Base Class: Fighter
The Resonant is one who recognizes the power of sound. Planes resonate to certain frequencies, they reason, and so must everything in them. Musicians use sound to entertain, rile, and soothe. You too use sound to great effect, though whether your work is soothing or not is up to interpretation.
Choosing the path of the Resonant means, whether through innate talent or well-honed instinct, you have learned that resonance is the river which flows through all things. You have also learned that it can be manipulated like a fine instrument, or wielded as effectively as any weapon.
Resonant Gifts
At 3rd level, you have attained a degree of mastery over the harmonic frequencies that bind creatures to the Weave and objects to the Material Plane. You gain proficiency in Performance checks. You also gain access to a number of Resonance Points equal to twice your proficiency bonus. These can be expended to power your Resonant Gifts, ways you can manipulate resonant frequencies to your advantage and to the detriment of your foes. You regain all your expended Resonance Points when you finish a long rest.
Some Gifts reference a Resonance Save DC, which represent both your strength of voice and body and your mastery of your Resonant Gifts. Your Resonance Save DC is equal to 10 + your proficiency bonus + your Constitution modifier.
The range of your Resonant Gifts increases when you reach certain levels in this class: at 5th level (80 feet), 11th level (100 feet), and 17th level (120 feet).
Discordant Pitch. Your voice alone carries destruction on the wind. As an action, you can expend a Resonance Point to unleash a magical barrage with your voice. If you can make more than one Attack, this feature can replace one of your attacks instead of taking your whole Attack action. This feature can only be used once per Attack action, regardless of how many attacks a creature can take within that Attack action. This feature must be used against a creature or object within 60 feet of you that you can see and that sound can reach (for example, the creature must not be inside the radius of a Silence spell).
If the target is an object, the object must not be one that is being worn or carried by another creature. As part of this feature, you force the target to make a Constitution saving throw against your Resonance Save DC. On a failed save, the target takes 2d6 force damage. The damage of this attack increases by 1d6 when you reach certain levels in this class: at 5th level, at 9th level, at 13th level, and 17th level.
Stunning Shout. You can use your voice to interrupt a creature’s natural frequencies. As an action, you can expend a Resonance Point to force a creature within 60 feet of you who can be reached by sound to make a Constitution saving throw against your Resonance Save DC. On a failed save, the creature is stunned until the end of your next turn.
Warped Rhapsody. Your voice can distract those who would do you harm. As a bonus action, you can expend a Resonance Point to hum at a frequency that causes your form to vibrate and shift to those around you. Until the end of your next turn, all creatures have disadvantage on attack rolls against you. An attacker is not affected by this power if it does not use sight to perceive its surroundings.
Overtone Harmonics
At 7th level, you gain further mastery over your vocal gifts, granting you new ways to mold your Resonant Gifts through Overtones. You can only use one Overtone in a single turn:
Tough Crowd. When you use a Resonant Gift, you can expend an additional Resonance Point to cause the effect to have a radius of 20 feet centered at a point within range.
Sustained Melody. When you use a Resonant Gift, you can expend an additional Resonance Point to cause the target to have disadvantage on the saving throw against your Resonance Save DC.
Hidden Tritone. When you use Warped Rhapsody, you can expend an additional Resonance Point to cause the effect’s duration to extend to one minute. While Warped Rhapsody is extended in this way, you are considered to be concentrating as if on a spell. If your concentration is broken, the effect drops.
Signature Motif
At 10th level, you become a Resonant in your own right, discovering the power of your own voice. Pick one Overtone from the Overtone Harmonics subclass feature. You can now use that Overtone without expending a Resonance Point. You can still only use one Overtone in a single turn.
Traveler's Chord
At 15th level, your voice can pick apart the fabric of the planes themselves, opening rifts in the fabric of space. As an action, you can expend two Resonance Points to open a rift connecting two points within the range of your Resonant Gifts that lasts until the end of your current turn. Any creature within 5 feet of this rift must make a Constitution saving throw against your Resonance Save DC. A willing creature can choose to fail this save.
On a failed save, the creature is pulled through the rift to the second point you have chosen within range. You can use any Overtones as usual with this feature.
Furious Crescendo
At 18th level, your mastery of the resonance of reality rivals the mastery rulers exert over kingdoms. As an action, you can channel the forces of your mastery into a single, deadly note against a creature or an object that is not being worn or carried within range of your Resonant Gifts.
If the target is a creature, the creature must make a Constitution saving throw against your Resonance Save DC. On a failed save, the creature is torn apart at a harmonic level and takes 14d6 force damage and is stunned for 1 minute. On a successful save, the creature takes half the damage and is not stunned. If the target is an object, the object takes 14d6 force damage and, if it is magical in any capacity, is rendered nonmagical until the end of your next turn. You can use this feature once per long rest.
You can use Overtones as usual with this feature.







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