Introduction to the class This class is based on Brandon Sanderson's Stormlight Archive, a book series with 3 tomes released. If you plan on reading the series, this section, and most of the document, may contain spoilers. Read carefully. Surgebinding Surgebinding is a magic system which involves ten different types of power sources or surges, which represent the fundamental forces of nature. Some creatures can use Stormlight to bind surges. Those creatures are called Surgebinders. Stormlight is normally drawn from infused gemstones, but can be absorbed from any source that has Stormlight. By the final days of the Era of Solitude, after the las Desolation, knowledge of Surgebinding is all but totally lost. Its effects haven't been seen for millennia and histories from times of the Heraldic Epochs, when Surgebinders fought during the Desolations and formed the orders of the Knights Radiant, are all but nonexistent. Most who are aware of it know it mainly from inaccurate legends. There are 10 different Knights Radiant Orders. In order for a creature to turn into a Surgebinder and join a Radiant Order, they must bond a spren. It's important to note that it is the spren who chooses the Surgebinder and not the other way around. One may not be aware that a spren is analysing them or trying to bond them until they breath Stormlight for the first time. The spren type determines the Radiant Order, each having their own spren. Spren Spren are creatures of nature. They have a common presence all over the world and tend to be ignored, or remain unseen. Spren are not fully understood. They take different shapes and forms, appearing around certain events, ideas, or abnormalities. Some types of spren have taken on cognitive ideals or concepts which have taken on literal personification over time. Spren live in Shadesmar, the Cognitive Realm. A plane of existence in which the spren adopt their true form and live in societies. Stormlight Spheres value in SP Gem Chip Mark Broam Diamond 1 5 20 Garnet, heliodor, topaz 5 25 100 Ruby, smokestone, zircon 10 50 200 Amethyst, sapphire 25 125 500 Emerald 50 250 1000 Stormlight is a radiant energy given off by highstorms (a storm of huge dimensions and power) that can be stored in gemstones and then later used by Surgebinders. It is a source of light and power and is used to power technology. Gemstones are much better at holding Stormlight than other objects because the light can remain within them for weeks. Usually, those gemstones kept in spheres, can be infused with Stormlight by leaving them outside during a highstorm. Infused spheres can also be obtained from money exchangers. Stormlight leaks quickly when held by a Surgebinder or infused into an object other than a gemstone, though persons can slow the leakage by holding their breath (which they can do for an extended time while holding the light). Surges and Radiant Orders Radiant Order Surges Windrunners Adhesion and Gravitation Skybreakers Gravitation and Division Dustbringers Division and Abrasion Edgedancers Abrasion and Progression Truthwatchers Progression and Illumination Lightweavers Illumination and Transformation Elsecallers Transformation and Transportation Willshapers Transportation and Cohesion Stonewards Cohesion and Tension Bondsmiths Tension and Adhesion Surge Description Adhesion The Surge of Pressure and Vacuum. Can be used to bind objects onto others. Gravitation The Surge of Gravity. With it, the Surgebinder is able to change the direction of his/her gravitational pull and its magnitude. Division The Surge of Destruction and Decay. It is able to cause spontaneous combustion. Abrasion The Surge of Friction. With it, the Surgebinder can make the touch of their body near friction-less. Progression The Surge of Growth and Healing, or Regrowth. Illumination The Surge of Light, Sound, and Various Waveforms. It's used to create illusions, both visual and auditory. Transformation The Surge of Soulcasting. Initially bonded to the Ten Essences, it can be used to transform any object into anything. Transportation The Surge of Motion and Realmatic Transition. Used to instantaneously transport someone to another location. Cohesion The Surge of Strong Axial Interconnection. Tension The Surge of Soft Axial Interconnection. 2

Design Notes Full vs Half Caster This was the main problem when I started to design the class. If I follow the book series exactly, the Surgebinder has to be a full caster class in order to emulate their amazing powers and progression. But, after all, the Knights Radiant were fighters/warriors/knights/whatever you want to call it. A full caster class wouldn't be able to emulate their huge martial power, and that is, in my opinion, what makes them different. D6 vs D8 vs D10 Hit Dice D6 : the Surgebinder cannot have a d6 hit Dice. That would be the best way to emulate the full caster aspect, but that would leave them without Extra Attack (completely obligatory when building a class with martial power) and low health (lackluster when they are gonna be mostly melee).

: the Surgebinder cannot have a d6 hit Dice. That would be the best way to emulate the full caster aspect, but that would leave them without Extra Attack (completely obligatory when building a class with martial power) and low health (lackluster when they are gonna be mostly melee). D8 : this is, in my opinion what fits the Surgebinder better. They are first normal people. They don't choose to be Knights Radiant, so they shouldn't be meat shields. Also, they are gonna have more feature-power than Paladins or Rangers, so a lower Hit Dice allows me to dictate better what are the pros and cons of the class. Additionally, in the books Knights Radiant aren't described as people who could stand lots of hits, but as people who regenerate at the same rate as they receive damage. The d8 Hit Dice also allows me to give the Surgebinder a strong healing feature that will make them bulkier in combat when expending their resources on it, but easily handled when targeted with lots of damage.

: this is, in my opinion what fits the Surgebinder better. They are first normal people. They don't choose to be Knights Radiant, so they shouldn't be meat shields. Also, they are gonna have more feature-power than Paladins or Rangers, so a lower Hit Dice allows me to dictate better what are the pros and cons of the class. Additionally, in the books Knights Radiant aren't described as people who could stand lots of hits, but as people who regenerate at the same rate as they receive damage. The d8 Hit Dice also allows me to give the Surgebinder a strong healing feature that will make them bulkier in combat when expending their resources on it, but easily handled when targeted with lots of damage. D10: this would have bring the class way closer to the Paladin than I wanted. Yes, they are quite similar in the way they receive their power, but Surgebinders work very differently. The d10 Hit Dice also would mean that the class must be limited in some way since the higher health pool means less feature-power. They can be built in this way, yes, but I don't think is optimal. Surges adaptation My first iterations of the class had a completely new spell system with lots of new spells. Well, that doesn't work if I want to bring the class closer to D&D. Thats why I had to modify how some surges work (Transformation, gonna talk about it later). Even so, I wanted to retain the "use Stormlight points in order to cast spells" feature instead of the traditional spell slot system. I based myself here on the Way of the Four Elements Monk, using ki to cast spells. This way the Surgebinder is gonna be able to cast more spells per day than other half-casters, but also must spend Stormlight points in their class features in order to be efficient. This is one main reason to use the d8 Hit Dice. More spells means more power, so a d10 Hit Dice would mean the class would be overpowered. Finally, spell slots combined with Stormlight points as I designed it would mean a problematic for the player when managing resources. Mixing both spells and features in one makes it simpler. Transformation In the books, the Transformation Surge can turn anything into anything as the Surgebinder wants. This is very problematic with how D&D works. Comparint Transformation to Transmutation magic, it would be really overpowered. If the Surgebinder from the beginning can turn blood into water at will they would overshadow Transmutation Wizards by far while beign half casters instead of full casters. That's why I treat Transformation as Transmutation in this class. Basically, I had to nerf both Elsecallers and Lightweavers hard in order for them to work along other D&D classes. On the player's side Resources : keep track of your resources. Early in the game, you need to be careful since you have tons of options an few Stormlight points, but your mid-late game is really powerful. Remember all the time what features you can use and keep track of your spells. Remember that this class is very powerful with a well-handled Action Economy.

: keep track of your resources. Early in the game, you need to be careful since you have tons of options an few Stormlight points, but your mid-late game is really powerful. Remember all the time what features you can use and keep track of your spells. Remember that this class is very powerful with a well-handled Action Economy. Spren : remember that you have your spren with you all the time and that no one can see it (excepting true vision things). Your spren is a very powerful RP tool and you can use it creatively to do almost anything.

: remember that you have your spren with you all the time and that no one can see it (excepting true vision things). Your spren is a very powerful RP tool and you can use it creatively to do almost anything. Stealth: your shardblade is shiny, your shardplate is shiny, you are shiny! Stealth, if you are not a Dex build or an Edgedancer, is very complicated. Most of the times, even being an Edgedancer is not enough. On the DM's side Health : even if a Surgebinder is powerful and can mantain themselves alive a long time by healing, they can be handled easily. If you feel your Surgebinder is highlighting over the rest of the party, maybe you need to throw hordes (Surgebinders usually are mediocre at handling groups of enemies) and healing-reducing effects.

: even if a Surgebinder is powerful and can mantain themselves alive a long time by healing, they can be handled easily. If you feel your Surgebinder is highlighting over the rest of the party, maybe you need to throw hordes (Surgebinders usually are mediocre at handling groups of enemies) and healing-reducing effects. Spren: you will need to adapt to every spren's personality. I included a little description of the sprens per Order in every Radiant Order. The spren are always analyzing their bonded Surgebinder and examine their acts closely. If you see that your Surgebinder strays far from their Ideals, the spren can choose to break the bond. If the spren doesn't break the link, they may end up dying because of the actions of their Surgebinder. Keep than in mind! A Surgebinder that loses their spren is condemned. They lose their powers and no spren will want to bond them again. 3

Surgebinder An alethi boy rides the winds of a Highstorm surrounded by windspren. He's looking for possible threats in the area while his friends are training. Stopped in the middle of a battlefield, the young herdazian observes nervously how his battalion is fading. Suddenly, he spots an enemy running towards the defendless ardent. Without thinking, he blocks the attack, blue eyes glowing, a bright yellow radiance coming out of his body. Hidden in the town sewers, the azish girl focuses on the voices of her persecutors. When she knows they are close enough, she smiles with malice and summones her blade. A white light dances around the edge of her weapon as the group aproaches her, not knowing the mistake they made. Their eye color doesn't matter, nor does their origin or their culture and religion. Surgebinders are the first-line defense of humanity and they always act in unity. Always paired with their spren, they have an almost unlimited source of power. Quick Build You can make a surgebinder quickly by following these suggestions. First, Dexterity or Strength, followed by Charisma, should be your highest ability score if you plan on being a Windrunner, Wisdom if you plan on being a Skybreaker or Edgedancer. If you plan on beign a Lightweaver, Truthwatcher or Elsecaller, your Charisma, Wisdom or Intelligence (respectively) should be your highest ability score, followed by Constitution. Second, you have freedom choosing your background as every Order is way different from the others. Class Features As a surgebinder, you gain the following class features. Hit Points Hit Dice: 1d8 per surgebinder level

Hit Points at 1st Level: 8 + your Constitution modifier.

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per surgebinder level after 1st. Proficiencies Armor: Light armor, medium armor, shields.

Weapons: Simple weapons, martial weapons.

Tools: None.

Saving Throws: Strength, Constitution.

Skills: choose two between Acrobatics, Intimidation, Investigation, Perception, Persuasion and Survival. 4

The Surgebinder Level Proficiency Bonus Features Stormlight Points Stormlight Limit Spell Level 1st +2 Stormlight, Spren, Stormlight Healing 2 1 — 2nd +2 Radiant Order, Spellcasting, Fighting Style 5 2 1st 3rd +2 Shardblade 7 2 1st 4th +2 Ability Score Improvement 7 3 1st 5th +3 Extra Attack 16 3 2nd 6th +3 Radiant Order Feature 16 4 2nd 7th +3 Powerful Shardblade (+1) 16 4 2nd 8th +3 Ability Score Improvement 18 5 2nd 9th +4 — 29 5 3rd 10th +4 Radiant Order Feature, Greater Stormlight Healing 29 6 3rd 11th +4 Shardplate 35 6 3rd 12th +4 Ability Score Improvement, Powerful Shardblade (+2) 35 7 3rd 13th +5 — 41 7 4th 14th +5 Radiant Order Feature 41 8 4th 15th +5 Improved Shards 48 8 4th 16th +5 Ability Score Improvement 48 9 4th 17th +6 Powerful Shardblade (+3) 61 9 5th 18th +6 Radiant Shardplate 61 10 5th 19th +6 Ability Score Improvement 69 10 5th 20th +6 Radiant Order Feature 69 11 5th Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) two spears, (b) a warhammer or (c) two simple melee weapons.

(a) a martial weapon or (b) a shield.

(a) a studded leather armor or (b) a scalemail.

(a) an explorer's pack or (b) a dungeoneer's pack.

Two daggers and spheres worth 10 Stormlight points (if using Stormlight source alternative rule, read below). Spren A spren has formed a bond with you and accompanies you to wherever you go. You aren't able to discern the type of spren that is following you, but it gives you power and you pay it back with consciousness. The spren cannot be touched and can only be seen by you unless you order it to show itself to other beigns. It has no Hit Points, cannot do any actions in combat but talking and it has a flying speed equal to your current movement. You discover the type of spren when you enter a Radiant Order. The spren can move freely and with no distance limit and will always follow you unless you say the opposite. However, you must be within 120 feet of the spren in order to be able to absorb Stormlight. If you are under the effects of Stormlight and the spren moves more than 120 feet away from you or viceversa, you automatically expel all the Stormlight you had in your body. Stormlight You have the capacity to absorb Stormlight. If you can breath, you can use your bonus action to fill yourself with Stormlight. As long as you are under the effects of Stormlight, you gain the following benefits: You emit bright white light in a 10 feet radius and dim light in another 10 feet.

You ignore the effects of any exhaustion level. Every exhaustion level you have is lost while you are under the effects of Stormlight. Every exhaustion level you had before absorbing Stormlight or while you are under the effects of Stormlight returns when your body doesn't have any Stormlight left.

You don't have the need to breath, so you cannot be drowned. You still need to breath in order to absorb more Stormlight. 5

When you breahte Stormlight, you instantly fill yourself with as much Stormlight as you can. The maximum amount of Stormlight your body can hold up at the same time is determined by the value shown in the Stormlight Points column in the Surgebinder table. That number also represents the maximum amount of Stormlight Points you can inhale before taking a long rest. Your Stormlight points cannot be reduced below 0. You may expend Stormlight points in spells or class features, but you cannot expend a number of Stormlight points greater than the number in the Stormlight Limit column in the Surgebinder table. You can end the effects of Stormlight by expelling it out of your body (it doesn't require any action). Any unused point of Stormlight can be regained later. For example, if you can absorb 16 points, use 7 and expell it, the next time you absorb Stormlight, you fill yourself with 9 points. Aditionally, for every hour you spend under the effects of Stormlight you lose one Stormlight point. It also ends early if you are knocked unconscious. Alternative rule: Stormlight Sources You need a Stormlight source in order to absorb Stormlight. The Stormlight value of sources other than spheres is determined by the DM. You can absorb Stormlight from an unlimited amount of sources, but they must be storing Stormlight at the moment you want to inhale it. You can fill Stormlight sources with the spare points you exhale. Spheres value in Stormlight Sphere type Stormlight Points Chip 2 Mark 5 Broam 12 Stormlight Healing You use your Stormlight to regenerate your wounds. At the start of each of your turns, you may consume one Stormlight Point to regain hit points equal to your Constitution modifier (minimum of 1) if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. Spellcasting At 2nd level, as long as you are under the effects of Stormlight, you can cast spells, powerful effects that allow you to stand out in any situation. See Spells Rules in the PHB for the general rules of spellcasting and the Spells section for the surgebinder spell list later in this document. Spells Known of 1st Level and Higher The Surgebinder table shows how many Stormlight points you have to cast your surgebinder spells. To cast one of your surgebinder spells of 1st level or higher, you must expend Stormlight points equal to the spell’s level or higher. You know a numer of surgebinder spells equal to your Order modifier + half your surgebinder level, rounded down (minimum of one spell) of your choice. Each of these spells must be of a level for which you have spell levels. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. For example, if you know the 1st-level spell link and have 1st-level and 2nd-level spells available, you can cast link using either 2 or 3 Stormlight points. You can't upcast your spells to a higher level than the determined by the Spell Level column in the Surgebinder class table. Additionally, when you gain a level in this class, you can choose one of the surgebinder spells you know and replace it with another spell from the surgebinder spell list, which also must be of a level for which you have spells. Spell cost in Stormlight points Spell level Stormlight points 1st 2 2nd 3 3rd 5 4th 6 5th 7 Spellcasting ability Your spellcasting ability for your surgebinder spells is determined by your Order. You use your Order modifier whenever a spell refers to your spellcasting ability. In addition, you use your Order modifier when setting the saving throw DC for a surgebinder spell you cast and when making an attack roll with one. Your Order modifier can be found in the Characteristics section of each Radiant Order. Spell save DC = 8 + your proficiency bonus + your Order modifier Spell attack modifier = your proficiency bonus + your Order modifier Spellcasting Focus Your spren acts as your spellcasting focus for your surgebinder spells. Radiant Order Starting at 2nd level, you have sworn your fist Ideal. Life before death. Strength before weakness. Journey before destination. This Ideal is the beginning of your jorney and what allows you to join a Radiant Order. Choose one Radiant Order which suits your ideals, aspirations and personality: Windrunners, Skybreakers, Edgedancers, Truthwatchers, Lightweavers or Elsecallers. Your choice grants you features at 2nd level and again at 6th, 10th, 14th and 20th level. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. 6

Defense While you are wearing armor, you gain a +1 bonus to AC.

Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Shardblade By 3rd level, you are able to summon your own shardblade. As a bonus action, your spren transforms into a weapon or shield you are proficient with as long as you have a free hand. The shardblade then only disappears if you choose so (doesn't require an action), if you are incapacitated or if you die. The shardblade has the following characteristics: It deals the same damage as the weapon it copies, but it is radiant type.

It can only be summoned if your spren is within 30 feet of you. The shardblade emits bright light in a 5 feet radius and dim light in another 5 feet. The color of this light depends on your Radiant Order. Additionally, it doesn't leave any injuries in the creatures you hit with it, nor does ever get dirty. When you kill a living beign with it, its eyes burn into black smoke. When you are using your shardblade, you can communicate with your spren telepathically. Ability Score Improvement 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Powerful Shardblade At 7th level, your shardblade gains a +1 bonus to attack and damage rolls done with it. Aditionally, if you summon a shield, it grants you an extra +1 bonus to your AC. This bonus increases to a +2 at 12th level and to a +3 at 17th level. Greater Stormlight Healing When you reach 10th level on this class, you may regain hit points even if you have more than half of your hit points left. Shardplate Starting at 11th level, your oaths and bond are strong enough. If you are under the effects of Stormlight, you can summon a shardplate using an action as long as you are using no armor or light armor. You are proficient with the shardplate and it has the following characteristics: The shardplate has hit points equal to twice your surgebinder level + your Order modifier. Whenever you take damage, the shardplate takes the damage instead. If this damage reduces the shardplate to 0 hit points, you take any remaining damage.

It gives you an AC of 16 + your Order modifier. If the hit points of the shardplate are reducet to 0, it gives you an AC of 16 instead.

If the shardplate has at least 1 hit point, your walking speed increases by 20 feet.

If it has at least 1 hit point, you have advantage on every Strength (Athletics) and Dexterity (Acrobatics) check you make.

The shardplate regains all its hit points after a long rest. You can also spend Stormlight points as an action while it's summoned to cause the shardplate regain hit points equal to your Order modifier per Stormlight point. The shardplate emits bright light in a 10 feet radius and dim light in another 10 feet. The color of this light depends on your Radiant Order. Improved Shards When you reach 15th level, your shardplate grants you advantage on any saving throw against spells as long as it has at least 1 hit point. Also, when you use your action to cast a spell, you can make one weapon attack with your shardblade as a bonus action. Knight Radiant At 18th level, your shards have grown in power. If you have your shardplate equiped and it has at least 1 hit point, whenever you receive damage from a non-magical weapon, you reduce that damage by your Order modifier. Additionally, when you hit a creature with your shardblade, the creature takes extra damage equal to your Order modifier (minimum 1). Radiant Order Being a Surgebinder implies swearing a series of Ideals which bond your soul to a spren. The first Ideal is common between the Orders, but every Order differs from the others in their second, third, forth and fifth Ideals. Surgebinders act in unison and collaborate in their assignment of protecting humanity from darkness. 7

Order of the Windrunners Being part of the Order of the Windrunners means protecting everyone in needs. Founded by the Herald Jezrien, the Windrunners were one of the Radiant Orders with more members. That, mixed with their capacity of flying, made them the symbol of the Knights Radiant. They always act grouped and organize in a specific hierarchy. Characteristics Ideals. Protection, Honor and Leadership. They base their oaths in compassion, forgiveness and defense of the helpless. Any Windrunner that steps away from these words is breaking their oaths.

Gem and color. Sapphire, blue color.

Order modifier. Charisma is your spellcasting and features' ability. Spren Your spren type is the Honorspren. Honorspren are blue and with a humanoid form. They can choose which person can see them and they are very similar to humans in their customes and manners. Usually they are born with names. Spells You learn the following spells at the surgebinder levels listed. Spells Surgebinder level Spells 2nd link 5th spider climb 9th fly 13th launch 17th alter gravity Resilience When you join this Radiant Order at 2nd level, your hit point maximum increases by 2 and increases by 1 again whenever you gain a level in this class. Wind's Grace Starting at 6th level, you have advantage on initiative rolls. Additionally, you have advantage on any attack roll you make against any creature that hasn't taken a turn in the combat yet. I'll protect those who can't When you reach 10th level, you can adopt a defensive stand to protect your allies from ranged attacks. When an ally that is within 15 feet of you is attacked by a ranged attack that requires an attack roll, you can use your reaction and expend 2 Stormlight points to spray your body with Stormlight. Until the beginning of your next turn, you gain a bonus to your AC equal to your Order modifier (rounded down) and every ranged attack that requires an attack roll and travels within 15 feet of you is redirected towards you. Nimble Fighting At 14th level, while under the effects of Stormlight, your speed increases by 10 feet and opportunity attacks made against you have disadvantage. Wind Resonance When you fight, wind currents surround you, enhancing your abilities. When you reach 20th level, you gain a flying speed of 60 feet and wind effects don't count as dificult terrain for you when you are under the effects of Stormlight. Additionally, when you inhale Stormlight, wind gales surround you. Once per turn, when you hit a creature with a melee weapon attack, you may throw a strong burst of wind. The creature you hit and every creature in a 15 feet cone in a straight line must succeed a Strength saving throw or be knocked prone. Order of the Skybreakers Law is their life and justice their only objective. Created by the Herald Nale, The Judge, the Skybreakers swear to make justice and follow the law. The Order focuses on obeying the law, regardless of wether it is just or fair. A Skybreaker mught have their goals, but they will always obey the laws of a land regardless of whether it aligns with their specific thinking. Characteristics Ideals. Just, Confident. A Skybreaker is there to obey the law and make people obey it. If they fail on their purpose, they may break their bond.

Gem and color. Smokestone, grey color.

Order modifier. Wisdom is your spellcasting and features' ability. Spren Your spren type is the Highspren. Highspren espouse the following the letter of law and other legal codes, rather than doing what one feels is right. Highspren are described as looking like black slits in reality, with white glowing stars shining through. Spells You learn the following spells at the surgebinder levels listed. Spells Surgebinder level Spells 2nd zephyr strike 5th levitate 9th fly 13th launch 17th steel wind strike Bonus Proficiencies When you join this Radiant Order at 2nd level, you gain proficiency in the Insight and Perception skills. Decaying Strikes Starting at 6th level, your melee weapon attacks deal an extra 1d6 damage while you're imbued by Stormlight. The damage type is necrotic or fire damage (your choice) if the ojective has blood and fire damage if they don't. This damage increases to 1d8 at 14th level and 1d10 at 20th level. 8

I'll put the law over everything else At 10th level, your proficiency bonus is doubled for your Insight skill. Additionally, you may add your Order modifier (minimum of +1) to your Surgebinder spell damage rolls. The damage bonus applies to one damage roll of a spell, not multiple rolls. Payment When you reach 14th level, when a creature hits you with an attack, you can make a weapon attack against that creature as a reaction if it is in range. Also, creatures have disadvantage on Charisma checks against you. Justice Resonance You are the law and you impart justice. When you reach 20th level, once per turn, if you are under the effects of Stormlight and hit with a melee weapon attack, you may deal 1d10 + your Order modifier radiant damage to every other creature within the weapon's reach as your weapon leaves a trace where it passes. Order of the Edgedancers They may not be the biggest or most important Order, but the Edgedancers are powerful and polyvalent fighters. Founded by the Herald Vedel, the Edgedancers are known to be one of the most refined and elegant Orders, always ignoring things of great import in favor of smaller things, as some would see it. Characteristics Ideals. Love, Memories and Healing. Their ideals are based on the love of the least important things, always trying to avoid them falling into oblivion.

Gem and color. Diamond, white color.

Order modifier. Wisdom is your spellcasting and features' ability. Spren Your spren type is the Cultivationspren. They are the spren of nature and they take the form of a vine that grows rapidly. They can form the appearance of a face by curling vines around one another. After a time, the vine trail they leave behind solidifies, becoming like crystal before crumbling into dust. Spells You learn the following spells at the surgebinder levels listed. Spells Surgebinder level Spells 2nd alter surface 5th pass without trace 9th plant growth 13th freedom of movement 17th tree stride Bonus Proficiencies When you join this Radiant Order at 2nd level, you gain proficiency in the Acrobatics and Stealth skills. Awesome Starting at 6th level, you can use your action and expend 1 Stormlight Point to touch a creature and give them one of the next effects for 1 minute, you choose to end the effect with a bonus action or until the creature falls unconscious or dies: Greasy. You or another creature can slide along solid ground as if on smooth ice. The target receives an increase to their walking speed of 20 feet and non-magical difficult terrain doesn't cost extra movement to them. Roughness. You or another creature gain an incremented grip. The target receives a climbing speed equal to their current walking speed and can climb any type of non-magical surface with no difficulty. You can only affect a number of creatures equal to your Order modifier at the same time and a creature can only be affected by one of these effects at a time. Natural Growth At 10th level, you are inmune to poison and disease. Additionally, Awesome gains the following effects: Greasy. Magical difficult terrain doesn't cost extra movement to the target creature. Roughness. The target creature can climb any type of magical surface. Slipery When you reach 14th level, you have advantage on Dexterity saving throws. Additionally, when you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Furthermore, Awesome now takes a bonus action to use. Nature Resonance At 20th level, your powers strengthen yourself. You don't need to expend Stormlight Points when you use your Stormligh Healing feature. Additionally, when you use your Stormlight Healing feaure, you can heal creatures equal to your Order modifier without counting you in a 30 foot radius. You must expend 1 Stormlight point per creature when doing so. Order of the Truthwatchers The Truthwatchers are the most esoteric Radiant Order. Silent and secretive most of the time, they preferred to stay appart from the other Knights Radiant. Founded by the Herald Paliah, they are the most mysterious Order. Characteristics Ideals. Learning and Charity. Their oaths are based on research and care about the others.

Gem and color. Emerald, green color.

Order modifier. Wisdom is your spellcasting and features' ability. Spren Your spren type is the Cultivationspren. They are the spren of nature and they take the form of a vine that grows rapidly. They can form the appearance of a face by curling vines around one another. After a time, the vine trail they leave behind solidifies, becoming like crystal before crumbling into dust. 9

Spells You learn the following spells at the surgebinder levels listed. Spells Surgebinder level Spells 2nd healing word 5th lesser restoration 9th mass healing word 13th death ward 17th scrying Bonus Proficiencies When you join this Radiant Order at 2nd level, you gain proficiency in the Insight and Medicine skills. Lecture At 6th level, your bond with your spren allows you to predict your enemies' intents. As a reaction when you are hit by an attack or fail a saving throw you can expend 1 Stormlight point and force the attacker to reroll the attack with disadvantage or reroll the saving throw with advantage yourself. Once you've used this feature, you can't do so again until you finish a short or long rest. You can use this feature twice between rests at 10th level, three times at 14th level and four times at 20th level. Reality Starting at 10th level, you have mastered your insight skills. You now have resistance to psychic damage. Additionally, you have advantage on any check to discern illusions from reality. Visions When you reach 14th level, you can pull visions from the near future. Choose a creature or object with which you've spent at least 1 minute and consume 2 Stormlight points. As you do so, visions from the creature's or object's near future invade you. The visions appear in a 30 foot cube around you and you see one possible outcome of what the next 24 hours of the target's time might be. The DM chooses how accurate these visions are, but they must have at least some little truth or clues of what is really gonna happen. Once you've used this feature, you can't do so again until you finish a long rest. Divination Resonance As a Truthwatcher, your vision and capacity to read everything around you has no rival. At 20th level, you gain a 60 feet True Sight when you are under the effects of Stormlight. Furthermore, you now have advantage on saving throws against illusions. Order of the Lightweavers Enigmatic, the Lightweavers were formed in their majority by people gifted with the best artistic skills. These illusionists are capable of molding Stormlight into visual and sound effects. Founded by the Herald Salash, they are sincere people who base their Ideals on truth. Characteristics Ideals. Creativity and Honesty. Their oaths are based on art and sincerity, being the only Order that doesn't pronounce a set number of words, but reveal their secrets to others in order to grow in strength.

Gem and color. Garnet, garnet color.

Order modifier. Charisma is your spellcasting and features' ability. Spren Your spren type is the Cryptic. They are the spren of lies. Cryptics manifest in the Physical Realm as a complex geometric pattern that is constantly shifting, slightly raised off a surface or object. On occasion they can also manifest as a floating three-dimensional mass of twisting lines. They cannot make themselves invisible to others, but can camouflage with ease and mimic voices and sounds. Spells You learn the following spells at the surgebinder levels listed. Spells Surgebinder level Spells 2nd silent image 5th alter self 9th major image 13th hallucinatory terrain 17th seeming Bonus Proficiencies When you join this Radiant Order at 2nd level, you gain proficiency in one type of artisan's tools of your choice, the disguise kit and in the Deception and Performance skills. Malleable Illusions Starting at 6th level, when you cast a spell that creates an illuson and has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion. Light beign At 10th level, you can see and hear through any illusion you have active in the moment using your bonus action until you end this effect (doesn't require action) or the illusion ends. Aditionally, you can cast spells taking any of your active illusions or your spren as their origin point. Illusory Reality By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can't deal damage or otherwise directly harm anyone. 10

Lie Resonance Your power and training allow you to make almost perfect illusions. When you reach 20th level, any creature that makes a Wisdom (Insight) check to discern if one of your illusion is real or not makes it with disadvantage. Additionally, if a creature has to do a saving throw against any of your illusion spells makes them with disadvantage. Order of the Elsecallers The Elsecallers were an Order fully dedicated to knowledge. They can travel between reality and other realms only known to them, making the members of this Order powerful surgebinders. Founded by the Herald Battar, the Elsecallers are benevolent and like to be surrounded by spren and protect them. Characteristics Ideals. Wisdom and Careful. Their oaths are based on knowledge and the protection of reality and spren.

Gem and color. Zircon, grey blue color.

Order modifier. Intelligence is your spellcasting and features' ability. Spren Your spre type is the Inkspren. Inkspren appear as human-shaped figures dressed all in black. They have been described as being coated in what seems to be oil, and as having a mother-of-pearl or prismatic quality to their look. Unlike certain other bond spren, they cannot make themselves invisible to humans. They can, however, change their size drastically, allowing them to shrink to the point where they cannot be seen. They tend to be attracted to people who are logical and willing to think through their decisions as opposed to acting on instinct. Spells You learn the following spells at the surgebinder levels listed. Spells Surgebinder level Spells 2nd absorb elements 5th misty step 9th elemental weapon 13th dimension door 17th passwall Bonus Proficiencies When you join this Radiant Order at 2nd level, you gain proficiency in the Arcana and History skills. Planar Movement Starting at 6th level, you travel between realms while walking. If you are under the effects of Stormlight, once per turn, you can forfeit up to half of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see. You can use this feature a number of times equal to your Order modifier before finishing a long rest. When you reach 14th level on this class you can forfeit your full movement. Planar Displacement When you reach 10th level, you can try to displace a creature expending two Stormlight point. As an action, you touch a creature. If the creature is not willing, it must succeed a Dexterity savind throw or be teleported to an unoccupied space you can see within 60 feet from you. You can use this feature once before taking a short or long rest. Realmatic Conjunction At 14th level, your connection with the Cognitive Realm allows you to resist death. When your hit points are reduced to 0 and you are under the effects of Stormlight, you instead consume every Stormlight you have in your body. You regain half your Surgebinder level (rounded down) hit points per Stormlight point used and vanish into the Ethereal plane. You then reapear at the start of your next turn where you fell unconscious. Once you use this feature, you must finish a long rest before using it again. Travel Resonance By 20th level, you can expend 7 Stormlight points and cast Plane Shift, but only affecting yourself if you are the one travelling to another plane. You must take a long rest before being able to cast Plane Shift again. Breaking the Ideals The Knights Radiant are broken people that have sworn a number of oaths that not only strengthen their bond with their spren, but grant them power. This drains a lot of energy, physical and mental, and most of the times a Knight Radiant will encounter obstacles in their journey in the form of fear, hesitation and weakness. If a Knight Radiant breaks its oaths, their spren dies, depriving them of the capacity of absorbing Stormlight and summon their shards. This also means that they have lost the creature that accompanies them in their journeys, most of the times their best friend. For a Knight Radiant, losing their spren can mean a really hard breakdown. A Surgebinder that breaks its Ideals loses all its Surgebinder levels and cannot access forever. No spren is gonna ever trust them, because they will never know if the Surgebinder is gonna betray its Ideals one more time. Multiclassing Prerequisites. Strength or Dexterity 13.

Proficiencies. When you multiclass into the Surgebinder class you gain the following proficiencies: light and medium armor, shields and simple and martial weapons. 11

Spells This chapter describes the most common spells in the world of Roshar. The chapter begins with the spells lists of the surgebinding classes divided by surges. The remainder contains spell descriptions, presented in alphabetical order by the name of the spell. Some spells that have been taken from the Dungeons & Dragons spell list are marked. That means that they have been modified in order to adapt them to this class. Windrunner Spells 1st Level Divine Favor

Expeditious Retreat

Feather Fall

Heroism

Jump

Link*

Longstrider

Shield of Faith

Thunderous Smite

Zephyr Strike 2nd Level Aid

Earthbind

Gust of Wind

Hold Person*

Levitate

Redirect*

Spider Climb

Warding Wind 3rd Level Blinding Smite

Daylight

Fly

Haste

Thunder Step

Wind Wall 4th Level Freedom of Movement

Launch*

Staggering Smite

Storm Sphere 5th Level Alter Gravity*

Circle of Power

Control Winds

Hold Monster*

Holy Weapon

Steel Wind Strike*

Tie up* Skybreaker Spells 1st Level Expeditious Retreat

Feather Fall

Inflict Wounds

Jump

Longstrider

Searing Smite

Thunderous Smite

Wrathful Smite

Zephyr Strike 2nd Level Aganazzar's Scorcher

Branding Smite

Levitate

Pyrotechnics

Shatter

Spider Climb

Zone of Truth 3rd Level Blinding Smite

Daylight

Elemental Weapon

Fireball

Fly

Haste

Thunder Step 4th Level Blight

Elemental Bane

Fire Shield

Freedom of Movement

Launch*

Staggering Smite

Wall of Fire 5th Level Alter Gravity*

Destructive Wave

Flame Strike

Holy Weapon

Immolation

Steel Wind Strike* Edgedancer Spells 1st Level Alter Surface

Cure Wounds

Detect Poison and Disease

Ensnaring Strike

Entangle

Expeditious Retreat

Longstrider

Purify Food and Drink

Zephyr Strike 2nd Level Barkskin

Gentle Repose

Healing Spirit*

Lesser Restoration

Pass Without Trace

Protection from Poison

Spike Growth 3rd Level Aura of Vitality

Blinding Smite

Daylight

Life Transference

Plant Growth

Revivify

Speak with Plants

Water Walk 4th Level Aura of Life

Aura of Purity

Death Ward

Freedom of Movement

Grasping Vine 5th Level Commune with Nature

Grater Restoration

Holy Weapon

Mass Cure Wounds

Raise Dead

Tree Stride Truthwatcher Spells 1st Level Color Spray

Cure Wounds

Detect Magic

Detect Poison and Disease

Ensnaring Strike

Healing Word

Purify Food and Drink

Silent Image* 2nd Level Gentle Repose

Healing Spirit*

Lesser Restoration

Locate Animals and Plants

Locate Object

Mind Spike

Mirror Image*

Protection from Poison 3rd Level Aura of Vitality

Blinding Smite

Daylight

Major Image*

Mass Healing Word

Revivify

Speak with Plants 4th Level Arcane Eye*

Aura of Life

Aura of Purity

Death Ward

Divination

Locate Creature 5th Level Greater Restoration

Holy Weapon

Legend Lore

Mass Cure Wounds

Raise Dead

Scrying 12

Lightweaver Spells 1st Level Charm Person

Color Spray

Command

Compelled Duel

Create or Destroy Water

Dissonant Whispers

Illusory Script

Silent Image* 2nd Level Alter Self*

Blindness/Deafness

Blur

Invisibility*

Mirror Image

Phantasmal Force

See Invisibility* 3rd Level Blinding Smite

Create Food and Water

Daylight

Fear*

Hypnotic Pattern

Major Image*

Phantom Steed* 4th Level Fabricate

Greater Invisibility*

Guardian of Faith*

Hallucinatory Terrain*

Phantasmal Killer*

Staggering Smite

Stone Shape 5th Level Creation*

Holy Weapon

Mislead

Passwall

Seeming*

Transmute Rock

Wall of Light









Elsecaller Spells 1s Level Create or Destroy Water

Detect Magic

Floating Disk

Ice Knife

Identify

Inivisible Servant

Searing Smite

Thunderous Smite

Wrathful Smite 2nd Level Branding Smite

Darkvision

Dust Devil

Hold Person*

Locate Animals or Plants

Locate Object

Maximilan's Earthen Grasp

Misty Step

See Invisibility*

Web 3rd Level Blinding Smite

Blink

Create Food and Water

Daylight

Stinking Cloud

Tidal Wave

Tiny Servant

Thunder Step 4th Level Banishment

Dimension Door

Fabricate

Locate Creature

Staggering Smite

Stone Shape

Stoneskin 5th Level Banishing Smite

Cloudkill

Far Step

Hold Monster*

Holy Weapon

Teleportation Circle

Transmute Rock

True Sight Spell Descriptions The spells are presented in alphabetical order. Alter Gravity 5th-level gravitation Casting time: 1 action

1 action Range: Touch

Touch Components: S

S Duration: Concentration, up to 1 minute You spray Stormlight on a creature you touch with any part of your body. If the creature is not willing, it must succeed a Dexterity saving throw or have its gravity altered. Choose one direction. That direction is now what the creature considers down, beginning to fall in that direction. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If the creature reaches a distance of 100 feet from you without striking anything, it remains there, oscillating slightly, for the duration. Alter Surface 1st-level abrasion Casting time: 1 action

1 action Range: 30 feet

30 feet Components: S

S Duration: Concentration, up to 1 minute You spray with Stormlight a 20 feet square of solid terrain from a point in range. Choose one of the following two effects. Slippery. The terrain transforms into a very slippery zone, considered difficult terrain. Any creature in the area must succeed a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn in the area must also succeed a saving throw or fall prone. When you walk through the slippery terrain, for every foot of movement you use, you move 2 feet. Sticky. The terrain turns into a extremely viscous zone, considered difficult terrain. Any creature in the area must succeed a Strength saving throw or see its movement reduced to zero. Any creature neutralized by the sticky terrain can make a new saving throw in their turn using their action to free themselves. You can move normally through the sticky terrain. Launch 4th-level gravitation Casting time: 1 action

1 action Range: Touch

Touch Components: S

S Duration: Instantaneous You imbue with Stormlight an object or creature not larger than 10 feet. Creature. A creature you touch must succeed a Dexterity saving throw (their choice) or be pushed 30 feet in a direction you choose. If the creature impacts with anything, it receives 1d8 bludgeoning damage for every 5 feet they travelled and fall prone. If they impact with another creature, this has to succeed a Dexterity saving throw or receive the same amount of bludgeoning damage and fall prone. If it succeds the saving throw, it receives half damage and doesn't fall prone. Once the creature pushed hits something, the effect ends. 13

Object. You push a solid object 30 feet in a direction you choose. If this object impacts with a creature, it must succeed a Dexterity saving throw or receive 1d10 bludgeoning damage for every 5 feet the object has travelled and fall prone. If it succeeds the saving throw, it receives half damage and doesn't fall prone. One the object pushed hits something, the effect ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, any creature or object you launch is pushed an extra 10 feet for each slot level above 4. Link 1st-level adhesion Casting time: 1 action

1 action Range: 5 feet

5 feet Components: S

S Duration: Concentration, up to 1 minute You imbue with Stormlight an objective you can see within range, which can be a creature or object. When the zone sprayed with Stormlight touches another creature or object, they stick instantly. A creature that is linked to another creature or object must succed a Strength saving throw or stay sticked for the duration. A creature can make the saving throw at the beginning of their following turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target 1 more creature or object for slot level above 1. Redirect 2nd-level gravitation/adhesion Casting time: 1 reaction, which you take when you or a creature within 5 feet from you is hit by any type of attack

1 reaction, which you take when you or a creature within 5 feet from you is hit by any type of attack Range: 5 feet

5 feet Components: S

S Duration: 1 round You spray with Stormlight your shield or something that is in contact with you. The Stormlight attracts any attack that you or any creature within 5 feet from you receives. Until the beginning of your next turn, any attack that you or any creature within 5 feet from you receives is done with disadvantage. If someone attempts to make a melee weapon attack and fails, they must succeed a Strength saving throw or the weapon they used to attack sticks to the Stormlight, disarming them, including the triggering atack. Tie Up 5th-level adhesion Casting time: 1 action

1 action Range: 30 feet

30 feet Components: S

S Duration: Concentration, up to 1 minute You spray a 30 feet square from a point you can see in range with Stormlight. Any creature in the area must succeed a Strength saving throw or be restrained for the duration. Any creature that enters the area or starts its turn in the area must also succeed the saving throw, even if they succeeded it earlier. A creature affected by this effect must use their action in the following turns making the saving throw again. A creature in the area cannot be teleported. Additionally, any flying creature that moves over the area starts to fall at a rate of 60 feet per round until they touch the ground. Spell Rules Components Spell's components, excluding somatic, are replaced with the Stormlight points cost (Illumination spells act differently). Illumination Spells Any spell that involves an illusion (such as alter self, invisibility...) marked in bold has an extra component: M (a 1 hour description of the illusion you make, which may be any form of art, such as a drawing or script). Guardian of Faith is considered an Illumination spell. Arcane Eye Spell You don't create an invisible eye, it is your spren who allows you to receive the mental information. Healing Spirit Spell You don't call a spirit, but use your spren to heal the wounded. They still cannot see it, but a ball of light (color depending of your Radiant Order), appears instead. Hold Person and Hold Monster Spells The target must succeed a Constitution saving throw instead of a Wisdom saving throw as the effect is not mental, but made through Stormlight. Steel Wind Strike If you use your shardblade to cast this spell, you can choose to deal radiant damage instead of force damage. 14

Magic Items The Surgebinder class introduces some new mechanics that could be perfectly used by other classes. Those features are the shardblade and shardplate, which can be easily transformed into magic items for other classes to use. Shardblade Weapon (any type of sword), rare (+1), very rare (+2), or legendary (+3) (requires attunement by a non-surgebinder) The shardblades are mythical weapons capable of severing souls. Having a ruby on their pommel, they bind their bearer's soul. They are limited, exiting few of them, and they are found only as swords. Having a shardblade makes the user an aristocrat titled a shardbearer. Every shardblade is different from the others and has unique traits. The shardblade appears to be made of crystal and is usually white. It doesn't leave any injuries in the creatures it hits, nor does ever get dirty. When a creature is killed by a shardblade, its eyes burn into black smoke. Soulbind. Once attuned to the shardblade, you must expend 7 days of constant physical contact with the blade. Once that period has passed, you can summon the shardblade as an action, coordinating your heartbeat with the summoning process and making the blade appear on a free hand once 10 heartbeats have passed. Summoning the shardblade takes an action. The shardblade only disappears if you choose so (doesn't require an action) or if you are incapacitated. If you die, the shardblade appears next to you. Severe souls. The shardblade deals the same damage as the sword it imitates, but it is radiant type. Additional traits. The shardblade can have the following traits: Magic weapon. The shardblade is a +1, +2 or +3 weapon. This is up to the DM when creating it.

The shardblade is a +1, +2 or +3 weapon. This is up to the DM when creating it. Shardpened. The shardlade adds 1d4+1 to its damage rolls. This is rolled by the DM when creating it and cannot be changed.

The shardlade adds 1d4+1 to its damage rolls. This is rolled by the DM when creating it and cannot be changed. Nimble. If you use your action to cast a spell, you can make one weapon attack with the shardblade as a bonus action. A shardblade can combine those 3 traits in any form, having the Magic Weapon one or the three at the same time. Its variety increases depending on the amount of traits it has and its raw power. For example, a shardblade could be a +2 weapon that deals an additional 3 damage when it hits making it a very rare weapon. Shardplate Armor, legendary (requires attunement by a non-surgebinder) The shardplates are powerful armors. Shardplates are forged from an unknown metal, and are composed of interlocking plates covering the wearer's entire body. A shardplate user is a nearly invincible warrior that excels in combat. There are fewer shardplates than shardblades, and having a shardplate also makes the user an aristocrat. The shardplates are grey, but most people like to paint them in beatuful colours to highlight their beauty. Extra resistance. A shardplate has between 22 and 40 hit points. The amount of hit points is up to the DM when they create the armor. Whenever you take damage, the shardplate takes the damage instead. If the damage reduces the shardplate to 0 hit points, you take any remaining damage. The shardplate regains all its hit points after you finish a long rest. AC. A shardplate has from 17 to 20 AC. It is up to the DM to choose the AC of a shardplate. The AC can also be calculated as 16 + 1d4. If the shardplate's hit points are reduced to 0, its AC is 15 instead. Not so heavy. Each part of a shardplate is really heavy. So much that a shardbearer needs the help of other people to put it on. Once the armor is being wore, yo don't notice its weight. A shardplate is a heavy armor, but doesn't require heavy armor proficiency to use it efficiently. Extra strenght. If the shardplate has at least 1 hit point, you have advantage on every Strenght (Athletics) and Dexterity (Acrobatics). Extra speed. The shardplate increases your walking speed by 5 feet for every 5 hit points it has up to a maximum of 25 extra feet. Additional traits. The shardplate can have the following traits: Resilience. The shardplate grants you advantage on any saving throw against spells as long as it has at least 1 hit point. 15

Reduction. The shardplate reduces damage from non-magical weapons by 1d4+1 as long as it has at least 1 hit point. The amount of damage reduction is determined by the DM when they create the armor. For example, if after rolling the result is a 3, the shardplate always reduces the damage by 3 and it cannot be changed. A shardplate can combine those 2 traits in any form, having none of them or both at the same time. Shards of Honor The Surgebinder is a tricky class. They have their own weapon and armor, which makes it difficult for both the player and the DM to choose which magic items can go along with the class. The Shards of Honor are magic items that can be awarded to the surgebinder or a player with a shardblade or shardplate to improve them further and bring them on pair with other magic weapons or armors. It is up to the DM how to award the Shards of Honor. They can be found as loot in the adventure, as rewards for completing difficult dungeons or as the result of a surgebinder's train. The Shards of Honor bind the soul of the user, making them able to summon or dismiss them as a bonus action. The Shards of Honor appear floating next to the target and can be touched or carried. If the Shards of Honor are awarded as the result of constant training, they have no appearance. If the Shards of Honor are awarded as loot or treasure, they have the appearance of pieces of crystal which shine powerfully, emiting bright light in a 10 feet radius and dim light in another 10 feet. This can be ignore and adapted as the DM chooses. Shard of Inmunity Wondorous item, uncommon (requires attunement by a surgebinder or someone attuned to a shardplate) You need to have a shardplate in order to make this wondorous item work. The shardplate can be one given by the Shardplate trait of a surgebinder or a magic item to which a non-surgebinder is attuned. As long as your shardplate has at least 1 hit point you are immune to critical hits. Shard of Investiture Wondorous item, legendary (requires attunement by a surgebinder or someone attuned to a shardplate) You need to have a shardblade in order to make this wondorous item work. The shardblade can be one given by the Shardblade trait of a surgebinder or a magic item to which a non-surgebinder is attuned. If your shardblade has a bonus to attack and damage rolls, that bonus also applies to your spell attack rolls and spell save DC. Shard of Life Wondorous item, very rare (requires attunement by a surgebinder or someone attuned to a shardplate) You need to have a shardplate in order to make this wondorous item work. The shardplate can be one given by the Shardplate trait of a surgebinder or a magic item to which a non-surgebinder is attuned. The shardplate's hit point maximum increases by 1 per level. This applies retroactively, as well as to every level you take hereafter. Shard of Penetration Wondorous item, very rare (requires attunement by a surgebinder or someone attuned to a shardblade) You need to have a shardblade in order to make this wondorous item work. The shardblade can be one given by the Shardblade trait of a surgebinder or a magic item to which a non-surgebinder is attuned. Attacks made with the shardblade ignore resistance to radiant or necrotic damage. Shard of Perseverance Wondorous item, uncommon (requires attunement by a surgebinder or someone attuned to a shardplate) You need to have a shardplate in order to make this wondorous item work. The shardplate can be one given by the Shardplate trait of a surgebinder or a magic item to which a non-surgebinder is attuned. As long as your shardplate has at least 1 hit point you are immune to effects that would remove parts of your body, such as those of a sword of sharpness or vorpal sword. Shard of Siege Wondorous item, rare (requires attunement by a surgebinder or someone attuned to a shardblade) You need to have a shardblade in order to make this wondorous item work. The shardblade can be one given by the Shardblade trait of a surgebinder or a magic item to which a non-surgebinder is attuned. Attacks made with the shardblade against objects and structures have advantage and deal double damage. Shard of Reduction Wondorous item, very rare (requires attunement by a surgebinder or someone attuned to a shardplate) You need to have a shardplate in order to make this wondorous item work. The shardplate can be one given by the Shardplate trait of a surgebinder or a magic item to which a non-surgebinder is attuned. If the shardplate can reduce damage from non-magical weapons, by the means of a surgebinder's Radiant Shardplate trait or the additional trait Reduction of the magic item, the shardplate reduces also damage from magical weapons. Shard of Resistance Wondorous item, rare (requires attunement by a surgebinder or someone attuned to a shardplate) You need to have a shardplate in order to make this wondorous item work. The shardplate can be one given by the Shardplate trait of a surgebinder or a magic item to which a non-surgebinder is attuned. You have resistance to bludgeoning, piercing and slashing damage while wearing your shardplate. 16

Shard of Soul Killing Wondorous item, very rare (requires attunement by a surgebinder or someone attuned to a shardblade) You need to have a shardblade in order to make this wondorous item work. The shardblade can be one given by the Shardblade trait of a surgebinder or a magic item to which a non-surgebinder is attuned. When you roll a 20 on an attack roll made with your shardblade against a creature, the creature's hit point maximum are reduced by an amount equal to the attack's damage. The creature's hit point maximum returns to normal when it completes a long rest or by means of a wish spell. Shard of Void Wondorous item, uncommon You need to have a shardblade in order to make this wondorous item work. The shardblade can be one given by the Shardblade trait of a surgebinder or a magic item to which a non-surgebinder is attuned. Your shardblade deals necrotic damage instead of radiant damage. Credits "A Figure of Light" by @verlibird (/u/solarpines) (https://twitter.com/verlibird/status/1100466779137163264)

"The Path to Hearthstone" by @verlibird (/u/solarpines) (https://twitter.com/verlibird/status/1087460028494241792)

The Coppermind (https://coppermind.net/wiki/Coppermind:Welcome)

"Sword Forms" from Shallan's sketchbook by Ben McSweeney (https://www.deviantart.com/inkthinker) Changelog v0.2 Starting equipment updated.

Radiant Order moved to level 2.

Gave the class proficiencies and removed them from the Orders.

Now, the Orders give bonus proficiencies at level 2.

Fixed translation issues.

Better wording in the effects that stablish the maximum amount of Stormlight points the surgebinder can use in them. They don't overlap the Stormlight Consumption value.

Better wording in the Stormlight section refering to the Stormlight sources.

Shield proficiency.

Now Shardplates only lose 1 charge when hit by a magic weapon. They now don't lose charges when hit by normal weapons. Changelog v0.3 Changed shardblade's damage from psychic to radiant.

Shardblade reworded. It now specifies that it doesn't leave injuries and that it emits light.

Improved Shards effect changed. Now it gives advantage on attack rolls made with the shardblade against creatures with no magic armor.

Starting equipment updated.

Spren reworded. It now specifies that you must be within 60 feet of the spren in order to be able to absorb Stormlight. Changelog v0.4 Light Being reworded.

Added a Surges Known section. Testing a half class level + Charisma modifier known surges. If that doesn't work, the next aproach will feature a set known surges.

Surges known per Order reduced to 1 from 2.

Surge Modifications section renamed as Surge Rules.

Surge Rules section now applies modifications to more surges.

Surgebinder now can choose surges from the Surge list of their Order. This makes the class less telegraphed and brings it closer to the rest of half casters.

Starting equipment updated with initial Stormlight points.

Soulcasting surges reworded. Now they specify that the Surgebinder needs to succeed a Charisma (Persuasion) check in order to soulcast. Changelog v0.5 Surges renamed to spells. This way the class is closer to D&D and avoids confusions.

Elsecaller's 6th level feature changed. It now allows them to teleport up to 15 ft when they reduce a creature to 0 Hit Points.

Shardblade reworded. Now it doesn't specify that your eye color changes and mechanics and flavour have been separated.

Elsecaller's 14th level feature changed to Conjunction With Shadesmar. They can heal themselves and avoid death once per day.

Added a Spell Level column in the class table to better clarify the half-caster part of the Surgebinder. Changelog v0.6 Added Reactive Shard feature at 3rd level. The surgebinder can use their reaction to summon a shield and benefit from its AC.

14th level Windrunner feature moved to Improved Shards feature. Now it doesn't give advantage on shardblade attacks agains enemies wearing non-magical armor.

Stormlight Healing changed. Now the surgebinder regains hit points at the start of their turn. They can forgo this feature and heal as always using a bonus action.

10th and 14th level Edgedancer features changed.

Elsecaller's Planar Movement now increases its range at 14th level. 10th level feature changed. Conjunction With Shadesmar nerfed.

Updated spell lists and Elsecaller's extra spells.

14th level Windrunner feature changed to Improved Reflexes.

Stormlight feature changed. Now it doesn't remove exhaustion points forever, now it only does it for its duration.

Added propper spren descriptions.

Added an alternative rule at the Stormlight section to explain that a DM can forgo the Stormlight sources rule and how that works. 17

Changelog v0.7 Windrunner's Severe Impact changed to Wind's Grace.

Windrunner's Improved Reflexes renamed to Wind Reflexes.

Better wording.

Conection with Shadesmar renamed to Realmatic Conjunction.

Added the Steel Wind Strike to the Spell Rules section with an added effect. Changelog v1.0 Document created finally. That means cover, Index, general information and design notes that I have been making since the beginning of the development.

Minor wording fixes. Changelog v1.1 Stormlight Points udpated. Stormlight Uses removed.

Saving throws proficiency changed. Now Constitution and Strength instead of Constitution and Charisma.

Orders determine now the surgebinder's spellcasting ability.

Reactive Shard removed.

Shardplate's AC lowered to 10 and reworded.

Powerful Shardblade now scales with level.

Knight Radiant removed.

Orders now have a 20th level feature.

Windrunner's Wind Reflexes moved to Wind's Grace. Previous Wind's Grace iteration removed. Nimble Fighting added as 14th level feature and Wind Resonance as capstone.

Edgedancer's Increased Roughness tweaked. Added Nature Resonance as capstone.

Added Divination Resonance as Truthwatcher's capstone.

Lightweaver Major Illumination replaced with Illusory Reality. Added Lie Resonance as capstone.

Travel Resonance added as Elsecaller's capstone.

Shardplate now gives advantage on Athletics and Acrobatics checks while equiped and with at least 1 charge.

Shardplate now only loses charges when hit with a critical strike from a weapon attack. Charges reduced to 5. Charges regained per day without summoning it reduced to 1d4.

Added the Skybreaker Radiant Order.

Truthwatcher's 6th, 10th and 14th level features changed. The Order was way simpler and straight forward than the rest and think it needed a little push to be on par with the other Orders. Changelog v1.2 Shardplate changed. It now has hit points and takes damage instead of you. AC also modified. Now gives more AC when charged.

Added Radiant Shardplate at 18th level.

Order modifier made more clear.

Powerful Shardblade (+2) moved to 12th level to be on pair with the artificer's +2 weapon infusions.

Edgedancer's Increased Roughness changed to Roughness and Greasy. Now they can choose to increment a creature's movement or give them a climbing speed for 1 minute.

Redirect now also imposes disadvantage to attacks received by creatures within 5 feet from you.

Stormlight Points increased. Spells cost also increased. This allows the Surgebinder to use more class features while maintaining their spell uses per day.

Stormlight section reworded. Also spells, spell descriptions and spell rules reworded for a better clarification.

Stormlight now reads as if you don't need an Stormlight source. Stormlight sources are now an alternative rule for the DMs to play around.

Starting equipment changed to follow this rule.

Lightweavers now gain proficiency on the Deception skill. Changelog v1.3 Skybreaker's Decaying Strikes nerfed. It was more powerful than the Blood Hunter's Crimson Rite while not requiring sacrifice.

Skybreaker's Justice Resonance also nerfed. It now deals 1d10 + your Order modifier radiant damage to every creature but the target of your attack within the weapon's reach once per turn.

Truthwatcher's Divination Resonance range reduced from 120 to 60 feet.

Alter Gravity and Launch initial saving throw changed from Constitution to Dexterity.

Elsecaller's Planar Displacement changed.

Elsecallr's Planar Movement changed.

Edgedancer's Roughness and Greasy changed to Awesome. Basically the same effect, but with more flavour. Limit on the number of creatures affected at the same time added.

Edgedanecr's Natural Growth changed to make Awesome scale with it.

Windrunner's Wind Resonance's bursts of wind can now only be activated once per turn.

Magic Items section added with shardblade, shardplate and items that improve a surgebinder's shardblade and shardplate.

Windrunner's Bonus Proficiencies changed to Resilience. Now, combat-heavy orders, Skybreakers being an exception with their tricky nature, will have an increase in their hit point maximum, while utility-heavy orders have bonus proficiencies. Every order but the Windrunner and Elsecaller now has an extra proficiency. Changelog v1.4 Stormlight Healing bonus action part removed. Made the feature clunky. Improvement at 10th level made as an standalone feature.

Sotmrlight Consumption renamed to Stormlight Limit and slightly increased.

Shardplate's AC changed to 16 base and reworded. It's movement bonus has been reduced to 20, but it doesn't decay now. This makes the shardplate easier to use and track. 18