A synergist is a unique person, they seek out others to find those to connect to. A synergist can operate by themselves just fine, but it is only through seeking others that they elevate who they are. Each Manifestation is a representation of how a synergist does this. Do they find ways to uplift others using the powers of the divine, or do they seek to weaken their foes to protect their friends?
You bind yourself not just to your allies but to the very fabric of fate. You might not be in complete control of fate, but your are attuned to it enough to nudge it in your favor. Some might call your lucky, but you make your own luck.
You cast spells as a Arcane spellcaster and choose spells from the Arcane spell list.
As a reaction when a creature that you can see within 60 feet makes an attack or defense roll, you can spend 2 Action Points and expend a Resonance die to impose advantage or disadvantage (your choice) on the roll. Once you use this ability, you must finish a short or long rest before using it again.
At 6th level, you can use this ability twice between rests, and at 14th level you can use it 3 times between rests.
Starting at 6th level, when a creature that you can see within 30 feet drops to 0 Health, you can spend 4 Action Points as a reaction and expend a Bardic Inspiration die to cause the creature to drop to 1 Health instead.
By 14th level, you can deeply affect the affairs of success and failure for 1 creature. For 5 Action Points, select a creature you can see. That creature has advantage or disadvantage (your choice at the time of selection) on the next three attack or defense rolls it makes in combat. Once you use this ability, you must finish a long rest before using it again.
A synergist of the Untamed Blade is one who is bound to the art of combat. An Untamed Blade's allies are often weapon specialists as well and the melding of the two styles creates a greater whole than the two alone. Other times the Untamed Blade could be the only martial combatant in the group, and they act as the protection to the rest of the team. Either way, your connection to your weapon is a large part of your bond that makes you a synergist.
You cast spells as a Primal spellcaster and choose spells from the Primal spell list.
You are trained in medium armor, advanced weapons, and Body defense.
You learn impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, your movement increases by 2 for the next movement action, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Exploits of your choice. You can use only one Blade Exploit per turn.
Defensive Exploits. You can expend one use of your Resonance to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Resonance die. You also add the number rolled to your armor until you are attacked or the start of your next turn.
Mobile Exploits. You can expend one use of your Resonance to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Resonance die. You can also push the target 1 away from you, plus the number you roll on that die divided by 3. You can then immediately take the movement action as a reaction, up to your full movement.
Slashing Exploits. You can expend one use of your Resonance to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 1 of you. The damage equals the number you roll on the Resonance die.
At level 6, you become more adept with attacks. You reduce the cost of weapon attacks by 1 AP per attack.
Starting at 14th level, whenever you use a Blade Exploit, you can roll a d6 and use it instead of expending a Resonance die.
You are one of the Divine Concordant. You are touched by the light of the divine and seek to let that light shine through you. You synergize with others by protecting them and supporting them in whatever method you can, often by healing them in combat. You are not bound to a god, or required to spread the word of some powerful entity, but rather you are tapped into the source of life and you are dedicated being a beacon to that source of life.
You cast spells as a Divine spellcaster and choose spells from the Divine spell list.
For 5 Action Points, you may target a friendly creature that you can see within 60 feet of you and expend a single use of your Resonance to bestow a ward upon them. The next time your warded ally is attacked by a hostile creature, the attacker takes fire damage equal to your Resonance die.
Begining at 6th level, when you use your Pulse of Radiance, you can replace the normal effect with the ability for you and your allies to regain 1 Health. This number increases to 2 at 9th level, 3 at 13th level, and 4 at 17th level.
Starting at 14th level, you can call upon a heavenly light to heal your allies. When a creature uses one of your Resonance dice, it regains Vitality equal to your synergist level + your Cunning and Health equal to your Cunning.