Resonant
Designed by
About this class
Blend the powers of energy, magic, and physical prowess in one resonant form.
Domains
Arcana
Bone
Starting stats
Hope feature
Class features
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Tempo
Whenever you succeed on an Action or Reaction roll, gain a Tempo (represented by placing a token here). You may hold a number of Tempo tokens equal to your Tier. You may spend any number of tokens when you make an Action or Reaction roll to gain a +1 bonus to the roll for each token spent. You may not gain Tempo from a roll where you spent Tempo.
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Energy Form
You may spend a Tempo and a Stress to enter a form of pure energy. While in this form you take half damage from all sources. You may not attack or use any domain card abilities and you may pass through solid objects, as well as fly. You may end this form at any time or else it ends automatically should you make a Death Move.
Class items
Character questions
Background prompts
Connection prompts
Subclass cards
Printable via header menu
Resonant of Body
Foundation
SPELLCAST TRAIT: Agility
Accelerated Recovery: Whenever you rest you may automatically take the Tend to Wounds or Clear Stress downtime move for free.
Inflict Pain: When you succeed on an attack roll with a weapon you may spend a Tempo to reroll any or all of the damage dice of that attack.
Resonant of Body
Specialization
Reserve Energy: Whenever you spend Hope you may spend 1 Tempo in place of 1 Hope.
Healing Harmony: You may spend 2 Hope to clear a Hit Point on an ally within Melee range.
Resonant of Body
Mastery
Empty Mind: Whenever you would mark a Hit Point instead of a Stress due to having all your Stress marked, do not mark a Hit Point.
Resonant of Mind
Foundation
SPELLCAST TRAIT: Knowledge
Fortified Mind: Gain an additional Stress slot.
Psionic Weaponry: When you deal damage with a weapon you may deal Physical or Magical damage.
Additionally, you ignore the Stress cost to swap your equipped weapons.
Resonant of Mind
Specialization
Manipulate: Spend a Tempo to make a Spellcast roll against a target within Close range. On a success you may either pull that target into Melee range from you or push that target to Far range from you.
Detect Thoughts and Emotions: Mark a Stress to instantaneously sense the surface level thoughts and emotions of all creatures within Close range of you.
Resonant of Mind
Mastery
Free Spirit: When you would make a Death Move, if you choose Avoid Death, your body falls unconscious but your spirit may leave its corporeal form. While your spirit is outside your body in this way you are immune to damage, may not Mark Stress but may otherwise act as if you were conscious. When you would return to consciousness your spirit returns to your corporeal form. Do not roll for a scar, instead, you automatically gain one.
Resonant
Blend the powers of energy, magic, and physical prowess in one resonant form.
Domains
Arcana + Bone
Starting Evasion
10
Starting Hit Points
6
Class Items
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Resonant’s Hope Feature
Synergize : Spend 3 Hope to gain Tempo tokens equal to your maximum.
Class Features
Tempo
Whenever you succeed on an Action or Reaction roll, gain a Tempo (represented by placing a token here). You may hold a number of Tempo tokens equal to your Tier. You may spend any number of tokens when you make an Action or Reaction roll to gain a +1 bonus to the roll for each token spent. You may not gain Tempo from a roll where you spent Tempo.
Energy Form
You may spend a Tempo and a Stress to enter a form of pure energy. While in this form you take half damage from all sources. You may not attack or use any domain card abilities and you may pass through solid objects, as well as fly. You may end this form at any time or else it ends automatically should you make a Death Move.
Resonant Subclasses
Choose either the Resonant of Body or Resonant of Mind subclass.
Resonant of Body
Channel your energy through your body and the bodies of others.
Spellcast Trait
Agility
Foundation Features
Accelerated Recovery: Whenever you rest you may automatically take the Tend to Wounds or Clear Stress downtime move for free.
Inflict Pain: When you succeed on an attack roll with a weapon you may spend a Tempo to reroll any or all of the damage dice of that attack.
Specialization Feature
Reserve Energy: Whenever you spend Hope you may spend 1 Tempo in place of 1 Hope.
Healing Harmony: You may spend 2 Hope to clear a Hit Point on an ally within Melee range.
Mastery Feature
Empty Mind: Whenever you would mark a Hit Point instead of a Stress due to having all your Stress marked, do not mark a Hit Point.
Resonant of Mind
Channel your energy through the mind and manipulate the world around you.
Spellcast Trait
Knowledge
Foundation Features
Fortified Mind: Gain an additional Stress slot.
Psionic Weaponry: When you deal damage with a weapon you may deal Physical or Magical damage.
Additionally, you ignore the Stress cost to swap your equipped weapons.
Specialization Feature
Manipulate: Spend a Tempo to make a Spellcast roll against a target within Close range. On a success you may either pull that target into Melee range from you or push that target to Far range from you.
Detect Thoughts and Emotions: Mark a Stress to instantaneously sense the surface level thoughts and emotions of all creatures within Close range of you.
Mastery Feature
Free Spirit: When you would make a Death Move, if you choose Avoid Death, your body falls unconscious but your spirit may leave its corporeal form. While your spirit is outside your body in this way you are immune to damage, may not Mark Stress but may otherwise act as if you were conscious. When you would return to consciousness your spirit returns to your corporeal form. Do not roll for a scar, instead, you automatically gain one.
Background Questions
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Connections
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