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Resonarch

"I have been asked four times to describe the man. I cannot. Neither can my sergeant, and he stood closer to him than I did. Every one of my men can draw you the instrument from memory, down to the fittings. We stopped fighting at some point. I would like the board to understand that nobody made us."

— Testimony of a Dominion line officer before a board of inquiry, the portion the board asked to have struck

The Resonarch does not fight. They play, and the fight goes differently.

Walk into any market carrying a coalition instrument and the whole street knows what you are, even though hardly anyone could tell you who you are. That gap between the famous object and the forgettable person holding it is where the class lives — an enemy captain loses his place in the fight, a line of soldiers finds itself on the floor, a tired friend finds one more charge in legs that should have given out.

You play in layers — a drone underneath, pieces building toward a swell, accents on every turn — and you decide exactly which turn in the initiative order the swell lands on, friend or foe. The music doesn't check whose side anyone is on, so reading the order right is the whole job.

A Resonarch has never won a fight. A Resonarch has decided a great many of them.
Hit Died8
PrimaryWIS + CON
SavesWisdom · Intelligence
ArmorLight only

Steadying

The note the whole line leans on. Every piece is an offer — more speed, an extra attack, a hit shrugged off — and every gift costs a crash later.

Disrupting

The wrong note, played at exactly the right person. Every piece is imposed on an enemy: knocked prone, stalled in place, silenced, commanded outright.

Dissonant

Everything within ten feet of you goes slightly wrong. A skirmisher, not a tank — enemies miss because the air itself is working against them.

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Read the Full Resonarch

Level progression to 20, every class feature, all three drones in detail, and the four starting instruments. Free with an account — no payment, no tier. We'll email you a sign-in link.

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