Classes

Every Resonant

Every Resonant shares the same frame, whatever their path: a d8 hit die, two saving throws of their choice, a casting ability, Gambit Points, and the ability to reach past their own mana when it runs dry. The path decides what the Spark does with it.

Hit died8
Hit points at level 18 + your Constitution modifier
Hit points after level 11d8 (or 5) + your Constitution modifier per level
Saving throwsChoose any two.
Mana2 at level 1, +2 per level
Gambit PointsEqual to your proficiency bonus
LevelProf.ManaElementalist powersSurvivalist powersAberrant powers
1+22553
2+24553
3+26664
4+28664
5+310775
6+312775
7+314886
8+316886
9+418997
10+420997
11+42210108
12+42410108

Level 1: Casting Ability

Resonants channel their Spark through logic, instinct, or force of presence. At creation, choose Intelligence, Wisdom, or Charisma as your casting ability. It cannot be changed.

Level 1: Gambit Points

Gambit Points are bursts of stamina, focus, and exertion. They are not magical, and every character has them. Your pool equals your proficiency bonus.

Declare a Gambit at the start of your turn for 1 Gambit Point. You may declare one Gambit per turn. A Fighting Form lasts for rounds equal to your proficiency bonus, and while in one you may spend 1 more Gambit Point that turn.

You know a number of Gambits equal to your proficiency bonus: two at level 1, a third at 5, a fourth at 9.

A long rest restores all Gambit Points. Exhaustion, Poisoned, or a Hollowing Fracture prevents recovery.

Level 1: Core Channeling

When your mana can't pay for an ability you know, of any tier and reactions included, you may draw on your Core anyway. Spend what mana remains, then make an Overchanneling check: a Constitution save, DC 10 + the ability's mana cost.

Abilities with limited uses can't be channeled. It is a real risk, and at low levels the only answer when mana runs dry.

Level 1: Totemic Surge

Once per short rest, double a Totemic Power's damage, radius, duration, or range. You gain a second use at level 5 and a third at level 9. Never on a Tier 4 ability.

Level 4: Ability Score Increase

Increase one ability score by 2, or two by 1 (maximum 20), or take a feat.

Level 8: Ability Score Increase

Increase one ability score by 2, or two by 1 (maximum 20), or take a feat.

On Core Channeling

Plan on Core Channeling. At level 1 you have 2 mana, and Tier 1 powers cost 0 or 1. Higher tiers cost more. You will run dry in a long fight, and when you do, your Core is the only thing left. Use it knowing the cost climbs: the first failure is a nosebleed, the fourth can make you Hollowed. A long rest resets the count. See Overchanneling in the Totemic Powers chapter.

Elementalist

The Elementalist is a master of the Fundamentals. Anyone can spark a flame or stir the wind near enough to a Totem. Elementalists shape those forces into weapons, shields and tools through will and instinct, and when they fight, their element wraps them like a cloak.

The Church loves them. To command fire, air or water is to be visibly chosen by the Totem, and Elementalists lead the rituals, bless the harvests, and stand at the front of every procession. Families of a budding Elementalist are honored and given gifts. An Elementalist in the Church's favor is never quite free of it.

Playing an Elementalist

Level 1: Elemental Specialist

Your element sets your Specialist bonuses and your Flair. The Specialist bonuses are always on, for powers of your element, whether or not you are Wreathed. See your element.

Level 1: Elemental Flair

You create minor effects with your element at will: a flicker, a breeze, a palm of water. They cost no mana and have no mechanical effect.

Level 1: Wreathed

Using an elemental power wreathes you in the mantle of that power's element: Flame for fire, Tide for water, Gale for air. Each mantle's perks are described with its element, and anyone wearing that mantle has them, Specialist or not. A power's Wreathed line applies only while you wear the mantle of that power's element. The mantles are separate, and you can wear more than one at once. While Wreathed you may safely handle that element by touch or presence, and certain powers gain extra effects.

Each mantle ends at the end of your next turn unless a power of its element refreshes it, or you are concentrating on a power of its element. If you lose concentration on an elemental power, every mantle ends at once.

Level 6: Elemental Flow

Once per short rest, when you activate a Totemic Ability, you may reduce its mana cost by 2 (minimum 1), and you may change its shape (cone, line, sphere) as long as its area and range stay the same.

Level 10: Unbroken Mantle

Losing concentration no longer ends your mantles. Each still lapses at the end of your turn if you used no power of its element.

While Wreathed, when you are hit, you may use your reaction and 1 mana to reduce the damage by 1d8 + your casting modifier.

Level 12: Totemic Conduction

Once per long rest, when your mana hits 0, roll a hit die + your Constitution modifier and regain that much mana. Then cast a Tier 1 ability as a free action.

The Three Elements

Fire

Fire Specialist.

Wreathed in Flame: you may safely touch, ignite, and shape flame, and flammable things you touch catch at will. Certain fire abilities burn harder or spread while Wreathed. Faint cinders and heat shimmer gather around you.

Flair: brighten or dim a flame, snuff a small fire, warm a cup or a blade, light tinder from an ember, coax a flame into a shape.

Water

Water Specialist.

Wreathed in Tide: you may safely touch, shape, and redirect water, even lifting it briefly against gravity. You gain +1 AC against melee attacks and advantage on checks to resist grapples. Condensation beads on your skin.

Flair: chill, warm, condense, or splash palm-sized amounts of water; clean or shift the contents of a small vessel.

Air

Air Specialist.

Wreathed in Gale: you move currents of air at will. You gain +5 ft speed and advantage on checks to resist being shoved or grappled. Your hair and clothes stir in a wind no one else feels.

Flair: raise a breeze, stir dust, carry a scent, dampen sound in a tight space, sharpen your hearing with a shift of pressure.

Elementalist powers

Air Bullet (Tier 1, 1 mana)

Tier 1 Air. 1 mana. Action. Range: 60 ft. Duration: Instantaneous. Requires: A pebble, marble or ball bearing.

You throw a small stone driven by a powerful tailwind. Make a ranged power attack. On a hit the target takes 1d8 piercing damage and must succeed on a Constitution save or bleed for 1d4 damage at the start of its next turn. The bleeding ends with a successful Survival check against your save DC.

Backburn Recoil (Tier 1, 1 mana)

Tier 1 Fire. 1 mana. Reaction. Range: 15 ft. Duration: Instantaneous.

You flare nearby fire outward or direct your body’s heat to repel. Creature makes Dex save or takes 1d6 fire damage and is pushed 5 ft away. If you are Wreathed, you may trigger this from your own body instead of a nearby fire.

Breath of Motion (Tier 1, 0 mana)

Tier 1 Air. 0 mana. Passive. Range: Self. Duration: Passive.

The breeze follows your step. Gain +5 ft movement speed. Ignore difficult terrain caused by natural wind, mist, or shifting ground.

Buffeting Current (Tier 1, 1 mana)

Tier 1 Air. 1 mana. Action. Range: 15-ft radius aura, centered on self. Duration: Concentration, 1 minute.

You stir the air into a constant push. Enemy ranged attacks against creatures in the aura are made with disadvantage. Allies moving in a direction of your choice gain 5 feet of movement. While concentrating, you are Wreathed in Gale.

Burst Pressure (Tier 1, 1 mana)

Tier 1 Air. 1 mana. Action. Range: 60 ft. Duration: Instantaneous.

You shove the air out in front of you hard enough to knock a grown man off his feet. Creatures in the cone must make a Strength saving throw. On a failure, take 1d6 bludgeoning damage and are pushed 10 feet away. On a success, take half damage and are not pushed. Targets that collide with a surface take +1d4 impact damage.

Cinder Lash (Tier 1, 1 mana)

Tier 1 Fire. 1 mana. Action. Range: 15 ft. Duration: Instantaneous.

You whip a cinder-trail from flame or your Wreathed limb. Creatures in arc make a Dex save. On fail: take 1d6 fire damage and ignite (1d4). On success: half damage, no ignition. You become Wreathed until the end of your next turn.

Clear the Air (Tier 1, 1 mana)

Tier 1 Air. 1 mana. Action. Range: 15 ft. Duration: Concentration, 1 minutes Description:.

You forcefully expel gas, mist, and debris from the area. Clears natural fog, smoke, airborne toxins/pollen/gas in the area. Extinguishes small fires and exposes hidden surfaces or traps. Creatures concentrating on obscuring effects must make a Constitution save or lose concentration.

Condense and Crack (Tier 1, 1 mana)

Tier 1 Water. 1 mana. Bonus action. Range: Self (melee reach). Duration: Concentration, 1 minute | Requires humidity, mist, or thin moisture in air. Requires: Humidity, mist or moisture in the air.

You condense vapor onto your strike and freeze it on contact. While this lasts, your melee power attacks deal an extra 1d6 cold damage on a hit, and the target must succeed on a Dexterity save or have its movement halved until the start of its next turn. While concentrating, you are Wreathed in Tide.

Deflect Flow (Tier 1, 1 mana)

Tier 1 Water. 1 mana. Reaction. Range: Self. Duration: Instantaneous.

You redirect force with fluid motion. Reduce damage by 1d6 + your casting modifier. If from an elemental source (air, fire, or water), reduce by an extra 1d4.

Deflecting Draft (Tier 1, 1 mana)

Tier 1 Air. 1 mana. Reaction. Range: Self. Duration: Instantaneous.

The attacker must reroll the attack with disadvantage. If it misses, the projectile is redirected (the GM decides the direction).

Ears Like the Sky (Tier 1, 0 mana)

Tier 1 Air. 0 mana. Passive. Range: Self. Duration: Passive.

You perceive the world through air currents. Advantage on Sage checks involving hearing. Cannot be surprised by creatures approaching through open air. +1 AC vs ranged attacks from flying or elevated enemies.

Echo Current (Tier 1, 1 mana)

Tier 1 Air. 1 mana. Reaction. Range: 60 ft. Duration: Concentration, 1 minutes.

You extend your senses along the air to detect motion or sound. You may immediately make a Sage check to detect hidden creatures or hear obscured sounds. If detecting movement, you also gain advantage on your next Initiative roll.

Flash Distraction (Tier 1, 1 mana)

Tier 1 Fire. 1 mana. Reaction. Range: 15 ft. Duration: Instantaneous.

You snap cinders or embers into a quick flare. Attacker must make a Con save or attack with disadvantage. On failure, they are also blinded until end of turn. If flame source was from your body, you become Wreathed until end of next turn.

Flash Freeze (Tier 1, 1 mana)

Tier 1 Water. 1 mana. Bonus action. Range: 30 ft. Duration: Concentration, 1 minutes.

You instantly freeze a patch of water or damp ground. If no water or slick surface is present, this ability fails. Creatures in a 5-ft square must make a Dex save or fall prone. The space becomes difficult terrain until your next turn.

Flowing Barrier (Tier 1, 1 mana)

Tier 1 Water. 1 mana. Action. Range: 30 feet (10-ft wide, 5-ft tall wall). Duration: Concentration, 1 minute. Requires: Nearby water or conjured mist.

You raise a thin sheet of water in defense. The barrier gives half cover to allies behind it, and ranged weapon attacks passing through it are made with disadvantage. While concentrating, you are Wreathed in Tide.

Freezing Needle (Tier 1, 1 mana)

Tier 1 Water. 1 mana. Action. Range: 60 ft. Duration: Instantaneous.

You form a sharp ice needle from suspended water. Make a ranged power attack. On hit: 1d8 piercing damage. On hit, target must succeed on a Constitution save or have disadvantage on their next attack roll.

Furnace Palm (Tier 1, 1 mana)

Tier 1 Fire. 1 mana. Action. Range: 5 ft. Duration: Instantaneous.

You strike with a burning palm or Wreathed grip. On hit: The target takes 1d8 fire damage. If the target is wearing exposed metal armor, they must make a Constitution saving throw. On failure: They suffer disadvantage on their next attack roll. You become Wreathed until the end of your next turn.

Hydrosense (Tier 1, 0 mana)

Tier 1 Water. 0 mana. Passive. Range: Self. Duration: Passive.

You intuitively feel movement and pressure through water. Advantage on Sage checks involving sound, water, or vibration. You can detect movement through water or mist even when obscured.

Kindle Spark (Tier 1, 1 mana)

Tier 1 Fire. 1 mana. Action. Range: 5 ft. Duration: Instantaneous.

You produce a physical spark to ignite a flammable surface. Light a small flame (torch, wick, cloth, etc.). If Wreathed, you may ignite by touch as part of this action. If used on a creature’s clothing or worn gear while grappling or flanking, the target must succeed on a Dex save or begin burning (1d4 fire next turn).

Mist Cloak (Tier 1, 1 mana)

Tier 1 Water. 1 mana. Bonus action. Range: Self. Duration: Concentration, 1 minutes.

You wrap yourself in a shifting mist. Lightly obscured; +2 AC vs ranged attacks. Advantage on Subterfuge checks.

Osmotic Control (Tier 1, 0 mana)

Tier 1 Water. 0 mana. Passive. Range: Self. Duration: Passive.

You can find the water in anything that holds it, even the air. You may control liquids with approximately 50% or more water content. You may extract usable water from fog, mist, or airborne vapor within 15 ft. Cannot affect internal bloodstreams.

Pressure Rise (Tier 1, 1 mana)

Tier 1 Air. 1 mana. Bonus action. Range: 15 ft. Duration: Instantaneous.

You compress air beneath your stance, launching upward or forward. Leap up to 10 feet vertically or 15 feet horizontally. You take no falling damage until the start of your next turn.

Ripple Grasp (Tier 1, 1 mana)

Tier 1 Water. 1 mana. Action. Range: 30 ft. Duration: Instantaneous.

You reach through water to disrupt a foe’s motion. Target must succeed on a Strength save or have speed halved and cannot take Reactions until the end of their next turn.

Ripple Shield (Tier 1, 1 mana)

Tier 1 Water. 1 mana. Reaction. Range: Self. Duration: Instantaneous.

You flash-freeze a watery shield to block the blow. Gain +3 AC vs the triggering attack. If the attack misses, the attacker must make a Strength save or suffer disadvantage on their next melee attack.

Scorch Line (Tier 1, 1 mana)

Tier 1 Fire. 1 mana. Action. Range: 15 ft. Duration: Concentration, 1 minutes.

You trace a burning line along the ground, igniting it through fuel or mana. Creatures entering or starting turn in line make Dex save: 1d6 fire, may ignite. Flame persists for duration. If terrain isn’t flammable, your mana sustains it. You are Wreathed while this power is active. If Concentration ends, Wreathed ends immediately.

Scorched Nerves (Tier 1, 0 mana)

Tier 1 Fire. 0 mana. Passive. Range: Self. Duration: Passive.

Your body endures heat where others falter. Gain resistance to fire damage from natural flame. While within 10 ft of a flame, gain +1 to Constitution saves.

Shape Splash (Tier 1, 1 mana)

Tier 1 Water. 1 mana. Reaction. Range: 5 ft. Duration: Instantaneous.

You redirect a splash to obscure or destabilize an attacker. The attack is made with disadvantage. If the attack misses, the ally gains +1 AC until the start of their next turn. If the attacker is wet or standing in water, they must succeed a Strength save or drop a held item.

Smoke Veil (Tier 1, 1 mana)

Tier 1 Fire. 1 mana. Bonus action. Range: Self. Duration: Concentration, 1 minutes.

You draw thick smoke around yourself from a flame or your own Wreathed form. Lightly obscured; gain +2 AC vs ranged attacks. Gain advantage on Hide checks this turn. You are Wreathed for the duration. If Concentration ends, Wreathed ends immediately.

Smother Spark (Tier 1, 1 mana)

Tier 1 Fire. 1 mana. Bonus action. Range: 30 ft. Duration: Instantaneous.

You suffocate a small flame from afar. Extinguishes one natural fire (torch, oil patch, campfire). If the flame powers a Totemic ability, the caster must make a Concentration save or it ends. If Wreathed, you may extinguish two flames.

Sudden Drop (Tier 1, 1 mana)

Tier 1 Air. 1 mana. Action. Range: 10 ft. Duration: Instantaneous.

You forcefully expel gas, mist and debris from the area. Natural fog, smoke, and airborne toxins, pollen or gas are dispelled, small fires go out, and hidden surfaces or traps are exposed. Creatures concentrating on obscuring effects must make a Constitution save or lose concentration.

Thermal Instinct (Tier 1, 1 mana)

Tier 1 Fire. 1 mana. Reaction. Range: Self. Duration: Instantaneous.

You release a reflexive burst of heat. Attacker takes 1d4 fire damage. If using metal weapon, must make Strength save or drop it. You become Wreathed until end of next turn.

Wave Pulse (Tier 1, 1 mana)

Tier 1 Water. 1 mana. Action. Range: 15 ft. Duration: Instantaneous.

You send a pressure burst across the surface. Creatures in cone make a Strength save. On fail: 1d6 bludgeoning and pushed 10 ft. Colliding with a surface deals +1d4 damage.

Whisperstep (Tier 1, 1 mana)

Tier 1 Air. 1 mana. Bonus action. Range: Self. Duration: Concentration, 1 minute.

You move with the breeze, silent and fluid. You may move up to 15 feet without provoking opportunity attacks. While this lasts you have advantage on Subterfuge checks and remain Wreathed in Gale.

Wind Snare (Tier 1, 1 mana)

Tier 1 Air. 1 mana. Reaction. Range: 15 ft. Duration: Instantaneous.

You twist the air around them in a spiral hold. The creature must make a Strength save or have speed reduced to 0 until the end of their turn.

Wreathed Hand (Tier 1, 1 mana)

Tier 1 Fire. 1 mana. Bonus action. Range: Self. Duration: Concentration, 1 minutes.

You engulf your hand in controlled flame. Your unarmed strikes deal +1d4 fire damage. You can ignite touched objects or flammable surfaces. Once per turn, a creature that hits you with a melee attack takes 1 fire damage. You are Wreathed for the duration. Losing Concentration ends Wreathed immediately.

Wreathed Initiate (Tier 1, 0 mana)

Tier 1 Fire. 0 mana. Passive. Range: Self. Duration: Passive.

You've learned to bind flame to your own body. While Wreathed: you may touch and shape flame without harm, ignite flammable materials on contact, and unarmed strikes deal +1 fire damage.

Higher tiers are listed in the Totemic Powers chapter.

Survivalist

The Survivalist turns the Spark inward. Where an Elementalist throws fire, a Survivalist's Spark runs through muscle and bone. They hit harder and stay standing longer than a body should, and find a rhythm in a fight that carries them past their limits.

The Church calls their gift "skill, not blessing". Survivalists are its guards, its scouts, its labor, and rarely its leaders. The public loves them when times are hard. Many powerful Survivalists resent being overlooked, and some quietly side with Aberrants or rebels out of principle.

Playing a Survivalist

Level 1: Flow State

Build Flow up to 3 by hitting attacks, passing saves, or forcing misses.

Flow is lost on a miss, a failed save, or a disruptive condition, and drops by 1 on any turn you gain none.

Level 6: Instinctive Flow

As a bonus action, spend 1 mana to gain 1 Flow, or 2 mana to rise straight to Peak Flow. Flow gained this way can't be lost until the start of your next turn.

Level 10: Relentless Form

Once per long rest, when you would drop below 1 HP, spend 1 mana to stay at 1 HP instead. You resist exhaustion from travel, starvation, and the elements. When you finish a short rest, you may roll one hit die to heal without spending it.

Level 12: Totemic Body

At Peak Flow you ignore difficult terrain, resist bludgeoning, piercing, and slashing damage, and score a critical hit on 19 or 20 with weapon attacks.

Level 12: Totemic Form

Once per long rest, spend 3 mana to enter Totemic Form for 1 minute. Every turn starts at Peak Flow and Gambits cost nothing. When it ends, you gain one level of Exhaustion.

Survivalist powers

Adrenaline Kick (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Bonus action. Range: Self. Duration: Instantaneous.

You surge forward with instinct. Gain +10 ft movement until the end of your turn. You may Dash or Disengage as a free action once this turn.

Agility Surge (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Action. Range: Self. Duration: Concentration, 1 minute.

You heighten every nerve and tendon. You have advantage on Dexterity checks and saves. While active you can use an object as a bonus action, and once per turn you may draw, stow or reload a weapon without spending an action.

Core Strength (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Action. Range: Self. Duration: Concentration, 1 minute.

You turn mana into raw force within your body. For the duration you have advantage on Strength checks and saves, and when you win a contested Strength check such as a grapple or shove you deal 1d6 bludgeoning damage to the target.

Counterstep (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Reaction. Range: 5 ft. Duration: Instantaneous.

You sidestep and retaliate. Move 5 ft, then make a single melee attack. On hit: target’s speed is halved.

Deadeye Instinct (Tier 1, 0 mana)

Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.

Your aim thrives on motion and pressure. Once per turn, you may reroll a ranged attack if your target moved this round. Gain +1 to damage if you haven't moved on your turn.

Deadly Tactician (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Action. Range: Self. Duration: Concentration, 1 minute.

You read every movement and exploit every flaw. For the duration you have advantage on Intelligence checks and saves, and once per turn after you hit a creature you may deal an extra 2d6 damage as you strike its weakness.

Disarm Timing (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Reaction. Range: 5 ft. Duration: Instantaneous.

You catch them wide open. Target makes a Dex save or drops one held weapon. On fail by 5+: you may kick the weapon 10 ft away.

Draw, Fire, Fade (Tier 1, 0 mana)

Tier 1 Survivalist. 0 mana. Passive. Requires: Level 3.

When you hit with a ranged attack, you may move 5 ft without provoking opportunity attacks. If you move more than 10 ft in a turn, ranged attacks against you are made with disadvantage.

Duck and Fire (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Reaction. Range: 15 ft. Duration: Instantaneous.

You drop low and fire at close range. Make a ranged attack. On hit: Target has disadvantage on melee attacks until end of turn.

Earthen Stance (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Bonus action. Range: Self. Duration: Until the start of your next turn.

You brace and harden your stance against oncoming blows. Weapon damage against you is halved, and a critical hit against you becomes a normal hit.

Footsnare (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Action. Range: 5 ft. Duration: Instantaneous. Requires: Loose materials (rope, wire, vines).

You place a concealed snare in an adjacent space. The trap remains for 1 minute or until triggered. The first creature to enter the space must make a Dexterity saving throw. On failure: The creature is Restrained until the end of their next turn. Creatures aware of the trap are not affected. You may only have one Footsnare active at a time.

Grappler's Intuition (Tier 1, 0 mana)

Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.

You may reroll 1 failed grapple or shove check per turn.. Enemies grappled by you suffer -2 to attack rolls against others.

Hard Parry (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Reaction. Range: Self. Duration: Instantaneous.

You meet the strike with grit and timing. Reduce the damage by 1d6 + STR modifier. Gain +1 AC vs that attacker until the start of your next turn.

Iron Will (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Bonus action. Range: self. Duration: Instantaneous.

You end one condition affecting you: frightened, slowed or stunned.

Longshot Poise (Tier 1, 0 mana)

Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.

You ignore disadvantage from long range with bows or crossbows. You gain +1 damage with ranged attacks made from over 30 ft away.

Low Profile (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Bonus action. Range: Self. Duration: Instantaneous.

You drop low, tighten your movements, and steady your breath. Until the start of your next turn: Gain +2 AC against ranged attacks. Have Advantage on Subterfuge checks If you moved less than 10 ft this turn, you may also hide even when lightly obscured.

Opportunist's Edge (Tier 1, 0 mana)

Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.

Your opportunity attacks deal +1d4 damage.. You may make 2 opportunity attacks per round.

Pack Hunter (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Bonus action. Range: 5 feet. Duration: Until the start of your next turn.

You release a predator's aura that spurs your pack to strike. Until the start of your next turn, you and an ally within 5 feet have advantage on attack rolls against foes you share.

Pain Tolerance (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Bonus action. Range: self. Duration: 1 round.

You resist punishment. Bludgeoning, piercing and slashing damage against you is halved until the start of your next turn.

Pillar Strike (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Bonus action. Range: Self. Duration: Instantaneous.

You channel brutal strength into a decisive blow. Until the end of your turn, melee weapon attacks that use your Strength deal an extra 1d8 damage. If one drops a creature to 0 HP, you may immediately try to shove another adjacent creature.

Precision Flurry (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Bonus action. Range: Self. Duration: Instantaneous.

You unleash a flurry of precise strikes. Until the end of your turn you can make one additional attack with a Dexterity-based weapon. If both attacks hit the same target this turn, deal an extra 1d6 damage.

Predator's Poise (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Bonus action. Range: self. Duration: 1 round.

For 1 round you have advantage on Sage and Influence checks, and you add your Wisdom modifier to your next damage roll.

Quick Snare (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Action. Range: 5 ft. Duration: Instantaneous. Requires: Loose materials (rope, wire, vines).

You instinctively trigger a crude snare or tripline as a foe approaches. The creature must make a Dexterity saving throw. On a failure: the creature takes 1d6 piercing or bludgeoning damage (based on the material used). The creature’s movement is reduced to 0 until the end of its turn.

Relentless Pursuit (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Bonus action. Range: self. Duration: Instantaneous.

You run down your prey. You Dash as a bonus action and can make a weapon attack.

Rooted Grip (Tier 1, 0 mana)

Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.

Advantage on saves vs being shoved or moved. While wielding a two-handed melee weapon, gain +1 AC.

Snap Aim (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Reaction. Range: 15 ft. Duration: Instantaneous.

You instinctively let loose as they pass. Make a ranged weapon attack. On hit: the attack deals half damage, the target must make a Dexterity saving throw or have their movement reduced to 0 until the end of their turn.

Spark Surge (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Action. Range: self. Duration: 1 round.

Until the end of your turn you add +2 to Strength and Dexterity checks and your jump distance doubles.

Stagger Stance (Tier 1, 0 mana)

Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.

While not in heavy armor, the first melee attack against you each round is made at disadvantage. When you Dodge, you may move 5 ft without provoking. Grappler’s Intuition () You may reroll 1 failed grapple or shove check per turn. Enemies grappled by you suffer -2 to attack rolls against others.

Stoneheart Endurance (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Action. Range: Self. Duration: Concentration, 1 minute.

You anchor yourself, unshakable as stone. You have advantage on Constitution checks and saves, and once per turn when you take damage you may reduce it by your Constitution modifier (minimum 1).

Tactical Patience (Tier 1, 0 mana)

Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.

You know how to read the field and wait for the opening. If you Ready an action to fire or shoot as a Reaction: You gain +2 to hit, and The attack cannot be made at disadvantage due to range or light.

Tactile Flow (Tier 1, 0 mana)

Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.

You’re hard to bind and easy to rebalance. Advantage on Acrobatics and Athletics checks Once per round, you may reroll a failed check to escape a grapple, stand up from prone, or vault/climb.

Totem Sight (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Action. Range: Self. Duration: Concentration, 1 minute.

You sharpen your instincts to sense the unseen. You have advantage on Wisdom checks and saves, and blindsight out to 10 feet.

Totemic Reflex (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Reaction. Range: Self. Duration: Instantaneous.

You duck, twist, or instinctively shift.

Track Sign (Tier 1, 1 mana)

Tier 1 Survivalist. 1 mana. Action. Range: 60 ft. Duration: Instantaneous.

You assess wind, terrain, and micro-disturbances. Make a Survival or Sage check with Advantage to locate: Hidden trails. Recent footprints. Creatures that passed within the last hour If successful, you or an ally gains Advantage on the next tracking or ambush-related roll.

Tracker's Rhythm (Tier 1, 0 mana)

Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.

You move light and loose, the way a hunter learns to. While not wearing heavy armor: gain +1 AC. Gain +1 to Initiative rolls. If you hit with an Opportunity Attack, you may move 5 ft immediately afterward.

Warstance Flow (Tier 1, 0 mana)

Tier 1 Survivalist. 0 mana. Passive. Range: Self. Duration: Passive.

When you score a melee critical hit, you may push the target 5 ft or knock them prone. You have advantage on saves vs effects that would knock you prone.

Aberrant

The Aberrant's Spark does not follow the known rules. Instead of bending fire, water or air, it reaches something stranger: light and shadow, weight, time, or the flow of mana itself. No one can teach it.

The Church names four heretical Sparks and treats every Aberrant as a threat to be watched. Aberrants must be registered, must display their mark, and must stay within their bounds. Children who manifest are taken for "treatment". The rare Aberrant who proves useful may serve the Church in secret, and is erased when no longer needed.

Your Spark is unstable. Every use of mana builds Entropy, pressure inside you that you must spend, steady, or lose control of.

Playing an Aberrant

Level 1: Aberrant Manifestation

Choose your manifestation: Solshade (light and shadow), Tempranox (time), Deepbinder (gravity), or Auralith (mana itself). You learn 3 Tier 1 Totemic Powers from it.

Level 1: Entropic Engine

Every use of mana builds Entropy. Spending mana adds 1 Entropy die (d4) to your pool, or 2 if you spend 2 or more at once. The pool has no limit, but the more dice it holds, the likelier a Flare.

Flare Check: at the start of your turn, if your pool could roll your save DC (4 for each die), roll them all. If the total meets or beats your save DC, you Flare and the pool empties. Otherwise the pool carries forward.

As a bonus action you may channel Entropy:

The pool empties if you fall unconscious, reach Death's Door, or finish a rest. When a fight ends it settles to empty, unless you choose to hold it into your next fight.

Level 1: Aberrant Flare

When the Entropic Engine slips its leash, roll a d6 on your manifestation's Flare table.

Level 6: Totemic Inflection

Once per turn, change the shape or range of a Totemic Ability (a cone becomes a line, or +10 ft of range). When you roll initiative with no mana, regain 2 mana.

Level 10: Aberrant Endurance

When you make a Flare Check, you may spend 1 mana to roll it a second time and keep the lower total. Your manifestation adds its own benefit (see your manifestation).

Level 12: Totemic Conduction

Once per long rest, when your mana hits 0, roll a hit die + your Constitution modifier and regain that much mana. Then cast a Tier 1 ability as a free action.

The Four Manifestations

Solshade

Light and shadow, two edges of the same blade.

Shadow Bloom (Overcharge): when you spend Entropy dice, extend a Solshade ability's range by 10 ft, or add one more valid target, per die spent.

Flare: illumination warps; shadows detach or swallow the space around you.

Endurance (level 10): you can't be blinded, and you see normally in dim light and Spark-made darkness out to 60 ft.

Tempranox

Time stutters around you. It always has.

Temporal Overload (Overcharge): each Entropy die spent grants tempo, in order: +10 ft movement, one extra reaction this round, one extra bonus action this turn, one extra action this turn, then the cycle repeats. Once per turn.

Flare: moments shatter, accelerate, or echo.

Endurance (level 10): reroll one failed saving throw per long rest.

Deepbinder

You lean on the world's weight. A man pinned to the floor, a stone dropped twice as hard, your own step light enough to cross water.

Implosive Weight (Overcharge): roll the Entropy dice you spend and add them to a Deepbinder ability's damage. A 4 explodes: roll it again and add, as long as 4s keep coming.

Flare: pressure, pull, and weight collapse or distort around you.

Endurance (level 10): +1 AC while not prone.

Auralith

You feel the mana in others like a second heartbeat, and you can reach it.

Resonant Collapse (Overcharge): spend Entropy dice and apply the total as a penalty to the next save a creature makes against your abilities before your next turn. Failing by 5 or more costs it a fracture tier (Severe at least); by 10 or more, two tiers (Traumatic at least).

Flare: unstable mana floods the area.

Endurance (level 10): advantage on Concentration checks.

Solshade Flares

d6Flare
1Lightblind Burst. Radiance erupts: creatures within 15 ft make CON save or take 1d4 radiant per Entropy die and are blinded until end of next turn.
2Shadow Lash. Up to 3 foes within 20 ft: DEX save or take 1d4 necrotic per Entropy die.
3Cloak Flicker. For 1 round, attacks against you have disadvantage and you have advantage on DEX saves. Gain 1 Exhaustion.
4Flicker Clone. Distorted afterimage: attacks against you have disadvantage. If a miss occurs, clone explodes dealing 1d4 psychic per Entropy die to attacker.
5Radiant Surge. Until start of next turn, add 1d4 radiant per Entropy die to melee and ranged hits.
6Black Sun. 15 ft darkness zone centered on you until start of next turn; creatures in or entering take 2d4 necrotic per Entropy die.

Tempranox Flares

d6Flare
1Paradox Burn. Time gnaws at you: take 1d4 psychic per Entropy die and gain 1 Exhaustion.
2Stutter Step. Dash instantly without cost; take 1d4 force per Entropy die at end of turn.
3After-Image Echo. At the start of your next turn, repeat the first Action you took this turn at no cost.
4Chrono-Lag. Advantage on next save; disadvantage on next attack.
5Temporal Collapse. You and all within 10 ft: CON save or take 1d4 force per Entropy die and be stunned until end of turn.
6Slipstream Surge. Gain 1 extra Action per Entropy die this turn. At round's end take 2d4 force per Entropy die as your body recoils.

Deepbinder Flares

d6Flare
1Crushing Weight. Take 1d4 bludgeoning per Entropy die; speed halved until start of next turn.
2Reverse Pull. Objects and creatures within 15 ft hover weightless; ranged attacks against them have disadvantage until end of turn.
3Magnetic Flux. Metal gear within 20 ft yanks toward you; wielders must make a Strength save against your save DC or be disarmed.
4Gravity Buckle. One creature of your choice within 30 ft: STR save or prone + 1d4 force per Entropy die.
5Pressure Pulse. Shockwave in 10 ft: all creatures make CON save or take 1d4 force per Entropy die and are pushed 10 ft.
6Singularity Bloom. Pick a point within 20 ft. All in 10 ft radius: STR save or be pulled to center and take 2d4 force per Entropy die.

Auralith Flares

d6Flare
1Backlash Burn. Take 1d4 psychic damage per Entropy die.
2Spark Leak. All Sparks within 10 ft make a CON save or lose 1 mana per Entropy die.
3Mana Whispers. Up to 3 hostile creatures within 30 ft each take 1d4 psychic per Entropy die.
4Resonance Overload. For 1 round, whenever a creature within 10 ft spends mana, drain 1 mana from them or gain 1 yourself. At start of next turn, take 1d4 force per Entropy die.
5Hollowed Edge. Momentarily Hollow: resistance to all damage until next turn, scar 1 HD, all Totemic Abilities cost 0 mana until next turn.
6Mana Exchange. Roll all Entropy dice; total = mana to redistribute. Drain from creatures in 30 ft, grant to allies or self.