Base Class: Fighter
Blade Resonants have a deep knowledge of weapons and the ability to perceive spirits. They forge a connection called resonance between their weapon and their spirit. This connection enhances both the weapon and blade resonant while they wield a resonating weapon. Most Blade Resonants create a strong resonance with a single weapon, but stronger resonants can resonate with many weapons. As the blade resonant grows stronger, they can use the connection create effects similar to that of magic.
Resonance
You may create a number of resonance bonds equal to 1/3 of your Fighter level rounded down. This changes to 1/2 of your fighter level when you get Perfect Resonance at level 18. You may stack multiple bonds on one weapon, or divide them among multiple weapons. You add +1 to any attack and damage rolls made with a resonating weapon for each resonance bond. Any attack made with a resonating weapon counts as magical. These bonuses only apply when you are wielding the weapon. You may remove or apply these bonds to your weapons during a short or long rest. If a weapon aquires attunement you must be attuned to it in order to apply a resonance bond. You can apply up to 3 resonance bonds to a single weapon.
Resonating Emotions
You may use this feature once per short rest per resonance bond. When you use this feature, you perform an extra attack with a resonating weapon as a free action. You can only use this feature once each turn.
Improved Resonance
If one or more of your resonating weapons has the two-handed, versatile, and/or heavy quality, you may replace it with the light property while you're the one wielding it. You cannot do this if the weapon has the ammunition property. If you do this with a versatile weapon, use the two-handed damage die. You may use the great weapon fighting fighting style even if you have made the weapon light and are wielding it one handed. You can use these weapons for two-weapon fighting If another creature attempts to use one of your resonating weapons, you can choose to give them disadvantage on any attacks made with the resonating weapon.
Resonating Power
You may use this feature once per long rest per resonant bond. When you use this feature add 1d8 of one of the following damage types to one of your resonating weapons on its next attack. This changes to 2d8 when you obtain Perfect Resonance at level 18. You can choose from the damage types fire, cold, force, or lightning. You may stack this effect as many times as you like on a single attack. You must activate this before you make the attack.
Superior Resonance
You can use the power of you spirit to control your weapons within a short distance, allowing them to float anywhere within 10 feet of you. Moving your weapons does not take movement or an action. You can make weapon attacks with your resonating weapon while it is floating without requiring you to hold it. If you take the multiattack action, each attack may be performed with any of your resonating weapons and target any enemy within the weapons respective range. You may use you reaction to make an opportunity attack against an opponent that leaves one of your weapons' range if it is a melee weapon. You cannot be forcefully disarmed.
Perfect Resonance
Starting at 18th level, your ability to create resonance bonds has doubled, changing the number to 1/2 of your fighter level rounded down. The power you can Channel through the bond has also doubled, changing Resonating Power from 1d8 to 2d8 per resonance bond.







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