This paragraph includes a few one-sentence stories about people who belong to this class and a sentence that briefly summarizes the class.
This paragraph provides an explanation on the Class’ power source and how they utilize it.
This paragraph provides an explanation on how the Class came to be, and their general purpose.
This paragraph provides a summary of why someone should play this class, how it might relate to a character’s background and personality, and what to expect from the class.
Quick Build
Briefly summarize a quick way to create a Synergist. This includes which ability scores to prioritize, and any choices that need to be made at first level.
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:
Leather armor
Any simple weapon
A dagger
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, you 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 rank + your Cunning
Spell Defense = 8 + your spell rank + your Cunning
At 1st level, the synergist can form a bond with an ally they can see. To do so, you spend 2 Action Points to choose one creature other than yourself within 60 feet of you who you can see. That creature gains one Resonance die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one attack or defense roll it makes. The creature can wait until after it rolls the dice before deciding to use the Resonance die, but must decide before the Narrator says whether the roll succeeds or fails. Once the Resonance die is rolled, it is lost. A creature can have only one Resonance die at a time.
Depending on your source of magic, Resonance can have additional effects on creatures that use it. With an arcane source, the Resonance die can be added to the spell’s effect such as damage or healing. With a divine source, the dice roll can be added to armor. With a primal source, the dice roll can be added to physical damage. These effects replace the normal use of the Resonance die.
You can use this feature a number of times equal to your Cunning (a minimum of once). You regain any expended uses when you finish a short rest.
Your Resonance die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
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 AP 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 being charmed.
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 AP. 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 AP, 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 your pulse of radiance anytime by spending 6 AP.