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Resonant Warrior


Hit Points

Hit Dice: d8 per Resonant Warrior level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels:

Proficiences

Armor: All armors, Shields
Weapons: Mauls, Longbows, Maces
Tools: Harp, Earthbane, Gong
Saving Throws: Charisma, Wisdom
Skills: Choose two from Arcana, Athletics, Intimidation, Perception and Performance

Overview & Creation

The Rabbitfolk of Osteria always had a high affinity for music and air magic. The Resonant Warrior is a testament of this affinity. Over many generations, Rabbitfolk searched for a way to defend themselves againt hostile neighbouring nations, as well as the Illithids and Dark elves that came from the depths below to kidnap and enslave their kind. Combining combat and bardic techniques with air magic, they created three powerful types of war magic, dependent on three different instruments that act both as weapons and conduits.   The Earthbane, a large, sturdy crossover between an Alphorn and a Didgeridoo, is wielded by storms incarnate. They tear through enemy lines like a tornado, and through buildings like a hurricane. The Gong Arsenal, a large, metallic shield accompanied by a large mace, is wielded by the protectors of the Rabbitfolk. They use its vibrations during a fight to disrupt enemy attacks, be they physical or magical. Finally, the Death's Harp, a large bow with many strings, is used by Rabbitfolk bow warriors to attack the enemy's mind and morale, leaving them stunned and terrified when they do not become mindless husks.


Class Features

Musical Weapons

Resonant Warriors are specialized fighters proficient with only three weapon sets : maces and shields, mauls and longbows. They are specialized as such because their signature weapons are close in shape and usage. These weapons are specially designed to generate sound upon attack, which can then be used by the Resonant Warrior to unleash their powers :
  • The Earthbane : 2d6 bludgeoning damage, heavy, two-handed.
  • The Gong Arsenal : 1d6 bludgeoning damage (+2 AC with the shield), one-handed (two handed with the shield).
  • The Death's Harp : 1d8 piercing damage, range 150/300, heavy, two-handed.
  These weapons, because of their intricate and specialized nature, are expensive : if broken, the weapon costs five times the normal amount to repair, and the Resonant Warrior must spend 1 day per class level to re-attune to the weapon. This weapon serves as an arcane focus for all spellcasting purposes.  

Magical Harmony

Resonant Warriors are specialists at weaving magic through sound. This serves the convenient purpose of allowing them to use magic even if their hands are busy, but leaves them vulnerable to silence effects. The Resonant Warrior can cast any spell that requires both a verbal and a somatic component without the somatic component, and can use the sound of their instrument-weapons as the verbal component. However, all spells that have a somatic, but no verbal component are now cast as if they had a verbal component instead of somatic. A major issue with such a spellcasting style is discretion: due to the loud nature of this class, all enemies have a +5 bonus to passive perception when it comes to noticing combat sounds if a Resonant Warrior cast at least one spell during the combat, and have advantage on perception checks if they actively seek intruders that have at least one Resonant Warrior in their midst.  

Instrument Specialization

Upon reaching level 3, the Resonant Warrior must now choose the instrument with which they will specialize, and relinquish the remaining two. Those who wield the Earthbane are specialized in Thunder damage and Area of Effect spells. Those who use the Gong Arsenal are defensive specialists using Force damage spells. Finally, those who play the Death's Harp are ranged attack specialists using Psychic damage. Each Instrument Specialization gives specific benefits upon reaching levels 7, 9, 14 and 17.  

Resonant Weapons

Reaching level 3, the weapons of the Resonant Warrior channeled enough magic that they now become magical themselves : for all non-spell combat purposes, the weapons become +1 Hit/+1 Dmg and the Gong Arsenal's shield now gives +3 AC. The weapon sets now constantly emit a faint, enjoyable humming noise. In addition to this effect, after using a non-spell attack action, Resonant Warriors may redirect the residual sound energy towards the target : as a bonus action, the Resonant Warrior can cast a cantrip at the same target as the initial attack. A different attack roll or saving throw must be used for this cantrip. Upon reaching level 8, the weapons become +2/+2, and at level 16, they become +3/+3. The Gong Shield becomes +4 and +5 AC at the corresponding levels. The humming noise also increases accordingly at these levels. At level 16, the Resonant Warrior gains disadvantage to Sneaking saving throws when they do not conceal their weapon.   When inside a Silence effect, a Resonant Warrior of 8th level or higher can try to break the effect using their weapon's power. If they succeed a Charisma check with DC 10 + Spell level used to cast Silence, their weapon overpowers the effect and creates an aura of noise 20ft around the caster that follows the instrument and lasts 1 minute. Any silence effect whose center lie in in the aura when it is cast automatically fails, and existing silence effects do not permeate the space occupied by the instrument. However, while the instrument is performing this effect, it loses all magical benefits and becomes an ordinary weapon when it comes to attack or defense. It still can be used as a spell focus.  

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Sound Barrier

Upon reaching level 8, the Resonant Warrior can use the sound of their attack to shield themselves from incoming attacks. As a bonus action following a weapon attack, and until the beginning of their next turn, all incoming melee or projectile attacks have disadvantage against the Resonant Warrior. Usable once per long rest. Upon reaching level 14, this skill can be used twice per long rest.  

Unbreakable Harmony

Upon reaching level 19, the Resonant Warrior has such knowledge and mastery of sound manipulation that even silence and antimagic effects cannot contain his power. The Resonant Warrior, when located within 30 ft of any magical Silence or antimagic effect, can use an action to break the effect. A success vs the other caster's spell save DC destroys the spell, and all targets within the area of the effect take 2d6 force damage, 2d6 thunder damage and 2d6 psychic damage as a result of the magical reaction to the spell's disruption. If this effect is used on targets that are normally immune to some spells (e.g. Rakshasa) or are resistant against magic, the targets must perform a Wisdom saving throw against the Resonant Warrior's spell save DC. Upon failure, they lose their immunity or resistance for one minute, in addition to taking damage.


Starting Equipment

  • One Earthbane, one Gong Arsenal and one Death's Harp (special, see class features)
  • One chainmail
  • (a) One dungeoneer's pack or (b) one explorer's pack.

 


Spellcasting

Spell Slots

  The Resonant Warrior table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level Thunderwave and have a 1st-level and a 2nd-level spell slot available, you can cast Thunderwave using either slot.  

Spells Known of 1st Level and Higher

The Spells Known column of the Resonant Warrior table shows when you can keep more spells of your choice in memory. Each of these spells must be of a level for which you have spell slots and training, as shown on the table. For instance, when you reach 3rd level in this class, you can keep one additional spell of 1st or 2nd level in memory.  

Spellcasting Ability

Charisma is your spellcasting ability for your spells. Your magic comes from musical talent and a savant mixture of martial fury and grace raised to an art form. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

Spellcasting Focus

You use your musical weapon as a spellcasting focus (see class features).  

Spell list


Subclass Options

Earthbane

Fury of the Storm

The Earthbane is a two-handed weapon expert, specialized in sowing chaos in the battlefield. By maniuplating the air around themselves, the Earthbane can take revenge on anyone who dares to hit them. Once per long rest, as a bonus action, the Earthbane can surround themselves with howling winds. Until the begining of their next turn, ranged attacks have disadvantage against the Earthbane, and any melee attacker must succeed a Strength saving throw against the spell save DC, with disadvantage if the attack hits. Upon failure, they are thrown 10 ft in a random direction (d6 to determine) and suffer 1d6 bludgeoning damage. Targets of more than one size larger than the caster are not affected by the throw effect, but still suffer bludgeoning damage. Upon reaching level 8, the Earthbane can protect themselves twice per long rest with this ability. The throw radius becomes 30 ft, the damage becomes 3d6 and the ability now lasts two turns. Upon reaching level 16, the winds form a 5 ft radius cylinder around the Earthbane, the throw distance increases to 50 ft and the damage to 5d6 , and the ability may now be used before any movement actions performed this turn. Any target that ever enters the zone within 5 ft of the Earthbane when the ability is active must perform a saving throw or suffer the effects of the ability. The ability can also be used thrice per long rest.  

Heavily Armored

A relatively frail brawler, the Resonant Warrior normally relies on the advantage of distance or protection magic to protect themselves. The Earthbane has no such luxuries, and must rely solely on their armor for protection. The Earthbane gains proficiency with heavy armor.  

Legato of Thunder

Upon reaching level 7, the Earthbane gains insight on the inner working of travel through air, and the ability to use this knowledge for maximum efficiency. Once per long rest, the Earthbane can use their move action to teleport themselves to a visible and accessible 5 ft space within their movement distance. Any targets within a 10 ft sphere centered on that space must perform a Constitution saving throw and suffer 3d10 thunder damage upon failure, or half damage on a successful save, and a sound of thunder can be heard 300 ft around the point of arrival. The Earthbane can then try to attack a nearby target with a melee attack. If the attack succeeds, the Earthbane can choose to teleport again in the same fashion, and attack again. This cycle lasts until an attack fails or the Resonant Warrior runs out of targets.  

Cone of Havoc

Upon reaching level 9, the Earthbane learns their signature spell : Shockwave. This spell does not count against the limit of spells known and they receive one free use of this spell per long rest. The Earthbane may choose to cast Shockwave as a 60-ft cone instead of a 30-ft sphere. If they choose to do so, targets are thrown 20 ft away from the caster in addition of being knocked prone.  

Borough Blaster

Upon reaching level 15, the Earthbane becomes a master at using Shockwave and can now use it as a sonic battering ram. Shockwave now affects structures as well as living targets, and any damage threshold working against it is halved. Structures that are not solidly anchored to the ground are subject to the throw effect. In addition to this effect, the range of the cone, the radius of the sphere and the damage caused are all multiplied by 1.5.  

Herald of Thunder

Upon reaching level 20, the Earthbane becomes so powerful that they become virtually untouchable. They can now cast Thunderwave with a spell level up to 3 as if it was a cantrip. Thunderwave now also repels enemies by 15 ft.  

Gong Warrior

Sworn in the Metal Wind

The powers over sound may be used efficiently for offensive purposes, but they also hold the power to defend. By redirecting the sounds from their mace and shield to another willing target, the Gong Warrior can prevent attacks on these targets. Once per long rest, after performing a melee attack, the Gong Warrior can choose to use their bonus action to protect an ally. Until the beginning of the Gong Warrior's next turn, any attackers have disadvantage on attack rolls against the affected ally. Starting at level 8, affected allies have advantage on all saving throws, and the ability can now be used twice per long rest. Starting at level 16, the Gong Warrior gains one additional use of this ability, and can use this ability as many times they can per bonus action (e.g. they can use the ability thrice during the same action to protect three people at once, but cannot use it again until the next long rest).  

Inductive Gyre

Starting at level 8, the Gong Warrior gains insight on how prolonged magical harm can be caused, and the ability to reverse it. Once per long rest, they can target one ally that suffers from at least one harmful magical effect. Upon a succesful spellcasting throw against the hardest spell save DC affecting the target, all harmful magical effects are dispeled, healing the ally for 1d4 per spell level dispelled. Choose one effect among those that were dispelled. Until the effective duration of that effect (i.e. the maximum number of turns it could have lasted after the dispel) ends, the target gains the opposite effect (disadvantages become advantages, damage becomes healing, etc.) If the effect has no opposite (e.g. charmed), the target gains immunity to this effect for the rest of the duration.  

Forceful Protector

Starting at level 9, the Gong Warrior is powerful enough to perform their signature spell : Wall of Force. This spell does not count against the limit of spells known and they get one free use of the spell per long rest. The Gong Warrior can choose their own movement action to move themselves and the wall at the same time, but doing so halves their speed. To move the wall past an obstacle, the player must push it with the wall using normal pushing checks.  

Improved Forceful Protector

Starting at level 15, the Gong Warrior becomes highly proficient with the use of Wall of Force. They can now control the shape and size of the wall in the form of a 15-ft sphere or 15 ft x 15 ft walls, and also create it in non-continuous parts, as long as its total protected volume does not exceed twenty 5 ft x 5 ft x 5 ft cubes. The shape of the wall, and the position of the shapes can now be altered at will during the duration of the concentration. A given Wall of Force shape is impossible if there are any obstacles or living beings that require being crushed, damaged or destroyed in order to allow that shape (i.e. it cannot be used as a crushing tool or as a weaponized defense). Individual parts of the wall can be moved independently as long as their total movement does not exceed half of the Gong Warrior's movement distance per turn. Players inside the walls must accept to move along with the wall and that movement counts against their movement distance limit for this turn.  

Ultimate Protector

Upon reaching level 20, the Gong Warrior learns the Invulnerability spell and gains one free use of the spell per day. The spell can also be cast on someone else as a 30 ft ranged reaction if the target takes deadly damage.  

Death's Harpist

Symphony of Destruction

Starting at level 3, the Death's Harpist learns how to use sound to transport damaging energy through space and release it at the apropriate time. They do not need to use projectiles in order to use their Death's Harp - instead playing an ostinato that releases a projectile after each repeat - but still need to aim correctly to use it. The projectiles now deal half of their damage as psychic damage, the other half as piercing and are considered magical. The Death's Harpist can choose to use normal projectiles if desired.  

Deadly Chord

Starting at level 7, the Death's Harpist learns to effectively attack the mind of its targets with sound. Once per long rest, when using Symphony of Destruction, the Death's Harpist can choose to detonate a projectile to confuse their foes. Targets within a 10 ft radius of the detonation must succeed a Dex saving throw or suffer 2d10 psychic damage and suffer from the Confusion spell, which in this case lasts two turns. Upon reaching level 13, the damage increases to 4d10 , the radius to 20ft, and the Confusion effect lasts 4 turns. At level 16, the damage raises to 5d10 , the Confusion effect lasts 6 turns and the Death's Harpist gains one additional use of Deadly Chord per long rest.  

Synaptic Assault

Starting at level 9, the Death's harpist learns their signature spell : Synaptic Static. This spell does not count against the limit of spells known and can be used for free once per long rest. The Death's Harpist can choose to alter this spell if they choose so. The spell's radius is then reduced to 10 ft, the damage raised to 12d6 and all targets within the area of effect have disadvantage on their saving throw.  

Synaptic Trauma

Upon reaching level 15, the Death's Harpist can use the Synaptic Static spell to attack only one target. This target cannot perform the initial saving throw and suffers 15d6 psychic damage instead of normal damage.  

Herald of Terror

At level 20, the Death's Harpist leans the Weird spell. However, the spell is now centered on the Death's Harpist, moves with them and targets everyone except the caster in a 30ft sphere. Instead of failing on a successful saving throw, the spell must be resisted again at the target's next turn until it takes hold, the duration ends, concentration is broken or the target becomes out of range. If the target succeeds a saving throw while affected by the spell, the effect ends, but they must still resist the spell at each turn or be affected again, and so on until the duration ends, concentration is broken or they become out of range.
 


LevelProficiencyBonus FeaturesSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Musical weapons, Magical Harmony62
2nd+263
3rd+2Instrument specialization, Resonant Weapons742
4th+2Ability Score Improvement743
5th+38432
6th+39433
7th+3Specialization feature104331
8th+3Ability Score Improvement, Sound Barrier114332
9th+4Specialization feature1243331
10th+41443332
11th+415433321
12th+4Ability Score Improvement15433321
13th+5164333211
14th+5184333211
15th+5Specialization feature1943332111
16th+5Ability Score Improvement1943332111
17th+620433321111
18th+622433331111
19th+6Ability Score Improvement22433332111
20th+6Unbreakable Harmony, Specialization feature22433332211

Created by

iamboubou.

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