The world is not a collection of isolated people; it is a single, intricate web of invisible connections. While others see only the individual, you see this web. You are a synergist, a manipulator of the very bonds that tie allies together and hold enemies in check. You are the fulcrum that can move the world, the quiet strategist who understands that a single, well-placed word—or a whisper of magic—can turn the tide of any conflict by strengthening one bond and severing another.
The synergist's power comes from a profound, cunning insight into the unseen. You understand that all beings project an "aura" or "frequency." By attuning to these, you can create Resonance, a magical harmony that bolsters your allies, sharpens their senses, and guides their strikes. Conversely, you can project a counter-frequency, a jarring Dissonance that disrupts your foes, dulling their minds, weakening their resolve, and making them falter at the critical moment. Your magic, whether Arcane, Divine, or Primal, is the medium for this manipulation.
The Mage overwhelms reality with raw power. The Priest calls upon a god for direct intervention. The Synergist, by contrast, plays a more subtle and powerful game. They are the ultimate "force multiplier." They do not create power from nothing; they amplify the power that is already there. Their cunning magic ensures an ally's blade strikes true, an enemy's spell fizzles into nothing, and that the party as a whole is always greater than the sum of its parts.
When creating your synergist, consider how you discovered your ability to manipulate these connections. Are you a Charlatan who found your natural talent for reading people blossomed into a genuine magical power? Are you a Noble trained in the subtle art of political manipulation, now applying those same principles to the battlefield? Or are you a Sage who, in your studies, discovered the theories of sympathetic magic and the bonds that tie all things?
Quick Build
You can make a synergist quickly by following these suggestions. Prioritize Cunning as your highest ability, followed by Endurance and Agility. For your background, choose Entertainer or Charlatan to reflect a life of performance and reading others, or Noble for a background in political maneuvering. For your Job, choose Bard or Courtier to manipulates the bonds of a social encounter.
If you are an arcane caster, choose the Sword Burst and Vicious Mockery cantrips and the 1st circle spells: Cause Fear, Grease, and Shield. If you are a divine caster choose the Blade Ward and True Strike cantrips and the 1st circle spells: Armor of Faith, Divine Favor, and Sleep.
As a Synergist, you gain the following class features:
Health
Health Pool: 1
You add your Health Pool to your Health at level 1.
Vitality
Vitality Dice: 1d4 per Synergist level
Vitality at 1st Level: 4 + your Agility and Endurance
Vitality at Higher Levels: 1d4 (or 3) + your Endurance per Synergist level after 1st
Combat Skills
Weapons: Synergists start with simple weapon aptitude
Armor: Trained in the Light armor skill
Defense: Trained in the Mental skill
Skill Ranks at 1st Level: 3 combat skill ranks
Skill Ranks at Higher Levels: 1 combat skill rank per 3 Synergist levels after 1st
Skill Boosts at Higher Levels: 1 combat skill boost per 2 Synergist levels after 1st
Action Points: Synergists uses Cunning when rolling Action Points
Equipment
You start with the following equipment, in addition to any other starting equipment:
Any simple weapon
Leather armor
At first level, you delve into the advanced techniques of a synergist from the list of available Manifestations. Your choice grants you features at 1st level and again at 6th and 14th level.
You have learned to untangle and reshape the fabric of reality with your mind. You make people see, hear, and do what you want.
Cantrips
At 1st level, arcane and divine casters know 2 cantrips of your choice from your casting spell list. You learn an additional cantrip of your choice at 4th level and another at 10th level.
Spellcasting Circles
The Synergist table shows the highest circle of spells that you can cast. To cast one of these spells, you must expend the spellcasting resource and action point cost listed in the spell’s description. You regain all spellcasting resources when you finish a long rest.
Spellcasting Resources
Depending on your choice of Arcane, Divine, or Primal magic, you will have a unique spellcasting resource. See Spellcasting for what your spellcasting resource is and how much you have.
Spells of the 6th-circle and higher are more taxing. You may cast one 6th, one 7th, one 8th, and one 9th circle spell per long rest.
Known or Prepared Spells
Depending on your choice of Arcane, Divine, or Primal magic, you will have a number of spells available to you. See Spellcasting for your known spells or how you prepare spells.
Arcane Spellcasting Attribute
Cunning is your spellcasting attribute for your synergist spells, you out-think and outsmart your opponents with or without magic. You use your Cunning whenever a spell refers to your spellcasting attribute. In addition, you use your Cunning when making an attack roll for a synergist spell you cast or when setting the Spell Defense target.
Spell modifier = your spell skill + your Cunning
Spell Defense = 8 + your spell skill + your Cunning
At 1st level, the synergist can form a bond with an ally. For 2 Action Points, you can grant one Resonance die to an ally you can see within 60 feet. A creature can have only one Resonance die at a time, which is consumed when used or fades away at the end of combat. You can use this feature a number of times equal to your Cunning (minimum of 1), and regain any expended uses when you finish a short rest. This die is a d6, becoming a d8 at 5th level, a d10 at 10th, and a d12 at 15th.
When a creature has a Resonance die, they can expend it in one of two ways. First, they can roll the die, adding the die's result to a single attack or defense roll. This can be done after rolling the d20, but must be done before the outcome is determined. The second effect depends on the Synergist's source of magic. With an arcane source, the Resonance die can be added to a spell’s effect, such as damage or healing. With a divine source, the dice roll can be added to the creature's armor, as a reaction to being attacked, until the end of the round. With a primal source, the dice roll can be added to a physical damage roll. The creature expending the die chooses either the standard effect or the unique effect.
Beginning at 2nd level, you can send out of steady pulse that is able to energize you and your allies. During a short rest, you and your allies can restore one vitality dice. This number increases to 2 at 9th level, 3 at 13th level, and 4 at 17th level.
You can replace this effects based on your manifestation. If you have an arcane manifestation, you and your allies can regain 1d6 mana points. If you have a divine manifestation, you and your allies’ thresholds can be lowered by 1d6. If you have a primal manifestation, you and your allies can regain 1d6 extra Vitality. The dice increases to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
At level 3, the synergist can use one of their resonances to create a blocked flow in an enemy they can see. When a creature that you can see within 60 feet of you makes an attack or deals damage, you can spend and extra 2 Action Points to expend one of your uses of Resonance, rolling a Resonance die and subtracting the number rolled from the creature’s attack. You can choose to use this feature after the creature attacks, but before the Narrator determines whether the attack succeeds or fails. The creature is immune to this ability if it’s immune to charm effects.
Depending on your source of magic, Dissonance can have additional effects on creatures that use it. With an arcane source, the dissonance die can be used to subtract from a spell’s damage. With a divine source, you can subtract the dice roll from the creature’s Action Points. With a primal source, you can subtract the dice roll from physical damage dealt.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Talent.
At 6th level, you are able to sync with your allies to prevent mind-influencing effects. For 6 Action Points, you can link your mind with those around you until the start of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on defenses depending on the source of your magic. With an arcane source, you have advantage against charm effects, with a divine source, you have advantage against fear effects, and with a primal source, you have advantage against weakening effects. A creature must be able to see you to gain this benefit. This effect ends early if you are incapacitated or if you voluntarily end it (no action required).
At level 10, you are able to more effectively channel your Resonance. When a creature uses a resonance die, it can take both effects instead of choosing.
At level 18, you are able to more effectively channel your Dissonance. When you use this feature, you can apply both effects instead of choosing.
At 20th level, you have unlimited uses of resonance or dissonance, and you can target 2 creatures instead of just one. You are also able to use the second effect of your pulse of radiance anytime by spending 6 Action Points.