The Resonator No less than 30 men surround the elf as they close in for the kill. He is a kind soul who is renouned and known accross the sword coast as a good man, but the mob before him feels he did not do enough. As they get closer, he calmly puts his hands together and breaths, and as he does, the 30 men stop. Something is changing within the elf. Before they can react, a burst of negative energy rips the men appart. The elf's kind heart has been darkened by this event, and he is never the same helpful man again. They surround the strange and happy kobold that is miraculously healing all who come to him. It is strange because just a week ago, he was a wanted killer with a cold heart. Word on the street is that his last job went south and he almost lost a partner. After using his strange "magics" to heal him, The kobold strangely turned himself in and offered to become a town healer as recompence. The greatest magicians in the realm cannot explain his change of heart. These are the Resonators, beings who can use the light and darkness of the world arround them. Because "Resonating" is not truely magic, Resonators are undetectable by even the most powerful magic detection. Their abilities are Strange and versatile, but can be costly if not used correctly... How It Works The Resonator Have the power to "Resonate" with the darkness or light in ones soul to perform miraculous deeds. This power and it's users are voletile and unpredictable, for in order to to do good things, you must take that goodness within yourself, and to do harm or evil, you must combat that evil head on. A Resonator's morality alignment changes based on what their power is used for, and most resonators are rarely the same person they were before getting their powers. Class Features As a Resonator, you gain the following class features Hit Points Hit Dice: 1d8 per Energetic Resonator level

1d8 per Energetic Resonator level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Energetic resonator level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple

Simple Tools: none

none Saving Throws: Wisdom, Dexerity

Wisdom, Dexerity Skills: Insight, Intimidation, Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) 1 Simple Weapon

(a) 1 Shield OR 5 Javalins

2 Daggers The Resonator Level Proficiency Bonus Features Abilities Known 1st +2 Resonant Abilities, Resonant State 3 2nd +2 Resonant Strike 3 3rd +2 ─ 4 4th +2 Ability Score Improvement 4 5th +3 Seeking Resonance 5 6th +3 Finding Yourself 5 7th +3 ─ 5 8th +3 Ability Score Improvement 6 9th +4 Karma Tap 6 10th +4 ─ 7 11th +4 Improved Resonant Strike 7 12th +4 Ability Score Improvement 8 13th +5 Dissonant Burst 8 14th +5 Ability Score Improvement 8 15th +5 ─ 9 16th +5 Ability Score Improvement 9 17th +6 ─ 10 18th +6 Improved Dissonant Burst 10 19th +6 Ability Score Improvement 11 20th +6 True Resonant Power 12 Resonant Abilities You Have learned to master your powers and use them well. This gives you the ability to Resonating. Resonant Ability Casting While the Abilities act and look like spells, they are a totay different source of power, and cannot be tapped into by normal spellcasters. They are placed on the Resonant Abilities List. Wisdom is your main ability for Resonator feats. Ability and Feature Save DC = 8 + your proficiency bonus + your Wisdom modifier.

= 8 + your proficiency bonus + your Wisdom modifier. Ability attack modifier = your proficiency bonus + your Wisdom modifier.

You know 3 Resonant Abilities from the Resonant Abilities List at level 1. You learn more abilities at 3rd Level, 7th Level, 10th Level, 15th Level, and 17th Level. Furthermore, you can change what abilities you know whenever you go up a level. The list of Abilities is at the bottom of this document. Abilities will also have a positive number or a negative number, or both. These numbers determine how much Karma you gain/lose to use an ability. this will be further explained below. Resonant State As you use your abilities, you will shift allignments from lawful good to chaotic evil Based on the number of "Karma" you have. Using abilities will increase or decrease the amount of Karma you have. The Resonant State chart below illustrates allignments and their Karma values. Resonant State Chart Point range Current state 40 + Pure Spirit (Lawful good. Cannot be Natural State) 39─35 White Soul (Lawful good) 34─30 Light Soul (Neutral good) 29─25 Soft Soul (Neutral good 24─16 Clear Soul (Lawful(21─24) or chaotic(19─16) neutral. 20 is True Neutral, and cannot be natural state) 15─11 Dim Soul (Lawful Evil) 10─6 Tainted Soul (Lawful Evil) 5─1 Grey Soul (Neutral Evil) 0 ─ Dark Soul (Chaotic Evil. Cannot be Natural State) Power of Resonance Each Resonant State has a unique power that affects your abilities and your actions. Based on your current Resonant State, you gain 1 of the following Powers. You do not regain the use of an feature from this list that can only be used a finite number of times per long rest (i.e. once per long rest) if you leave that state then return to it. White Soul Power: While in the “White Soul” state, when you use an ability that would heal a creature, you can add 1d6 to the roll. You can only use this feature three times per long rest.

Light soul Power: While in the “Light Soul” state, you have advantage on wisdom saving throws to avoid charming or fear effects.

Soft Soul Power: While in the “Soft Soul” state, you have resistance to psychic damage, and advantage on persuasion rolls. Clear soul Power (20 only): While in the “Clear soul” state, When you use an ability from the Resonant ability list, you must lose/gain 5 Karma to use the ability.

Dim Soul Power: While in the “Dim Soul” state, you have resistance to psychic damage, and advantage on intimidation rolls.

Tainted Soul Power: While in the “Tainted Soul” state, when you gain Karma for an ability that makes you roll for damage/healing, you can lose 2 Karma to add 1d8 to the roll. You can only use this feature once per long rest.

Grey Soul Power: While in the “Grey Soul” state, All attacks you perform also deal an extra 1d6 Psychic damage if they do not already deal Psychic damage. The Far Extremes Special powers are granted to those who fully commit to the darkness or the light within their souls: Pure spirit Power: While in the “Pure spirit” state, when you use an ability that would make you gain Karma, use the “Pure Spirit” effect for that ability instead (if it does not have one, you can not use it). when you lose Karma to activate an ability, you can lose half the Karma required (Rounded down). You can only use this feature once per long rest. You cannot gain any more Karma.

Dark Soul Power: While in the “Dark Soul” state, when you use an ability that would make you lose Karma, use the “Dark soul” effect for that ability instead (if it does not have one, you can not use it). Some Dark Soul effects drain your Max HP, but you cannot drop below 1 Max HP because of a Dark Soul Ability. You can use Dark Soul effects even if you do not have enough HP to lose. You are also now Chaotic evil in alignment, and do not lose Karma. Your AC also becomes 18 if it is not 18 or more already. You can gain no other bonuses to AC except from the "Dark Soul Shield" or "Resonant Soul Shield" Abilities. Natural State Resonance Your Natural State is your alignment at the begining of the game. For example: if you start off as a Lawful good character, your Natural State will be anywhere from 39 to 35. (You can choose the degree of your goodness.) Natural State Power: While in Your “Natural” State, You are immune to psychic damage, and you have advantage on all Wisdom Saving throws and dex/str checks. Once per long rest, You can lose or gain 1 Karma to do 1 of the following. You can only use 1 of the following options once per long rest. Natural State Options Treat your next attack hit this round as a critical hit Gain advantage on your next attack roll Use an ability without gaining or losing Karma Use a “Dark Soul” ability (Or a Dark Soul effect of an ability) without losing max HP.

Resonant Strike At level 2 As a reaction, when you hit a creature with a melee or ranged attack (but not an ability from the “Resonant ability list”) you can lose OR gain 2 Karma to pour positive or negative energy into the strike. If you gain 2 Karma, add 1d4 to your attack roll. If you lose 2 Karma, add 1d4 psychic damage to the damage roll. This die for both effects increases to 1d8 at level 11. You can use this feat a number of times equal to your proficiency bonus per a long rest. Seeking Resonance At level 5, You can send out a pulse of energy in a 30 foot circle to resonate with those around you and hear their souls. As an action, you determine the alignments of all creatures within range. Finding Yourself At 6th level You have become accustomed to controlling these energies and shifting alignments, but you yern to return to what you once were, who you realy are. as an action, you can lose or gain up to 4 Karma, but you must shift in the direction of your Natural State (cannot be use if your current state is “Dark Soul”). You can only use this feat once per long rest. Karma Tap At 9th Level, you can tap into a creature and leach or give them karma. When you hit a creature with a melee attack, you can gain or lose 2 Karma as a bonus action, and if you do, you gain HP equal to half the damage dealt by the attack (Minimum 1). Dissonant Burst At 13th level, you learn how to Resonate against the energy of others, creating a Dissonance that shocks the body and mind. As an action, you can target up to 3 creatures within a 60 foot circle: each must make a wisdom saving throw against your Ability save DC. The creature takes 3d8 psychic damage on a failed save and half as much on a success. When you use this ability at 18th level, creatures take 5d8 damage on a succesful save, and are killed instantly on a failed save if they are below 60 HP, and you can now target 6 creatures. You can only use this feature once per long rest. True Resonant Power At 20th Level, you have mastered the art of resonating with the souls of others, and have domain over your power. As a Bonus action, you can target 1 creature within 60 ft of you. Your alignment becomes that of the target creature. You can determine the ammount of karma you have within that alignment range. Abilities List". If you use this feature, you can chose to gain the effects of true strike against the target this round. Resonant abilities list On the next page is a list of abilities you can chose from. Each ability will have a + effect (Gain Karma) and/or a ─ effect (Lose Karma). Each effect will be displayed in the ability

Resonance Wave Resonant Ability As an action, you channel your Resonance into a beam of energy 60 ft long. The effect performed is based on the energy you use: +2 Karma: Target 1 creature within range and roll 2d4. The creature suddenly feels more courage or hope welling within them and gain hit points equal to your roll. You can gain more Karma to increase the roll by 1d4 for every 2 extra Karma gained, up to 4 extra Karma. (If your current state is "Pure Spirit", If your current Max HP is lower than your player level x5, you gain half the same roll in max HP (minimum 1), but you do not heal normal HP from this effect.) -3 Karma: Make a ranged attack roll against 1 creature in range. If hit by the beam, it feels the hope and courage drain from their body, and takes 1d8 psychic damage. You can increase the damage by 1d8 for every 3 extra Karma you lose, up to 6 extra Karma (If your current state is “Dark Soul”, You can use this effect by losing 2 from your Max HP instead of losing 2 karma, and you can increase the damage by 1d8 for every 2 extra HP you lose, up to 6 extra HP) Resonant Aura Resonant Ability As an action, you resonate with creatures around you, imposing one of the following effects based on the energy you use: +3: Those you trust who enter the aura feel a sudden boost in confidence and calm, allowing them to better focus on the enemy. Creatures of your choice in the area of effect are immune to the effects of fear. Furthermore, when a creacher you chose within the aura makes a saving throw against an attack or effect, they have advantage on that roll if they do not already. (If your current state is "Pure Spirit", If your current Max HP is lower than your player level x5 and a creature you chose in the area succeds on a saving throw while in the aura, you gain 2 max HP, but you do not heal normal HP from this effect.) -4: When a creature enters the aura, you can chose to make them roll a Wisdom Saving throw. On a successful save, they cannot be affected by the aura for 24 hours. On a failed save, the creature feels a sudden wave of uneasiness and self-doubt. When a creature affected by this aura makes a saving throw against an attack or effect, they must roll with disadvantage on that roll if they do not already. (If your current state is “Dark Soul”, affected creatures will also have disadvantage on attack roles, and if you use this ability, you lose 3 from your max HP.) Dissonant Energy Resonant Ability -4: As an action, target 1 creature within 30 feet of you. Make an attack roll against the target. On a hit, the target takes 2d10 psychic damage. (If your current state is “Dark Soul, this attack does 3d10 instead, and if you use this ability, you lose 5 from your max HP.) Resonant Suggestion Resonant Ability By Resonating with a creature just right, you can easily manipulate them into doing as you please. As an action, you can target 1 creature within 30 feet of you and do one of the following to: +2: You can cast the Charm person spell against the target as if at 1st level. -2: You can cast Fear against the target as if at level 3. Dissonant Chaos Resonator Ability Prerequisites: 14th Level, "Neutral State" As an action, you can gain or lose 5 Karma. All enemies within 30 ft of you must make a Wisdom saving throw. On a failed save, they take 3d12 psychic damage and must flip a coin to determine how the ability effects them. On a successful save, they take half damage and suffer no other effects. The effects are as follows: -The creature is now charmed -The creature is now frightened Resonant Soul Shield Resonator Ability +3: Target 1 willing creature within 30 feet of you: Both yours and the target's AC becomes the Highest AC of the 2 creatures for 1 minute. (i.e, they have 20 AC, you have 13 AC. Both creatures have their AC set to 20 for the duration). Also, you must gain or lose up to 2 karma, but you must move your karma in the direction of the target's alignment. Resonant Mercy Resonator Ability +2: When you are hit with a melee attack, roll a d20 with no bonuses. If your roll is higher than the attack roll, you fill the creature with feelings of regret, making them rethink their choice to attack, and the attack does half damage. You can use this ability a number of times equal to your Proficiency modifier per long rest. (If your current state is "Pure Spirit", If your current Max HP is lower than your player level x5, you can gain 2 max HP, but you do not heal normal HP from this effect.)