by Lingering Resonance as it is based on a bonus action.
Astral Plane Resonance: Ritual Strike
If the enemy is from any plane other than the one you are currently on, this attack is made with advantage. On a hit roll and expend a resonance die and add it to your damage roll as FORCE damage. If the target is reduced to under 30 hit points by this attack they are banished to the plain from whence they came. If they are originate from the plane which you are currently on, they are banished to a demiplane for one round. Upon banishment, any effects caused by the creature are dispelled.
This technique can be extended using Lingering Resonance.
Beastwilds Resonance: Hunter's Strike
On a hit against an object, construct or creature, roll and expend a resonance die and add the number to the damage roll as RADIANT damage. Have the target roll a DEX saving throw. On a failed save, attack rolls against the object, construct or creature are made with advantage for one round.
This technique can be extended by Lingering Resonance.
Celestial Resonance: Brightstrike
On a hit roll and expend a resonance die (RD). Add the amount as RADIANT damage to the damage roll. The target must make a DEX saving throw, on a fail the target is blinded. On a save the target takes half damage from the total attack and is not blinded.
This technique can be extended using Lingering Resonance.
Elysian Resonance: Judgement Strike
If in range of a hostile creature making a weapon attack roll you can use your reaction to make an attack against them. On a hit roll and expend a resonant die and add the resonant die roll to the damage roll as RADIANT damage. The target's melee and ranged weapon attack damage is halved for their next damage roll.
This technique is unaffected by Lingering Resonance.
Ethereal Plane Resonance: Ethereal Shield
On your turn you can use your bonus action to roll and expend a resonance die and add the total as a bonus to AC to yourself or 1 creature you can see in a 30 foot radius. You strike your own shield to produce the effect, and the target appears to turn translucent for an instant. The effect lasts for one round. This technique is unaffected by Lingering Resonance.
Far Realm Resonance: Severing Strike
On a hit, roll and expend a resonance die (RD). Add half the number rolled rounded down to your Resonances Abilities Save DC. The target must make a CON save. On a fail the connection between their mind and body is momentarily severed and they are INCAPACITATED until the end of your next turn. In addition their total hit points are reduced by RD. If this reduces them to zero hit points, the target dies.
This technique can be extended using Lingering Resonance.
Feywild Resonance: Misty Strike
On a hit roll and expend a resonant die to create a RD*15ft radius sphere with you as point of origin. Teleport the target (LARGE or smaller), or yourself or ally within 5 ft of you to a location you can see within that sphere range. The target makes a CHARISMA save against your Resonance DC which they can choose to fail.
This technique can be extended using Lingering Resonance.
Feywild Resonance: Sylvan Strike
On a hit against a target, roll and expend a resonance die and add the number to the damage roll as ACID damage. The target must make a CHARISMA saving throw. On a failed save the target is teleported to an unoccupied location 10ft back. They cannot be transported into a solid object. They can choose to fail the save.
This effect can be extended by Lingering Resonance.
Frostfell Resonance: Frost Strike
On a hit roll and expend a resonance die. Add the number rolled (RD) as COLD damage and subtract the number rolled from the target’s next CON save or movement (RD*5ft).
This technique can be extended by Lingering Resonance.
Lower Planes Resonance: Stygian Strike
If in range of a creature casting a spell which includes a damage roll, use your reaction to make an attack. If the attack hits, the target’s spell damage is halved for their turn and the resonance die is added to your damage roll as NECROTIC damage.
This technique is unaffected by Lingering Resonance.
Material Plane Resonance: Chain Strike
On a hit, roll and expend a resonance dice and add the number rolled* 5 ft to your movement for this turn. You have advantage on your next attack roll.
This technique can be extended using Lingering Resonance.
Material Plane: Resonant Defender
When an ally within 60ft takes damage you can use your reaction for one of the following effects to happen. Roll and expend a Resonance Die and subtract the amount rolled plus your CON modifier from the damage, and then
EITHER -You take the remaining damage and your ally takes none,
OR -You and the ally both take half the remaining damage each.
This technique is unaffected by Lingering Resonance.
Mechanus Resonance: Slow Strike
On a hit, roll and expend a resonance die and add half the number rounded down to your Resonant Save DC. On a failed INT save the target is SLOWED for this round.
This technique can be extended using Lingering Resonance.
Pandemonium Resonance: Horror Strike
On a hit, roll and expend a resonance die and add the roll as FORCE damage to the damage roll. The target must make a CHA saving throw. On a failed save the target is both FRIGHTENED of you and CONFUSED.
This technique can be extended using Lingering Resonance.
Plane of Air Resonance: Djinn's Grace
As a bonus action, roll and expend a resonance die, multiply the number rolled by (*5) and add it to your movement speed for your turn. Attacks against you are made at disadvantage for the round. This technique is unaffected by Lingering Resonance.
Plane of Air Resonance: Scattering Strike
On a hit, roll and expend a resonance dice and add the number rolled as SLASHING damage to the initial target. Up to pb targets within a 5ft range of you must make a STR saving throw or be blown/pulled in any direction you choose, up to a distance equal to RD (the number rolled on your resonance die) multiplied by 5 feet, from their point of origin.They can choose to fail the save. Targets which are HUGE make the save with advantage, and targets which are GARGANTUAN automatically succeed on the save. Targets smaller than you make the save with disadvantage.
This technique can be extended using Lingering Resonance.
Plane of Earth Resonance: Dao Strike
On a hit, expend and roll a resonant die, and add the damage as bludgeoning damage to the attack roll. The target makes a CON saving throw and on a failed save is STUNNED.
This technique can be extended using Lingering Resonance.
Plane of Fire Resonance: Efreet Strike
If in range of a hostile creature casting a spell which requires a check or save, use your reaction to make an attack interrupting theirs when they ask for a creature to make a saving throw or ability check. If the attack hits roll and expend a resonance die (RD) and add the amount as FIRE damage to the target and as a bonus to the check or save roll.
This technique is unaffected by Lingering Resonance.
Plane of Fire Resonance: Phoenix Strike
If an attack would take your hit points to zero you can use your reaction and expend 2 Resonance Die to make a final attack, ignoring range, before you are knocked unconscious or die. If it hits you add one of the RDs as FIRE DAMAGE+ the other RD as RADIANT DAMAGE to the damage roll and your hit points are instead reduced to 1+ Total RD roll (RD+RD) temporary hit points and you are resistant to all damage until the end of your next turn.
This technique is unaffected by Lingering Resonance.
Plane of Water Resonance: Kraken Strike
On a hit roll and expend a resonance die. Add the number rolled as PIERCING damage to the damage roll. Your melee range and any of your rolls for strength checks or saves are doubled until the end of your next turn.
This effect can be extended by Lingering Resonance.
Plane of Water Resonance: Siren Strike
On a hit, roll and expend a resonance die and add it to the damage roll as bludgeoning damage. The target must make a wisdom saving throw. On a fail they are CHARMED for a number of rounds equal to your proficiency bonus. They can make a wisdom saving throw on the end of their turns to end the effect.
This technique can be extended using Lingering Resonance.
Plane of Еаrth Resonance: Flesh of Stone
As a reaction to being targeted by a spell you can expend 2 resonance dice to transform your skin to that of an ancient Golem. This gives you resistance to all damage, adds your CONSTITUTION bonus to all saving throws until the end of your next turn, and gives you temporary hit points equal to the numbers rolled+twice your constitution modifier.
This technique cannot be extended using Lingering Resonance.
Resonant Recall
When you make a skill check you can expend and roll a resonance die and add it to the roll.
Resonant Reflex
When you make a saving throw you can expend and roll a resonance die and add it to the roll.
Shadowfell Resonance: Raven's Strike
When you hit a creature with a weapon attack, you can use an unsettling resonance of the Shadowfell to alter their accuracy. On a hit, roll and expend a resonance die, add the amount to the damage roll as the same type as your weapon damage and subtract it from the target's next attack roll. This effect can be extended by Lingering Resonance.
Shadowfell Resonance: Shadowguard
As a bonus action, a shadowy aura emanates from you. Roll and expend a resonance die. Add the number rolled to all saving throws for all allies. In addition, allies in a 15ft radius gain the benefits of half cover and the area in a 15ft radius of you is illuminated by dim light. The effect lasts until the end of your next turn.
This technique cannot be extended using Lingering Resonance.
Ysgard Resonance: Storm God's Strike
On a hit, roll and expend a resonance die and add it to the damage roll as THUNDER damage. The target must make a CON saving throw or be knocked PRONE. On a successful save they take half the THUNDER damage and are not PRONE. FLYING creatures make the save at disadvantage. HUGE and GARGANTUAN creatures make the save with advantage.
This technique can be extended using Lingering Resonance.
Resonant Senses
You can cast "Detect Evil and Good" as a bonus action, and "Protection from Evil and Good" as a bonus action, a number of times equal to your proficiency bonus per long rest, without components or spell slots.
Lingering Resonance
Through your training you have learned to make Resonance Abilities activated by hits linger on. When you take the attack action and expend a resonance die, you can use your bonus action to extend the resonance. Instead of rolling and immediately expending the die, re-roll the die for all of your attacks that round including opportunity attacks. All successful hits reactivate the resonant ability you originally chose, and you expend the die at the end of the round. Activating a new hit based Resonance Ability ends the resonance.
Reality Check
Your resonance die become d10s.
You roll with advantage on ability checks to detect or identify illusions and enchantments, and you roll with advantage on saving throws against spells of the Illusion and Enchantment schools.
Amplification
Whenever you activate a resonance ability with a resonance die roll, you can choose to expend a second die (without rolling it) and add your proficiency bonus to the first die roll.
Whenever you roll a saving throw against an ability which would transport you to another plane of existence you may add twice your proficiency bonus to the roll.
Cosmic Resonance
Your resonance dice become d12s.
-Once per long rest you can take the special action "Cosmic Resonance" as a free action to do ONE of the following. You regain the ability to do so following a long rest.
-You give yourself advantage on all Resonant Dice rolls for 1 minute, once you do so you cannot do so again until after a long rest.
OR
-You can expend 7 die to cast Plane Shift once per long rest
OR
-You can expend 8 die to cast Antimagic Field once per long rest
OR
-You can expend 9 die to cast Astral Projection once per long rest
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