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Surgebinder

This document provides information on a homebrew Dungeons & Dragons class called the Surgebinder, which is based on magic systems from Brandon Sanderson's Stormlight Archive books. The class gets abilities from bonding with magical spirits called spren and using a magical energy called Stormlight. It focuses on 10 types of magical surges that each correspond to an order of knights. The document outlines class features, orders, surges and their effects, design notes, and magic items for the Surgebinder class.
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100% found this document useful (1 vote)
364 views21 pages

Surgebinder

This document provides information on a homebrew Dungeons & Dragons class called the Surgebinder, which is based on magic systems from Brandon Sanderson's Stormlight Archive books. The class gets abilities from bonding with magical spirits called spren and using a magical energy called Stormlight. It focuses on 10 types of magical surges that each correspond to an order of knights. The document outlines class features, orders, surges and their effects, design notes, and magic items for the Surgebinder class.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 21

Contents

Introduction to the class 2


Surgebinding 2
Spren 2
Stormlight 2
Surges and Radiant Orders 2
The Ten Essences 3
Design Notes 3
Full vs Half Caster 3
Surges adaptation 3
On the player's side 3
On the DM's side 3
Surgebinder 4
Class Features 4
Radiant Order 7
Order of the Windrunners 7
Order of the Skybreakers 8
Order of the Edgedancers 8
Order of the Truthwatchers 9
Order of the Lightweavers 10
Order of the Elsecallers 10
Breaking the Ideals 11
Multiclassing 11
Surgebinding 12
Surges 12
Type of Surges 12
Bond 12
Effect Options and Stormlight Points 12
Components 12
Duration 12
Targets and Areas of Effect 12
Saving Throws and Attack Rolls 12
Combining Surgebinding Effects 12
Basic Surges Description 13
Advanced Surges Description 15
Magic Items 17
Shards of Honor 18
Credits 19
Changelog 19

1 /u/xMartu's Surgebinder
Introduction to the class

T
his class is based on Brandon Sanderson's Stormlight is a radiant energy given off by highstorms (a
Stormlight Archive, a book series with 3 tomes storm of huge dimensions and power) that can be stored in
released. If you plan on reading the series, this gemstones and then later used by Surgebinders. It is a source
section, and most of the document, may of light and power and is used to power technology.
contain spoilers. Read carefully. 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
Surgebinding with Stormlight by leaving them outside during a highstorm.
Surgebinding is a magic system which involves ten different Infused spheres can also be obtained from money
types of power sources or surges, which represent the exchangers. Stormlight leaks quickly when held by a
fundamental forces of nature. Some creatures can use Surgebinder or infused into an object other than a gemstone,
Stormlight to bind surges. Those creatures are called though persons can slow the leakage by holding their breath
Surgebinders. Stormlight is normally drawn from infused (which they can do for an extended time while holding the
gemstones, but can be absorbed from any source that has light).
Stormlight.
By the final days of the Era of Solitude, after the las Surges and Radiant Orders
Desolation, knowledge of Surgebinding is all but totally lost.
Its effects haven't been seen for millennia and histories from Radiant Order Surges
times of the Heraldic Epochs, when Surgebinders fought Windrunners Adhesion and Gravitation
during the Desolations and formed the orders of the Knights
Radiant, are all but nonexistent. Most who are aware of it Skybreakers Gravitation and Division
know it mainly from inaccurate legends. Dustbringers Division and Abrasion
There are 10 different Knights Radiant Orders. In order for Edgedancers Abrasion and Progression
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 Truthwatchers Progression and Illumination
the spren who chooses the Surgebinder and not the other Lightweavers Illumination and Transformation
way around. One may not be aware that a spren is analysing
them or trying to bond them until they breath Stormlight for Elsecallers Transformation and Transportation
the first time. The spren type determines the Radiant Order, Willshapers Transportation and Cohesion
each having their own spren. Stonewards Cohesion and Tension
Bondsmiths Tension and Adhesion
Spren
Spren are creatures of nature. They have a common Surge Description
presence all over the world and tend to be ignored, or remain Adhesion The Surge of Pressure and Vacuum. Can
unseen. Spren are not fully understood. They take different be used to bind objects onto others.
shapes and forms, appearing around certain events, ideas, or Gravitation The Surge of Gravity. With it, the
abnormalities. Some types of spren have taken on cognitive Surgebinder is able to change the
ideals or concepts which have taken on literal personification direction of his/her gravitational pull and
over time. Spren live in Shadesmar, the Cognitive Realm. A its magnitude.
plane of existence in which the spren adopt their true form Division The Surge of Destruction and Decay. It is
and live in societies. able to cause spontaneous combustion.
Abrasion The Surge of Friction. With it, the
Stormlight Surgebinder can make the touch of their
body near friction-less.
Spheres value in SP
Gem Chip Mark Broam Progression The Surge of Growth and Healing, or
Regrowth.
Diamond 1 5 20
Illumination The Surge of Light, Sound, and Various
Garnet, heliodor, topaz 5 25 100 Waveforms. It's used to create illusions,
both visual and auditory.
Ruby, smokestone, zircon 10 50 200
Transformation The Surge of Soulcasting. Initially bonded
Amethyst, sapphire 25 125 500 to the Ten Essences, it can be used to
Emerald 50 250 1000 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.
/u/xMartu's Surgebinder 2
The Ten Essences
Essence Gemstone Body Focus Soulcasting Properties
Zephyr Sapphire Inhalation Translucent gas, air
Vapor Smokestone Exhalation Opaque gas, smoke, fog
Spark Ruby The Soul Fire
Lucentia Diamond The Eyes Quartz, glass, crysrtal
Pulp Emerald The Hair Wood, plants, moss
Blood Garnet The Blood Blood, all non-oil liquid
Tallow Zircon Oil All kinds of oil
Foil Amethyst The Nails Metal
Talus Topaz The Bone Rock and stone
Sinew Heliodor Flesh Meat, flesh

Design Notes
Full vs Half Caster On the DM's side
None! As stated in the 1.X version, I thought a half caster Health: even if a Surgebinder is powerful and can
would fit the class better, but I was wrong. I liked the model, mantain themselves alive a long time by healing, they can
but I think it had a clear flaw: it's early game was boring. be handled easily. If you feel your Surgebinder is
Following the paladin path, the archetypes weren't getting highlighting over the rest of the party, maybe you need to
defining traits until level 6, and that made the class lackluster. throw hordes (Surgebinders usually are mediocre at
For this version, I based it in a mix between pact magic and handling groups of enemies) and healing-reducing effects.
the UA Mystic. I gave it more magic power while reducing its Spren: you will need to adapt to every spren's personality.
martial side. Trust me, it can still defend itself in a weapon I included a little description of the sprens per Order in
fight, but now depends more of its magic to be threatening. every Radiant Order. The spren are always analyzing their
Knights Radiant were fighters, but they had an incredible bonded Surgebinder and examine their acts closely. If you
magic power too! 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
Surges adaptation actions of their Surgebinder. Keep than in mind! A
For this version, as I said before, I'm gonna be using the Surgebinder that loses their spren is condemned. They
mystic system. Each archetype gets its surges, which function lose their powers and no spren will want to bond them
in a similar way as psionic disciplines. Additionally, to bring again.
the class closer to D&D, some of the effects of the surges are
emulations or castings of D&D 5E spells. That's also because
some of the effects can be comparable to them.

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 and 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.
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.

3 /u/xMartu's Surgebinder
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
(Lightweaver) or Intelligence should be your highest ability
score, followed by Constitution or Strength or Dexterity if you
plan on being an Elsecaller. 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, short swords and long swords.
Tools: None.
Saving Throws: Strength, Constitution.
Skills: choose two between Acrobatics, Athletics, Insight,
Perception, Persuasion and Survival.

/u/xMartu's Surgebinder 4
The Surgebinder
Level Proficiency Bonus Features Stormlight Points Stormlight Limit
1st +2 Spren, Radiant Order, Surgebinding 4 2
2nd +2 Stormlight Healing 6 2
3rd +2 Shardblade 14 3
4th +2 Ability Score Improvement 17 3
5th +3 — 27 5
6th +3 Radiant Order Feature 32 5
7th +3 Powerful Shardblade (+1) 38 6
8th +3 Ability Score Improvement 44 6
9th +4 — 57 7
10th +4 Shardplate 64 7
11th +4 Radiant Order Feature 73 9
12th +4 Ability Score Improvement, Powerful Shardblade (+2) 73 9
13th +5 — 83 10
14th +5 Radiant Order Feature 83 10
15th +5 Improved Shards 94 11
16th +5 Ability Score Improvement 94 11
17th +6 Powerful Shardblade (+3) 107 13
18th +6 Radiant Order feature 107 13
19th +6 Ability Score Improvement 107 13
20th +6 Knight Radiant 107 13

You can ask your spren to do any ability check that uses the
Equipment Intelligence, Wisdom and Charisma ability scores. The spren
You start with the following equipment, in addition to the uses your ability scores and proficiencies when it is asked to
equipment granted by your background: do an ability check.
(a) a spear, (b) a warhammer (if proficient) or (c) a simple The spren can move freely and with no distance limit and
melee weapon. will always follow you unless you say the opposite. If you are
(a) a martial weapon (if proficient) or (b) a shield. within 120 feet of the spren, you can absorb Stormlight. If
(a) leather armor, (b) scalemail or (c) chain mail (if you are under the effects of Stormlight and the spren moves
proficient). more than 120 feet away from you or viceversa, you
(a) an explorer's pack or (b) a dungeoneer's pack. automatically expel all the Stormlight you had in your body.
If you forgo this starting equipment, as well as the items Stormlight
offered by your background, you start with 4d4 x 10 gp to buy You have the capacity to absorb Stormlight. If you can breath,
your equipment. you can use your bonus action to fill yourself with Stormlight.
As long as you are under the effects of Stormlight, you gain
Spren the following benefits:
A spren has formed a bond with you and accompanies you to You emit bright white light in a 10 feet radius and dim
wherever you go. The spren cannot be touched and can only light in another 10 feet.
be seen by you unless you order it to show itself to other You ignore the effects of any exhaustion level. Every
beigns. It has no Hit Points, cannot do any actions in combat exhaustion level you have is lost while you are under the
but talking and it has a flying speed equal to your current effects of Stormlight. Every exhaustion level you had
movement. The spren type depends on your Radiant Order. before absorbing Stormlight or while you are under the
effects of Stormlight returns when your body doesn't have
any Stormlight left.

/u/xMartu's Surgebinder
5
You don't have the need to breathe, so you cannot be Surgebinding Ability
drowned. You still need to breathe in order to absorb more
Stormlight. Your surgebinding ability is determined by your Radiant
Order. You use your Order modifier whenever a surge refers
When you breahte Stormlight, you instantly fill yourself to it. In addition, you use your Order modifier when setting
with as much Stormlight as you can. The maximum amount the saving throw DC for a surge you cast and when making
of Stormlight your body can hold up at the same time is an attack roll with one.
determined by the value shown in the Stormlight Points Your Order modifier can be found in the Characteristics
column in the Surgebinder table. That number also section of each Radiant Order.
represents the maximum amount of Stormlight Points you
can inhale before taking a long rest. Your Stormlight points Surge save DC = 8 + your proficiency bonus + your Order
cannot be reduced below 0. modifier
You may expend Stormlight points in spells or class Surge attack modifier = your proficiency bonus + your
features, but you cannot expend a number of Stormlight Order modifier
points superior to the number in the Stormlight Limit column
in the Surgebinder table per turn. Stormlight Healing
You can end the effects of Stormlight by expelling it out of Starting at 2nd level, you use your Stormlight to regenerate
your body (it doesn't require any action). Any unused point of your wounds. At the start of each of your turns, you may
Stormlight can be regained later. For example, if you can consume one Stormlight Point to regain hit points equal to
absorb 17 points, use 7 and expell it, the next time you your Constitution modifier (minimum of 1) if you have no
absorb Stormlight, you fill yourself with 10 points. more than half of your hit points left. You don’t gain this
Aditionally, for every hour you spend under the effects of benefit if you have 0 hit points.
Stormlight you lose one Stormlight point. It also ends early if When you reach 10th level on this class, you may regain hit
you are knocked unconscious. points even if you have more than half of your hit points left
Alternative rule: Stormlight Sources and you add your Order modifier (minimum of 1) to the
You need a Stormlight source in order to absorb Stormlight. healing.
The Stormlight value of sources other than spheres is This Stormlight point does not count towards your
determined by the DM. You can absorb Stormlight from an Stormlight Limit.
unlimited amount of sources, but they must be storing
Stormlight at the moment you want to inhale it. Shardblade
You can fill Stormlight sources with the spare points you When you reach 3rd level, you are able to summon your own
exhale. shardblade. As a bonus action, your spren transforms into a
weapon you are proficient of your choice as long as you have
Spheres value in Stormlight a free hand. The shardblade then only disappears if you
Sphere type Stormlight Points choose so (doesn't require an action), if you are incapacitated
Chip 2 or if you die. The shardblade has the following
Mark 5
characteristics:
Broam 12 It deals the same damage as the weapon it copies, but it is
radiant type.
Radiant Order It can only be summoned if your spren is within 30 feet of
you.
You have sworn your fist Ideal. Life before death. Strength
before weakness. Journey before destination. This Ideal is the The shardblade emits bright light in a 5 feet radius and
beginning of your jorney and what allows you to join a dim light in another 5 feet. The color of this light depends on
Radiant Order. Choose one Radiant Order which suits your your Radiant Order. Additionally, it doesn't leave any injuries
ideals, aspirations and personality: Windrunners, in the creatures you hit with it, nor does ever get dirty. When
Skybreakers, Edgedancers, Truthwatchers, Lightweavers or you kill a living beign with it, its eyes burn into black smoke.
Elsecallers. Your choice grants you features at 1st level and When you are using your shardblade, you can communicate
again at 6th, 11th, 14th and 18th level. with your spren telepathically.

Surgebinding Ability Score Improvement


As long as you are under the effects of Stormlight, you can When you reach 4th level, and again at 8th, 12th, 16th, and
cast surges, powerful effects that allow you to stand out in 19th level, you can increase one ability score of your choice
any situation. Your Radiant Order determines how many by 2, or you can increase two ability scores of your choice by
surges you know and which are them. You can find a list of all 1. As normal, you can’t increase an ability score above 20
the surges below the class features. using this feature.
Using the optional feats rule, you can forgo taking this
feature to take a feat of your choice instead.

/u/xMartu's Surgebinder 6
Powerful Shardblade Radiant Order
At 7th level, your shardblade gains a +1 bonus to attack and Being a Surgebinder implies swearing a series of Ideals
damage rolls done with it. which bond your soul to a spren. The first Ideal is common
This bonus increases to a +2 at 12th level and to a +3 at between the Orders, but every Order differs from the others
17th level. in their second, third, forth and fifth Ideals. Surgebinders act
in unison and collaborate in their assignment of protecting
Shardplate humanity from darkness.
Starting at 10th level, your oaths and bond are strong enough.
You can summon a shardplate using a bonus action as long Order of the Windrunners
as you are using no armor or light armor. You can also Being part of the Order of the Windrunners means protecting
summon you shardblade in the same bonus action if you everyone in needs. Founded by the Herald Jezrien, the
hadn't summoned it earlier. The shardplate is a piece of heavy Windrunners were one of the Radiant Orders with more
armor you are proficient with and it has the following members. That, mixed with their capacity of flying, made
characteristics: them the symbol of the Knights Radiant. They always act
The shardplate has hit points equal to twice your grouped and organize in a specific hierarchy.
surgebinder level + your Order modifier. Whenever you The Windrunners tend to attract “big sibling” types, who
take damage, the shardplate takes the damage instead. If seek to protect the defenseless, but also enjoy action and
this damage reduces the shardplate to 0 hit points, you fighting for what they believe in. They’re primarily scouts,
take any remaining damage. though they often work as special forces groups, able to
It has an AC of 12 + half your proficiency bonus (rounded deliver teams of Radiants behind enemy lines for secret
down) + your Order modifier. missions.
This armor increases your walking speed by 10 feet and Characteristics
doubles your high and long jump distances if it has at least
1 hit point. Ideals. I will protect. Windrunner oaths are themed toward
If it has at least 1 hit point, you have advantage on protection, particularly defending innocents or those who are
Strength (Athletics) and Dexterity (Acrobatics) checks. unable to protect themselves.
The shardplate regains all its hit points after a long rest. Gem and color. Sapphire, blue color.
You can also spend Stormlight points as an action while Order modifier. Charisma is your surgebinding and features'
it's summoned to cause the shardplate regain hit points ability.
equal to your Order modifier (minimum of 1) for every
Stormlight point consumed. Spren
Your spren type is the Honorspren. Honorspren are blue and
The shardplate emits bright light in a 10 feet radius and with a humanoid form. They can choose which person can
dim light in another 10 feet. The color of this light depends see them and they are very similar to humans in their
on your Radiant Order. customes and manners. Usually they are born with names.
Improved Shards Surges
When you reach 15th level, your shardplate grants you You know the Adhesion and Gravitation surges. At 11th level,
advantage on any saving throw against spells and surges as you learn the Windrunner surge.
long as it has at least 1 hit point. Bonus Proficiencies
Also, when you use your action to cast a surge, you can When you join this Radiant Order, you gain proficiency with
make one weapon attack with your shardblade as a bonus heavy armor and martial weapons.
action.
Wind's Grace
Knight Radiant You are ready for battle anytime. You can give yourself a
When you reach 20th level you are considered a true bonus to your initiative rolls equal to your Order modifier.
defensor of humanity. The bonus to attack and damage rolls
of your shardblade also applies to surge attack rolls and Extra Attack
surge save DC. Beginning at 6th level, you can attack twice, instead of once,
Additionally, if you have your shardplate equiped and it has whenever you take the Attack action on your turn.
at least 1 hit point, whenever you receive damage from a non-
magical weapon, you reduce that damage by your Order
modifier.

7 /u/xMartu's Surgebinder
I'll protect those who can't Spren
When you reach 11th level, you can adopt a defensive stand Your spren type is the Highspren. Highspren espouse the
to protect your allies from ranged attacks. When an ally that following the letter of law and other legal codes, rather than
is within 15 feet of you is attacked by a ranged attack that doing what one feels is right. Highspren are described as
requires an attack roll, you can use your reaction and expend looking like black slits in reality, with white glowing stars
6 Stormlight points to spray your body with Stormlight. Until shining through.
the beginning of your next turn, you gain a bonus to your AC
equal to your Order modifier against ranged attacks and Surges
every ranged attack that travels within 15 feet of you targets You know the Gravitation and Division surges. At 11th level,
you instead of its original objective. you learn the Skybreaker surge.
You can use this feature a number of times equal to your
Order modifier. You regain all expended uses when you finish Bonus Proficiencies
a long rest. When you join this Radiant Order, you gain proficiency in the
Insight skill and with heavy armor and martial weapons.
Nimble Fighting
At 14th level, while under the effects of Stormlight, you gain a Payment
flying speed equal to your walking speed and opportunity Additionally, when a creature hits you with an attack, you can
attacks made against you have disadvantage when you are make a weapon attack against that creature as a reaction if it
under the effects of Stormlight. is in range.
Wind Resonance Extra Attack
When you fight, wind currents surround you, enhancing your Beginning at 6th level, you can attack twice, instead of once,
abilities. When you reach 18th level, your flying speed whenever you take the Attack action on your turn.
increases to 60 feet or your walking speed, whichever is
higher, and wind effects don't count as dificult terrain for you Insightful Judge
when you are under the effects of Stormlight. At 6th level, your proficiency bonus is doubled for your
Additionally, when you inhale Stormlight, wind gales Insight skill.
surround you. Once per turn when you are under the effects
of Stormlight, when you hit a creature with a melee weapon I'll put the law over everything else
attack, you may throw a strong burst of wind. The creature When you reach 11th level, whenever you make a Wisdom
you hit and every creature in a 15 feet cone in front of you (Insight) check to determine whether a creature is lying, treat
must succeed a Strength saving throw or be knocked prone. a roll of 9 or lower on the d20 as a 10.
Additionally, after a successful Wisdom (Insight) check
Order of the Skybreakers against a creature, you have advantage on your next attack
Law is their life and justice their only objective. Created by against it for 1 minute or until you're successful on a Wisdom
the Herald Nale, The Judge, the Skybreakers swear to make (Insight) check against a creature.
justice and follow the law. The Order focuses on obeying the High resilience
law, regardless of wether it is just or fair. A Skybreaker might Starting at l4th level, you have advantage on checks and
have their goals, but they will always obey the laws of a land saving throws against being charmed and frightened and gain
regardless of whether it aligns with their specific thinking. a flying speed equal to your walking speed when you are
The Skybreakers were the enforcers of the Knights under the effects of Stormlight.
Radiant, often tasked with keeping the peace, policing the
other Orders, and making certain that dangerous or dark Justice Resonance
forces in the world were contained. This sometimes gave You are the law and you impart justice. When you reach 18th
them a bad reputation among the more free-thinking Orders level, your flying speed increases to 60 feet or your walking
of Knights, but the Skybreakers (at their best) were not speed, whichever is higher. Additionally, once on each of your
merciless. They were the ones who believed that nobody, not turns, if you are under the effects of Stormlight and hit with a
even a Radiant, should be above being questioned. They were melee weapon attack, you may deal 1d10 + your Order
the ones that did the sometimes tough job of making certain modifier radiant damage to every other creature within the
that the Orders didn’t abuse their power to become tyrants, weapon's reach as your weapon leaves a light trace where it
as the Skybreakers saw that those with powers could easily passes.
oppress those who had none.
Characteristics Order of the Edgedancers
Ideals. I will seek justice. Skybreaker oaths are themed They may not be the biggest or most important Order, but the
toward justice, fighting for causes, and enforcing social rules. Edgedancers are powerful and polyvalent fighters. Founded
They generally reinforce the importance of moral codes, legal by the Herald Vedel, the Edgedancers are known to be one of
structures, and similar boundaries that protect civilization. the most refined and elegant Orders, always ignoring things
Gem and color. Smokestone, grey color. of great import in favor of smaller things, as some would see
Order modifier. Wisdom is your surgebinding and features' it.
ability.

/u/xMartu's Surgebinder 8
The Edgedancers are known as being caring and graceful. Nature Resonance
Among the Knights Radiant, they see it as their duty to care At 18th level, your powers strengthen yourself. You don't need
for the people and are often less interested in war than they to expend Stormlight Points when you use your Stormligh
are about trying to improve the daily lives of the common Healing feature.
folk. During wartime, they often act as the mobile medics, Additionally, when you use your Stormlight Healing feaure,
eschewing actual combat to heal or pull out the wounded or you can heal any creature of your choice in a 30-foot radius.
those trapped in terrible situations. However, there are some You must expend 3 Stormlight points per creature when
renowned for their graceful and skilled prowess in combat, doing so.
occasionally used as scouts or special forces troops in
conjunction with a team of Windrunners or Skybreakers. Order of the Truthwatchers
Characteristics The Truthwatchers are the most esoteric Radiant Order.
Ideals. I will remember. Edgedancer oaths are themed Silent and secretive most of the time, they preferred to stay
around remembering the ordinary people of the world— appart from the other Knights Radiant. Founded by the
those who aren’t powerful generals or Radiants. Too often, Herald Paliah, they are the most mysterious Order.
the actions of the powerful have terrible effects on the people The Truthwatchers are seen as quiet, largely known as the
with no voice, and the Edgedancers consider it their solemn most scholarly Order of Knights Radiant. They tend to attract
duty to remember that the people are the ones they truly scientists primarily, but also scholars or thinkers of all types.
serve. Gem and color. Diamond, white color. This extends to some who might not normally be known as
Order modifier. Wisdom is your surgebinding and features' scholarly but instead as someone often consumed by their
ability. own thoughts. In general, they tend to be reserved,
particularly in person, though a small minority of
Spren Truthwatchers are greatly concerned with the actions of the
Your spren type is the Cultivationspren. They are the spren of powerful and might be likened to investigative reporters.
nature and they take the form of a vine that grows rapidly.
They can form the appearance of a face by curling vines Characteristics
around one another. After a time, the vine trail they leave Ideals. I will seek truth. Truthwatcher oaths are themed
behind solidifies, becoming like crystal before crumbling into around seeking to find ultimate truth and sharing it. They are
dust. very concerned with knowledge and the proper exploitation
of it.
Surges Gem and color. Emerald, green color.
You know the Abrasion and Progression surges. At 11th level, Order modifier. Intellience is your surgebinding and
you learn the Edgedancer surge. features' ability.
Bonus Proficiencies Spren
When you join this Radiant Order, you gain proficiency in the Your spren type is the Truthspren. They are closer to
Acrobatics and Stealth skills. Cultivation than to Honor, and are said to resemble the
shimmer light makes on a surface when it is reflected
Gift of Nature through a crystal.
A flow of revitalizing energy runs through your body. You are
inmune to poison and disease. Surges
You know the Progression and Truths Illumination surges. At
Natural Growth 11th level, you learn the Truthwatcher surge.
At 6th level, when you make a melee attack against a
creature, you don't provoke opportunity attacks from that Bonus Proficiencies
creature for the rest of the turn, whether you hit or not. When you join this Radiant Order, you gain proficiency in the
Additionally, when you are under the effects of Stormlight, Investigation skill.
you have advantage on Strength (Athletics) checks to shove a
creature. Reality
Additionally, you have advantage on any check to discern
Friction! illusions from reality.
Beginning at 11th level, your walking speed increases by 10
feet. Additionally, you cannot be grappled or restrained and Lecture
cannot be unwillingly moved. At 6th level, your bond with your spren allows you to predict
your enemies' intents. As a reaction when you or a creature
Slipery within 30 feet of you make an attack or a saving throw you
When you reach 14th level, you have advantage on Strength can expend 2 Stormlight points and force the attacker to
and Dexterity saving throws when you are under the effects reroll the attack or the saving throw with advantage or
of Stormlight. disadvantage, your choice.

9 /u/xMartu's Surgebinder
Once you've used this feature, you can't do so again until you Surges
finish a short or long rest. You can use this feature twice You know the Lies Illumination and Transformation surges.
between rests at 10th level, three times at 14th level and four At 11th level, you learn the Lightweaver surge.
times at 18th level.
Bonus Proficiencies
Strong Mind When you join this Radiant Order, you gain proficiency in one
Starting at 11th level, you have resistance to psychic damage type of artisan's tools of your choice, the disguise kit and in
and you have advantage on all Intelligence, Wisdom, and the Deception and Performance skills.
Charisma saving throws.
Malleable Illusions
Visions Starting at 6th level, when you cast a surge that creates an
When you reach 14th level, you can pull visions from the near illuson and has a duration of 1 minute or longer, you can use
future. Choose a creature or object with which you've spent at your action to change the nature of that illusion (using the
least 1 minute and consume 6 Stormlight points. surge’s normal parameters for the illusion), provided that you
As you do so, visions from the creature's or object's near can see the illusion.
future invade you. The visions appear in a 30 foot cube
around you and you see one possible outcome of what the Light beign
next 24 hours of the target's time might be. The DM chooses At 11th level, you can use your action to see and hear through
how accurate these visions are, but they must have at least an illusion you have active until you end this effect (doesn't
some little truth or clues of what is really gonna happen. require action) or the illusion ends. When you do so, you are
Once you've used this feature, you can't do so again until deaf and blind with regard to your own senses. Aditionally,
you finish a long rest. you can cast spells taking any of your active illusions or your
spren as their origin point.
Divination Resonance
As a Truthwatcher, your vision and capacity to read Illusory Reality
everything around you has no rival. At 18th level, you gain a By 14th level, you have learned the secret of weaving shadow
60 feet True Sight when you are under the effects of magic into your illusions to give them a semi-reality. When
Stormlight. you cast a surge that creates an illusion, you can choose one
inanimate, nonmagical object that is part of the illusion and
Order of the Lightweavers make that object real. You can do this on your turn as a bonus
Enigmatic, the Lightweavers were formed in their majority by action while the surge is ongoing. The object remains real for
people gifted with the best artistic skills. These illusionists 1 minute. For example, you can create an illusion of a bridge
are capable of molding Stormlight into visual and sound over a chasm and then make it real long enough for your
effects. Founded by the Herald Salash, they are sincere allies to cross.
people who base their Ideals on truth. The object can't deal damage or otherwise directly harm
Lightweavers are the Radiants most interested in the arts, anyone.
including all kinds of visual arts and theater. They range
widely in personality from the quiet and introspective painter Lie Resonance
to the outgoing and gregarious stage performer, with Your power and training allow you to make almost perfect
everything in between. What unites them tends to be a love of illusions. When you reach 18th level, any creature that makes
art, though there are some few who are more interested in a Wisdom (Insight) check to discern if one of your illusion is
intrigue, secrets, and espionage. They are the spies of the real or not makes it with disadvantage.
Knights Radiant and are often untrusted by others for their Additionally, ability checks and saving throws made against
love of subterfuge. your illusions are made with disadvantage.
Characteristics Order of the Elsecallers
Ideals. I will speak my truth. Lightweaver oaths are an oddity, The Elsecallers were an Order fully dedicated to knowledge.
perhaps because their spren tend to be the oddest among all They can travel between reality and other realms only known
Radiant spren. Instead of speaking specific words, or even to them, making the members of this Order powerful
words along a certain theme, Lightweavers speak truths surgebinders. Founded by the Herald Battar, the Elsecallers
about themselves. Gem and color. Garnet, garnet color. are benevolent and like to be surrounded by spren and
Order modifier. Charisma is your surgebinding and features' protect them.
ability. Thoughtful, careful, and cautious, the Elsecallers are
Spren generally regarded as the wisest of the Radiants. They seek
Your spren type is the Cryptic. They are the spren of lies. self-improvement and personal betterment in their lives, but
Cryptics manifest in the Physical Realm as a complex aren’t limited to one specific theme or set of Ideals. This
geometric pattern that is constantly shifting, slightly raised makes them one of the most open and welcoming of orders,
off a surface or object. On occasion they can also manifest as though they do tend to attract those who are less flamboyant.
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.

/u/xMartu's Surgebinder 10
Characteristics Breaking the Ideals
Ideals. I will reach my potential. Elsecaller oaths are, like
those of the Lightweavers or Skybreakers, themed toward the The Knights Radiant are broken people that have sworn a
individual. In this case, the theme is progress—becoming number of oaths that not only strengthen their bond with their
better with each oath, seeking to explore their true potential spren, but grant them power. This drains a lot of energy,
and reach it. Because of this, the Order is open to many physical and mental, and most of the times a Knight Radiant
different types, so long as they want to improve themselves. will encounter obstacles in their journey in the form of fear,
Gem and color. Zircon, grey blue color. hesitation and weakness.
Order modifier. Intelligence is your surgebinding and If a Knight Radiant breaks its oaths, their spren dies,
features' ability. depriving them of the capacity of absorbing Stormlight and
summon their shards. This also means that they have lost the
Spren
Your spre type is the Inkspren. Inkspren appear as human- creature that accompanies them in their journeys, most of the
shaped figures dressed all in black. They have been described times their best friend. For a Knight Radiant, losing their spren
as being coated in what seems to be oil, and as having a can mean a really hard breakdown.
mother-of-pearl or prismatic quality to their look. Unlike A Surgebinder that breaks its Ideals loses all its Surgebinder
certain other bond spren, they cannot make themselves levels and cannot access forever. No spren is gonna ever trust
invisible to humans. They can, however, change their size them, because they will never know if the Surgebinder is
drastically, allowing them to shrink to the point where they
cannot be seen. They tend to be attracted to people who are gonna betray its Ideals one more time.
logical and willing to think through their decisions as
opposed to acting on instinct.
Multiclassing
Surges Prerequisites. Intelligence, Wisdom or Charisma 13.
You know the Transformation and Transportation surges. At Proficiencies. When you multiclass into the
11th level, you learn the Elsecaller surge. Surgebinder class you gain the following
proficiencies: light armor, medium armor and
Bonus Proficiencies simple weapons.
When you join this Radiant Order, you gain proficiency in the Note. A Surgebinder never chooses to be a
Arcana and History skills. Additionally, you gain proficiency surgebinder, but its spren chooses to bond them.
with martial weapons. When trying to multiclass into the Surgebinder
class, talk to your DM to set-up the encounter
between the spren that's trying to bond you and
Planar Displacement yourself. Also, keep in mind the ideals and
When you reach 6th level, you can try to displace a creature. personality of your character when selecting an
As an action, you touch a creature and expend 2 Stormlight Order. A character that ignores law and doesn't
points. If the creature is not willing, it must succeed a care about rules cannot be a Skybreaker.
Charisma saving 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.
Transmutation Resonance
Beginning at 11th level, your Transformation surges with a
range of touch now have a range of 30 feet.
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 the Stormlight you have in your body. You regain 4
hit points per Stormlight point used up until half your
maximum hit points and vanish into the Ethereal plane. You
then reapear at the start of your next turn where you fell
unconscious. If there is unconsumed Stormlight in your body
after you reapear, you expell it entirely.
Once you use this feature, you must finish a long rest
before using it again.
Travel Resonance
By 18th level, your powers are unparalleled. When you are
under the effects of Stormlight you are always under the
effects of the freedom of movement spell.

11 /u/xMartu's Surgebinder
Surgebinding

S
urbebinding is the form of magic in the world of Surges of Higher Costs
Roshar. By altering the most basic essences of
the world, a surgebinder can produce powerful Surges of high level are particularly taxing to cast. When you
effects. cast a surge with a cost of 9, 10, 11 or 13 Stormlight points,
Surgebinding is divided in 10 surges, each you cannot cast another surge of the same cost until you
affecting one essence. Every surgebinder can finish a long rest.
utilize 2 surges, determined by its Radiant Order,
later adding a third into their lists. Components
Surges don't require the components that many spells do.
Surges Using a surge requires only Stormlight points.
Each surge has several ways you can use it, all contained in Duration and Action Economy
its description. The surge specifies the type of action and
number of Stormlight points it requires. It also details An effect option in a surge specifies how long its effect lasts.
whether you must concentrate on its effects, how many Instantaneous. If no duration is specified, the effect of the
targets it affects, what saving throws it requires, and so on. option is instantaneous.
The following sections go into more detail on using a Concentration. Some options require concentration to
surge. Surges are magical and function similarly to spells. maintain their effects. This requirement is noted with “conc.”
after the option’s Stormlight point cost. The “conc.” notation
Type of Surges is followed by the maximum duration of the concentration.
There are two types of surges. Concentrating on a surge follows the same rules as
Basic surges. Basic surges are the 10 surges that affect concentrating on a spell as explained in the chapter 10,
the 10 essences of the world. This are gained at 1st level in “Spellcasting”, in the Player's Handbook. As such, you cannot
the surgebinder class. They have a bond and their effects can concentrate on both a surge and a spell at the same time, nor
be used an unlimited number of times. in 2 surges at the same time.
Advanced surges. Advanced surges are especific to each Bonus Action Surges. As with spells in the chapter 10,
Radiant Order of surgebinders. A surgebinder gains its “Spellcasting”, in the Player's Handbook, if you activate a
advanced surge at 11th level. They don't have a bond and they surge that has a casting time of a bonus action, you cannot
have only 4 effects. cast any more surges in that turn.

Bond Targets and Areas of Effect


The bond section of a surges determines a passive effect. Surges use the same rules as spells for determining targets
This effect is always active as long as you are under the and areas of effect, as presented in chapter 10, “Spellcasting”,
effects of Stormlight. of the Player’s Handbook.

Effect Options and Stormlight Saving Throws and Attack Rolls


Points If a surge requires a saving throw, it specifies the type of save
and the results of a successful or failed saving throw. The DC
A surge provides different options for how to use it with your is determined by your surgebinding ability.
Stormlight points. Each effect option has a name, and the Some surges require an attack roll to determine whether
Stormlight point cost of that option appears in parentheses the surge's effect hits its target. The attack roll uses your
after its name. You must spend that number of Stormlight surgebinding ability.
points to use that option, while abiding by your Stormlight
limit. If you don’t have enough Stormlight points left, or the Combining Surgebinding Effects
cost is above your Stormlight limit, you can’t use the option.
Some options show a range of Stormlight points, rather The effects of different surges add together while the
than a specific cost. To use that option, you must spend a durations of the surges overlap. Likewise, different options
number of points within that point range, still abiding by your from a surge combine if they are active at the same time.
Stormlight limit. Some options let you spend additional However, a specific option from a surge doesn’t combine with
Stormlight points to increase a surge's potency. Again, you itself if the option is used multiple times. Instead, the most
must abide by your Stormlight limit, and you must spend all potent effect—usually dependent on how many Stormlight
the points when you first use the surge; you can’t decide to points were used to create the effect— applies while the
spend additional points once you see the surge in action. durations of the effects overlap.
Each option notes specific information about its effect, Surgebinding and spells are separate effects, and therefore
including any action required to use it and its range. their benefits and drawbacks overlap. A sugebinding effect
that reproduces a spell is an exception to this rule.

/u/xMartu's Surgebinder 12
Basic Surges Description Wind stream (6-11 Stormlight). As an action, you create a
line of high-speed winds that is 60-feet long and 10 feet wide.
The basic surges are presented here in alphabetical order. Each creature in that area must succeed a Strenght saving
throw, taking 6d8 bludgeoning damage and being knocked
Abrasion Surge prone on a failed one, or half as much damage and not being
The Abrasion Surge allows you to alter the frictional force knocked prone on a successful one. The damage increases by
between two surfaces, most of the times being one of them 1d8 for every additional Stormlight point spent.
yourself Tie up (7 Stormlight, conc., 1 min.). As an action, you
Bond. While under the effects of Stormlight, you ignore spray a 30 feet square from a point you can see in range with
difficult terrain when walking. Stormlight. Any creature in the area must succeed a Strength
Awesome (2 Stormlight, 1 min.). As a bonus action, you saving throw or be restrained for the duration. Any creature
can slide along solid ground as if on smooth ice. Your walking that enters the area or starts its turn in the area must also
speed increases by 20 feet for the duration. succeed the saving throw, even if they succeeded it earlier. A
Roughness (2 Stormlight, 1 min.). As a bonus action, you creature affected by this effect must use their action in the
gain an incremented grip. You have a climbing speed equal to following turns making the saving throw again. A creature in
your walking speed for the duration. the area cannot be teleported. Additionally, any flying creature
Stealthy movement (3 Stormlight, 1 hour). As a bonus that moves over the area starts to fall at a rate of 60 feet per
action, you gain a +10 bonus to Dexterity (Stealth) checks, round until they touch the ground.
you don't emit light while under the effects of Stormlight and
can’t be tracked except by magical means for the duration. Division Surge
Can't catch me! (3 Stormlight, conc., 1 min). As an The Division Surge can be manipulated to have power over
action, you make yourself very slippery. For the duration, any destruction and decay. It destroys matter.
creature has disadvantage on attack rolls against you. Bond. While under the effects of Stormlight and once
Walking over water (5 Stormlight, 1 hour). As a bonus during each of your turns, when you hit with a weapon attack
action, you gain the ability to move across any liquid surface, roll, you can deal extra fire damage to the target equal to your
such as water, acid, mud, snow, quicksand, or lava, as if it proficiency bonus.
were harmless solid ground. Flaming Strike (2-7 Stormlight). As a bonus action, you
Freedom of movement (6 Stormlight). As an action, you imbue a weapon you are holding or your unarmed strike with
cast the freedom of movement spell. destructive power. The next time you hit with it before the
Tree Stride (7 Stormlight). As an action, you cast the tree end of your turn, it deals an extra 1d8 fire damage. The
stride spell. damage increases by 1d8 for every additional Stormlight
point spent.
Adhesion Surge Scorch (3 Stormlight, conc. 1 min.). As an action, you
The Adhesion Surge is the surge of pression and vacuum. create fire in a 15-foot square within 30 feet of you. For the
This surge alters the forces that bind objects together. duration, any creature in that area when you use this surge
Bond. While under the effects of Stormlight, you have the and any creature that ends its turn there takes 2d8 fire
ability to move up, down, and across vertical surfaces and damage.
upside down along ceilings, while leaving your hands free. Combustion (5-10 Stormlight). As an action you touch a
You also have a climbing speed equal to your walking speed. creature, creating a 30-foot cone of fire in front of you
If you don't end your movement on the floor, you fall unless originating from the target. Both the target and any creature
something else holds you aloft. in the area must make a Dexterity saving throw, taking 6d6
Link (2 Stormlight, 1 hour.). As an action, you can stick fire damage on a failed save or half as much damage on a
and object you are touching that weights no more than 10 successful one. The damage increases by 1d6 for every
pounds to another object or creature. It can hold up to 2000 additional Stormlight point spent.
pounds without breaking its link. If more weight is applied to Flaming Aura (6 Stormlight, 10 min.). As an action,
the object the link breaks and the effect ends. A creature can flames surround you as you destroy matter around you. For
use an action to make a Strenght (Athletics) check against the duration, any creature that hits you with a melee attack
your surgebinding save DC. On a success, the creature takes 2d8 fire damage. You can end the effect early by using
breaks the link. an action to end it.
Redirect (3 Stormlight). As a reaction when you or a Division wave (7 Stormlight). As an action, you touch the
creature within 5 feet from you is hit by an attack, you spray ground, creating a burst of destructive energy that ripples
with Stormlight your shield or something that is within 5 you. outward from you. Each creature you choose within 30 feet of
Until the beginning of your next turn, any attack that you or you must succeed on a Constitution saving throw or take 5d6
any creature within 5 feet from you receives, including the fire damage, as well as 5d6 necrotic damage , and be knocked
triggering attack, is done with disadvantage, potentially prone. A creature that succeeds on its saving throw takes half
making them to fail. as much damage and isn’t knocked prone.
Warding wind (3 Stormlight). As an action, you cast the
warding wind spell.
Wind wall (5 Stormlight, conc., 1 min.). As an action, you
cast the wind wall spell.

13 /u/xMartu's Surgebinder
Gravitation Surge Mirror image (3 Stormlight). As an action, you cast the
The Gravitation Surge allows you to alter the strenth and mirror image spell.
direction of the gravitational pull affecting objects and Major Image (5 Stormlight). As an action, you cast the
creatures. major image spell.
Bond. While under the effects of Stormlight, you take no Fear (5 Stormlight). As an action, you cast the fear spell.
falling damage. Hallucinatory Terrain (6 Stormlight). As an action, you
Jump (2 Stormlight, 1 minute). As a bonus action, you cast the hallucinatory terrain spell.
triple your jump distance. Mislead (7 Stormlight). As an action, you cast the mislead
Gravitational imprisonment (3 Stormlight, conc., 1 spell.
min.). As an action, you touch a creature. The target must Seeming (7 Stormlight). As an action, you cast the
make a Strength saving throw. On a failed save, the target seeming spell.
falls prone as it is crushed into the floor. On a successful one,
the target is unaffected. If the target fails the saving throw, it Progression Surge
cannot stand up using its movement. It must use its action in The Progression Surge can be manipulated to alter the
subsequent turns to attempt a new Strength saving throw. On growth and healing of an organism.
a succesful one, the effect ends. Bond. While under the effects of Stormlight, you can use a
Fly (5 Stormlight, conc., 10 min.). As a bonus action, you bonus action to touch a creature that has 0 hit points and
gain a flying speed of 60 feet. For every 3 additional stabilize it.
Stormlight points spent, you can touch a willing creature and Healing (2-7 Stormlight). As an action,you touch a
give them the same flying speed. When the effect ends, you creature and it regains 1d8 + your Order modifier hit points.
and any additional targets fall if they are still aloft, unless they The healing increases by 1d8 for every additional Stormlight
can stop the fall. point spent.
Launch (6-11 Stormlight). As an action, you touch a Healing Spirit (3 Stormlight). As an action, you cast the
creature or an object not larger than 10 feet. If you touch a healing spirit spell using your spren as the spirit conjured.
creature, they can make a Dexterity saving throw, being Restore (3 Stormlight). As an action, you touch one
unaffected on a succesful one. The target is then pushed 30 creature and remove one of the following conditions from it:
feet in a direction of your choice. If the target impacts with an blinded, deafened, paralyzed, or poisoned. Alternatively, you
object larger than 5 feet, they take 2d6 bludgeoning damage remove one disease from the creature.
for every 5 feet travelled and the effect ends and the target Mass Healing Word (5 Stormligh). As an action, you cast
falls prone. If the target impacts with a creature, this must the mass healing word spell.
succeed a Dexterity saving throw or receive the same amount Death ward (6 Stormlight). As an action, you cast the
of bludgeoning damage and fall prone. The distance the death ward spell.
target is pushed increases by 5 feet for everyadditional Mass Healing (7-13 Stormlight). As an action, you can
Stormlight point spent. choose up to six creatures in a 30-foot radius around you.
Alter Gravity (7 Stormlight, conc., 1 min.). As an action, Each target regains hit points equal to 3d8 + your Order
you touch a creature. If the creature is not willing, it must modifier. The healing increases by 1d8 for every additional
succeed a Dexterity saving throw or have its gravity altered. Stormlight point spent.
Choose one direction. The creature begins to fall in that
direction. If some solid object (such as a ceiling) is Transformation Surge
encountered in this fall, the creatures strikes it just as they The Transformation Surge can be used to alter the matter of
would during a normal downward fall. If the creature reaches an object or creature.
a distance of 100 feet from you without striking anything, it Bond. As a bonus action, you can touch a non-magical
remains there, oscillating slightly, for the duration. object not larger thatn 1 foot and change its shape and color.
Flying Strike (7 Stormlight). As an action, you begin to fly Alter composition (2 Stormlight). As an action, you touch
rapidly, striking your enemies like the wind. Choose up to five a non-magical object not larger than 10 feet. You change its
creatures you can see within 30 feet. you must make a melee composition, but retaining its essence (see the "The Ten
attack with a weapon against each target, otherwise the spell Essences" table in the chapter "Introduction to the class" at
fails. On a hit, the target suffers the attack's normal effects the beginning of the document). For example, you can turn a
and takes an extra 2d10 force damage. You can then teleport glass of water into a glass of blood.
to an unoccupied space you can see within 5 feet of one of Destroy essence (3-9 Stormlight). As an action, you touch
the targets you hit or missed. a creature and change part of its composition, for example,
turning its blood into water. Make a melee spell attack
Lies Illumination Surge against the target. On a hit, the target takes 3d10 necrotic
The Lies Illumination Surge allows you to create images by damage and has disadvantage on its first attack roll before
projecting your own Stormlight. the end of its next turn. The damage increases by 1d10 for
Bond. While under the effects of Stormlight, you can use every additional Stormlight Point spent.
an action to cast the minor illusion cantrip.
Silent Image (2 Stormlight). As an action, you cast the
silent image spell.
Color Spray (2 Stormlight). As an action, you cast the
color spray spell.
Alter Self (3 Stormlight). As an action, you cast the alter
self spell.
/u/xMartu's Surgebinder 14
Alter essence (5 Stormlight). As an action, you touch a non- Haste (5 Stormlight, conc., 1 min.). As an action, you cast
magical object not larger than 10 feet. You can change its the haste spell.
composition to one belonging to a different essence (see the Dimension door (6 Stormlight). As an action, you cast the
"The Ten Essences" table in the chapter "Introduction to the dimension door spell.
class" at the beginning of the document). For example, you Far step (7 Stormlight). As an action, you cas the far step
can turn a glass of water into a glass of oil. spell.
Transmuting area (5-10 Stormligh, conc., 10 min.). As
an action, you alter the terrain that surrounds you, changing Truths Illumination Surge
its matter and corrupting creatures. When you cast this The Truths Illumination Surge allows you to create images by
surge, you can designate any number of creatures you can projecting your own Stormlight.
see to be unaffected by it. For the duration, the area in a 15- Bond. While under the effects of Stormlight, you can use
foot radius from you is considered difficult terrain for an action to cast the guidance cantrip.
creatures other than you, and when an affected creature Detect Magic (2 Stormlight). As an action, you cast the
enters the area for the first time on a turn or starts its turn detect magic spell.
there, it must make a Constitution saving throw. On a failed Bless (2 Stormlight). As an action, you cast the bless spell.
save, the creature takes 3d8 necrotic damage. On a Augury (3 Stormlight). After 1 minute, you cast the
successful save, the creature takes half as much damage. The augury spell.
damage increases by 1d8 for every additional Stormlight See Invisibility (3 Stormlight). As an action, you cast the
point spent. see invisibility spell.
Endurance (6 Stormlight, conc., 1 hour). As a bonus Clairvoyance (5 Stormlight). After 10 minutes, you cast
action, you harden your skin. For the duration, you have the clairvoyance spell.
resistance to nonmagical bludgeoning, piercing, and slashing Divination (6 Stormlight). As an action, you cast the
damage. divination spell.
Alter matter (7 Stormlight). As an action, you touch a Legend Lore (7 Stormlight). After 10 minutes, you cast
non-magical object not larger than 10 feet. You can change its the legend lore spell.
composition to what you want. For example, you can turn a
glass of water into a glass of hot chocolate. Advanced Surges Description
Create wall (7-13 Stormlight). When you are hit by an The advanced surges are presented here in alphabetical
attack, you can use your reaction and transmute pure air into order.
stone or a similar material. A 5-feet wall of stone appears on
your hand. The wall has 40 hit points and receives the attack Edgedancer Surge
instead of you. The wall remains in your hand as long as it A surge that only Edgedancers can master.
has hit points and you can use your subsequent reactions to Awesome Resonance (9 Stormlight, conc., 10 min). As a
interpose it between you and an attack. If a hit reduces the bonus action, you slide along solid ground as if on smooth ice
wall's hit points to 0, you receive any remaining damage. If and your combat capabilities are greatly increased. For the
you create a new wall, the previous one falls to the ground, duration, your walking speed increases by 30 feet for the
becoming useless. The wall's maximum hit points increase duration, you have advantage on attack rolls that you make
by 10 for every additional Stormlight Point spent. with simple and martial weapons, when you hit a target with
Transportation Surge a melee weapon attack it takes an additional 2d12 force
The Transportation Surge can be manipulated to achieve damage and you can attack twice, instead of once, when you
realmatic transition. take the Attack action on your turn. You ignore this benefit if
Bond. While you are under the effects of Stormlight, after you already have a feature, like Extra Attack, that gives you
you teleport on your turn, you have advantage on your first extra attacks. Immediately after the spell ends, you must
attack roll before the end of your next turn. succeed on a DC 15 Constitution saving throw or suffer one
Defensive step (2 Stormlight). When you are hit by an level of exhaustion. You cannot benefit of the Abrasion
attack, you can use your reaction to gain a bonus to AC Surge's Awesome's effects for the duration.
against that attack equal to your Order modifier, possibly Regenerate (10 Stormlight). After 1 minute, you cast the
turning it into a miss. You then teleport up to 10 feet to an regenerate spell.
unoccupied space you can see. Abrasive Growth (11 Stormlight). As an action, you touch
Planar movement (2 Stormlight). Once per turn, you can the ground and infuse regrowth magic. Each creature of your
forfeit up to half of your movement to teleport the distance within 60 feet of a point you can see within 150 feet of you
you forfeited. You must teleport to an unoccupied space you must make a Dexterity saving throw. On a failed save, a
can see. creature take 12d6 piercing damage as big spines attack
Misty step (3 Stormlight). As a bonus action, you cast the from below. On a succesful save, it takes half damage. The
misty step spell. area is then infused with abrasion magic for 1 minute.
Realmatic travel (5 Stormlight). As an action, you teleport Designate any number of creatures to be unaffected by this
up to 90 feet to an unoccupied space you can see. Right magic. Your speed is doubled, while the speed of affected
before teleporting, you strike each creature of your choice creatures is halved in the area for the duration.
within 10 feet of you. They must make a Dexterity saving Mass Heal (13 Stormlight). As an action, you cast the
throw, taking 3d10 force damage on a failed save and half as mass heal spell.
much damage on a successful one.

15 /u/xMartu's Surgebinder
Elsecaller Surge Regenerate (10 Stormlight). As an action, you cast the
A surge that only Elsecallers can master. regenerate spell.
Shadesmar Resonance (9 Stormlight). As an action, you Mind Blank (11 Stormlight). As an action, you cast the
cast the flesh to stone spell. mind blank spell.
Plane Shift (10 Stormlight). As an action, you cast the Foresight (13 Stormlight). After 1 minute, you cast the
plane shift spell. foresight spell.
Demiplane (11 Stormlight). As an action, you cast the
demiplane spell. Windrunner Surge
Gate (13 Stormlight). As an action, you cast the gate spell. A surge that only Windrunners can master.
Squire Resonance (9 Stormlight, conc., 1 min.). As an
Lightweaver Surge action, you inspire creatures around you to fight. When you
A surge that only Lightweavers can master. cast this surge, choose any number of creatures in a 30-foot
Reality Resonance (9 Stormlight). As an action, choose radius around you. Each creature's AC cannot be lower than
an illusion or part of an illusion no larger than 10 feet that 18, they gain a bonus to weapon damage rolls equal to your
you have created. The illusion then explodes and affects Order modifier and they gain temporary hit points equal to
creatures within 30 feet of it. Each creature of your choice in your Order modifier at the beginning of each of your turns for
the area must make an Intelligence saving throw. On a failed the duration.
save, a creature takes 8d8 psychic damage and is stunned Wind run (10 Stormlight). As an action, you dash in a
until the end of their next turn. On a successful one, it takes straight line of up to 300 feet. Any creature within 10 feet of
half damage and it's not stunned. The illusion used for this that line must succeed a Dexterity saving throw or take 10d8
surge disipates, ending the corresponding surge if it was the thunder damage, taking half damage on a successful one.
entire illusion created by it. Control weather (11 Stormlight). As an action, you cast
Mirage Arcane (10 Stormlight). As an action, you cast the the control weather spell.
mirage arcane spell. Storm of vengeance (13 Stormlight). As an action, you
Illusory Dragon (11 Stormlight). As an action, you cast cast the storm of vengeance spell.
the illusory dragon spell, but you can create instead a huge
creature you have seen.
Weird (13 Stormlight). As an action, you cast the weird
spell.
Skybreaker Surge
A surge that only Skybreakers can master.
Judgement Resonance (9 Stormlight, conc., 1 hour). As
an action, you can blend into shadows, becoming one
yourself. In this state, you can move and teleport between
shadows up to a range of 120 feet without making any noise.
You have resistance to all damage but psychic and if a
creature tries to find you, you have advantaje on Dexterity
(Stealth) checks for the duration.
Explosion (10 Stormlight). As an action, you turn
everything around you in a 60-foot radius ashes. Every
creature of your choice in the area must succeed a Dexterity
saving throw or take 12d6 fire damage, taking half damage
on a succesful one. The fire damages Objects in the area and
ignites flammable Objects that aren't being worn or carried.
Decaying burst (11 Stormlight). As an action, an sphere
of decay of 60-foot radius appears centered on a point within
150 feet of you. Each creature in that sphere must make a
Constitution saving throw. On a failed save, a creature takes
10d8 necrotic damage. On a successful save, it takes half
damage. The area is then covered by a black smoke and is
heavily obscured for 1 minute. You can see through the
smoke normally.
Imprisonment (13 Stormlight). After 1 minute, you cast
the imprisonment spell.
Truthwatcher Surge
A surge that only Truthwatchers can master.
Divination Resonance (9 Stormlight, conc., 1 day). As
an action, you choose one creature you have touched. For the
duration you know where that creature is and what it is doing
and you can see and hear through their senses.

/u/xMartu's Surgebinder 16
Magic Items

T
he Surgebinder class introduces some new Sever souls. The shardblade deals the same damage as
mechanics that could be perfectly used by the sword it imitates, but it is radiant type.
other classes. Those features are the Additional traits. The shardblade can have the following
shardblade and shardplate, which can be traits:
easily transformed into magic items for other Magic weapon. The shardblade is a +1, +2 or +3 weapon.
classes to use. This is up to the DM when creating it.
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 2 traits in any form,
having the Magic Weapon one or the two 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, 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 20 and 45 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 15 to 20 AC. It is up to the DM
to choose the AC of a shardplate. The AC can also be
calculated as 14 + 1d6.
Not so heavy. Each part of a shardplate is really heavy. So
Shardblade much that a shardbearer needs the help of other people to
Weapon (any type of sword), rare (+1), very rare (+2), or put it on. Once the armor is being wore, yo don't notice its
legendary (+3) (requires attunement by a non-surgebinder) weight. A shardplate is a heavy armor, but doesn't require
The shardblades are mythical weapons capable of severing heavy armor proficiency to use it efficiently.
souls. Having a ruby on their pommel, they bind their bearer's Extra strenght. If the shardplate has at least 1 hit point,
soul. They are limited, exiting few of them, and they are found you have advantage on every Strenght (Athletics) and
only as swords. Having a shardblade makes the user an Dexterity (Acrobatics).
aristocrat titled a shardbearer. Every shardblade is different Extra speed. The shardplate increases your walking speed
from the others and has unique traits. by 10 feet and doubles your high and long jump distances.
The shardblade appears to be made of crystal and is Additional traits. The shardplate can have the following
usually white. It doesn't leave any injuries in the creatures it traits:
hits, nor does ever get dirty. When a creature is killed by a Resilience. The shardplate grants you advantage on any
shardblade, its eyes burn into black smoke. saving throw against spells as long as it has at least 1 hit
Soulbind. Once attuned to the shardblade, you must point.
expend 7 days of constant physical contact with the blade.
Once that period has passed, you can summon the
shardblade 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 disappears if you choose so (doesn't
require an action) or if you are incapacitated. If you die, it
appears next to you, its bond broken.

17 /u/xMartu's Surgebinder
Reduction. The shardplate reduces damage from non-
magical weapons by 1d4+1 as long as it has at least 1 hit Shards of Honor
point. The amount of damage reduction is determined by The Surgebinder is a tricky class. They have their own
the DM when they create the armor. For example, if after weapon and armor, which makes it difficult for both the
rolling the result is a 3, the shardplate always reduces the player and the DM to choose which magic items can go along
damage by 3 and it cannot be changed. with the class. The Shards of Honor are magic items that can
A shardplate can combine those 2 traits in any form, be awarded to the surgebinder or a player with a shardblade
having none of them or both at the same time. or shardplate to improve them further and bring them on pair
with other magic weapons or armors.
Honorblade It is up to the DM how to award the Shards of Honor. They
Weapon (any type of sword), artifact (requires attunement) can be found as loot in the adventure, as rewards for
The honorblades were the weapons of the Mighty Heralds, completing difficult dungeons or as the result of a
10 humans that fought for humanity in the Desolations that surgebinder's train.
threatened Roshar. Each Herald had its honorblade, and each The Shards of Honor bind the soul of the user, making
honorblade is unique, different from their sisters. them able to summon or dismiss them as a bonus action. The
As every Herald is the patron of the Radiant Order they Shards of Honor appear floating next to the target and can be
founded, each honorblade represents one Radiant Order. touched or carried.
A honorblade gives the user the powers of Honor, making If the Shards of Honor are awarded as the result of
them capable of using the surges of the Radiant Order the constant training, they have no appearance. If the Shards of
honorblade represents. They are even more powerful than Honor are awarded as loot or treasure, they have the
shardblades. appearance of pieces of crystal which shine powerfully,
Soulbind. Once attuned to the honorblade, you can emiting bright light in a 10 feet radius and dim light in
summon the honorblade as a bonus action. The honorblade another 10 feet. This can be ignore and adapted as the DM
disappears if you choose so (doesn't require an action) or if chooses.
you are incapacitated. If you die, it appears next to you, its
bond broken. Shard of Inmunity
Sever souls. The honorblade deals the same damage as Wondorous item, uncommon (requires attunement by a
the sword it imitates, but it is radiant type. surgebinder or someone attuned to a shardplate)
Magic weapon. You gain a +3 bonus to attack and damage You need to have a shardplate in order to make this
rolls made with the honorblade. wondorous item work. The shardplate can be one given by
Nimble. If you use your action to cast a spell, you can make the Shardplate feature of a surgebinder or a magic item to
one weapon attack with the honorblade as a bonus action. which a non-surgebinder is attuned.
Herald of the Mighty. If you are not a surgebinder, you As long as your shardplate has at least 1 hit point you are
gain the ability to absorb Stormlight. You have an amount of immune to critical hits.
Stormlight points equal to 4 times your level and a
Stormlight limit equal to that of your total level represented Shard of Life
in the surgebinder class table. You can absorb Stormlight as Wondorous item, very rare (requires attunement by a
a bonus action as of the Stormlight section in the Spren surgebinder or someone attuned to a shardplate)
feature of the surgebinder. You need to have a shardplate in order to make this
wondorous item work. The shardplate can be one given by
Radiant Order. You learn and are able to use the surges the Shardplate feature of a surgebinder or a magic item to
of the Radiant Order the honorblade represents. To use which a non-surgebinder is attuned.
the surges you must be under the effects of Stormlight. As The shardplate's hit point maximum increases by 1 per
of the current version of this document, an honorblade level. This applies retroactively, as well as to every level you
can only represent six of the ten Radiant Orders: take hereafter.
Windrunners, Skybreakers, Edgedancers, Truthwatchers,
Lightweavers and Elsecallers. Shard of Penetration
Stormlight Healing. At the start of each of your turns, you Wondorous item, very rare (requires attunement by a
may consume one Stormlight Point to regain hit points surgebinder or someone attuned to a shardblade)
equal to your Constitution modifier (minimum of 1) if you You need to have a shardblade in order to make this
have no more than half of your hit points left. You don’t wondorous item work. The shardblade can be one given by
gain this benefit if you have 0 hit points. This Stormlight the Shardblade feature of a surgebinder or a magic item to
point does not count towards your Stormlight Limit. You which a non-surgebinder is attuned.
don't gain this feature if you are a surgebinder. 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 feature of a surgebinder or a magic item to
which a non-surgebinder is attuned.
/u/xMartu's Surgebinder 18
As long as your shardplate has at least 1 hit point you are Shard of Void
immune to effects that would remove parts of your body, such Wondorous item, uncommon
as those of a sword of sharpness or vorpal sword. You need to have a shardblade in order to make this
wondorous item work. The shardblade can be one given by
Shard of Protection the Shardblade feature of a surgebinder or a magic item to
Wondorous item, rare (requires attunement by a surgebinder) which a non-surgebinder is attuned.
When you summon a shield using your Shardblade feature Your shardblade deals necrotic damage instead of radiant
and you have the Powerful Shardblade feature, the bonus to damage.
attack and damage rolls of your shardblade also apply to your
AC while wielding it.
Credits
Shard of Siege "A Figure of Light" by @verlibird (/u/solarpines)
Wondorous item, rare (requires attunement by a surgebinder (https://twitter.com/verlibird/status/1100466779137163264)
or someone attuned to a shardblade) "The Path to Hearthstone" by @verlibird (/u/solarpines)
You need to have a shardblade in order to make this (https://twitter.com/verlibird/status/1087460028494241792)
wondorous item work. The shardblade can be one given by The Coppermind
the Shardblade feature of a surgebinder or a magic item to (https://coppermind.net/wiki/Coppermind:Welcome)
which a non-surgebinder is attuned. "Sword Forms" from Shallan's sketchbook by Ben
Attacks made with the shardblade against objects and McSweeney (https://www.deviantart.com/inkthinker)
structures have advantage and deal double damage.
Shard of Reduction Changelog 2.0
Wondorous item, very rare (requires attunement by a To love the journey is to accept no such end. I have found,
surgebinder or someone attuned to a shardplate) through painful experience, that the most important step a
You need to have a shardplate in order to make this person can take is always the next one.
wondorous item work. The shardplate can be one given by
the Shardplate feature of a surgebinder or a magic item to Changelog 2.1
which a non-surgebinder is attuned.
If the shardplate can reduce damage from non-magical Launch surge damage increased to 2d8 from 1d8.
weapons, by the means of a surgebinder's Radiant Elsecaller Surge scatter replaced with flesh to stone. Now
Shardplate feature or the additional trait Reduction of the renamed to Shadesmar Resonance.
magic item, the shardplate reduces also damage from Both Windrunner's Nimble fighting and Skybreaker's
magical weapons. High resilience now state that their flying speed is equal
to their walking speed.
Shard of Resistance Division surge's bond now gives a bonus to melee weapon
Wondorous item, rare (requires attunement by a surgebinder attacks equal to 1d4 fire damage.
or someone attuned to a shardplate) Extra Attack feature removed.
You need to have a shardplate in order to make this Skybreaker's Decaying strikes and Windrunner's Windy
wondorous item work. The shardplate can be one given by Footwork replaced with Extra Attack.
the Shardplate feature of a surgebinder or a magic item to Truthwatcher's proficiency in Insight replaced with
which a non-surgebinder is attuned. proficiency in Investigation.
You have resistance to bludgeoning, piercing and slashing Class proficiency in martial weapons removed. They now
damage while wearing your shardplate. get proficiency in simple weapons, short and long swords.
Class skill proficiencies changed.
Shard of Soul Killing Class starting equipment changed.
Wondorous item, very rare (requires attunement by a Now every Order has a Bonus Proficiencies feature.
surgebinder or someone attuned to a shardblade) Windrunner's I'll Protect Thoe Who Can't states that this
You need to have a shardblade in order to make this bonus to AC is only against ranged attacks.
wondorous item work. The shardblade can be one given by Edgedancer's Friction! reworded. They cannot be
the Shardblade feature of a surgebinder or a magic item to grappled, restrained or unwillingly moved.
which a non-surgebinder is attuned. Edgedancer's Slippery now grants them advantage on
When you roll a 20 on an attack roll made with your both Strength and Dexterity saving throws. It states that
shardblade against a creature, the creature's hit point they must be under the effects of Stormlight.
maximum are reduced by an amount equal to the attack's Lightweaver's Light being now takes an action and has be
damage. The creature's hit point maximum returns to normal reworded to a better understanding.
when it completes a long rest or by means of a wish spell. Lightweaver's features wording improved.
Elsecaller's Planar Displacement now states a Charisma
saving throw instead of a Dexterity saving throw.
Elsecaller's Realmatic Conjunction now heals for 4 hit
points per Stormlight point.
Adhesion surge's Defensive winds replaced with a cast of
the spell warding winds.

19 /u/xMartu's Surgebinder
Division surge's Scorch now has a casting range of 30 Updated multiclassing section.
feet.
Gravitation surge's Gravitational imprisonment effect Changelog 2.3
changed. It is now an Strength saving throw and the target
falls prone. The bonus provided by Powerful Shardblade no longer
Illumination surge's bond now allows the surgebinder to applies to shields summoned.
cast the Minor Illusion cantrip. New Shard of Honor added: Shard of Protection.
Progression surge's Revivify replaced with Mass Healing Edgedancer's inmunity to poison and disease move from
Word. Natural Growth to a new feature called Gift of Nature at
Transformation surge's Destroy essence base damage 1st level.
increased to 3d10 from 2d10 and gives disadvantage on Edgedancer's Natural Growth now grants the
the target's first attack roll on a hit. Surgebinder advantage on shove checks.
Skybreaker surge's imprisonment casting time increased Haste moved from Gravitation surge to Transportation
to 1 min. This was a typo. surge.
Shardblade changed. It now has an AC of 12 + half your Truthwatcher's Lecture buffed to affect other creatures
proficiency bonus + your Order modifier. It also costs a and let the surgebinder choose what effect to apply.
bonus action to summon and can be summoned with your Division surge's bond now states tha the bonus damage is
shardblade. It now gives a 10 feet bonus to your walking only applied once on each of the surgebinder's turns. The
speed, but also increases your jumping distances by bonus damage now equals the surgebinder's proficiency
double. bonus.
Shardplate's magic item tuned down. Truthwatcher's Order modifier changed to Intelligence.
Wording improvements along the document. Skybreaker's I'll put the law over everything else no longer
Edgedancer surge's Growth Resonance replaced with allows them to add their Order modifier to surge damage
Awesome Resonance, a modified version of Tenser's rolls and no longer doubles their proficiency bonus on
Transformation. their Insight skill. It now treats a roll of 9 or lower as a 10
Can't catch me! effect added to the Abrasion surge. This for their Insight when they try to determine if a creature is
works in the same way the spell blur does. lying. Also, if they succeed an Insight check, they have
Edgedancer surge's True Resurrection replaced with Mass advantage on their next attack for 1 minute.
Heal. Skybreakers now have a 6th level feature that doubles
Added Edgedancer surge's 8th level effect, Abrasive their proficiency bonus on their Insight skill.
Growth. Division surge's Flaming Strike damage dice lowered to
Honorblade nerfed. It now doesn't have the Stormlight 1d8.
Loss feature, but the amount of Stormlight points one can Truthwatcher's Strong mind now also gives the
absorb has been decresed significantly. surgebinder advantage on all Intelligence, Wisdom and
It is specified in the spren section that it can do ability Charisma saving throws.
checks, for which it uses your ability scores and A whole new surge added: Truths Illumination.
proficiencies. Illumination surge renamed to Lies Illumination.
Lightweavers retain the Lies Illumination surge, but the
Changelog 2.2 Truthwatchers now learn the Truths Illumination surge
instead of the Lies Illumination surge.
Gravitation surge's Launch damage lowered to 2d6 from Truthwatcher's spren changed to Truthspren (provisional
2d8. Push increase per additional Stormlight point name and characteristics until we know more about them
decreased to 5 feet from 10 feet. in Rythms of War).
Transformation surges' damage now scales with
additional Stormlight points.
Division surge's Combustion damage lowered to 6d6 from
8d6. It now scales with additional Stormlight points.
Lightweaver surge's Reality Resonance now states that
the surgebinder can choose which creatures to target.
Transportation surge's Realmatic travel now targets
creatures before the teleport.
Shardplate's AC now doesn't decrease when its hit points
are reduced to 0. A slight buff to the class in T3 and T4
where bonus to hit and damage from monsters are really
big. The difference of AC isn't going to matter much when
you are being hit with a +14, but it will help with minions
and weak monsters. It also will prevent the player from
having to don and doff armors all the time, giving them the
possibility to use only their shardplate.
Starting equipment update. Added starting gold.
Clarified that you can only cast 6th+ level surges once per
day in the Surgebinding section.
Basic surges now all scale up to 4 levels in cost to be more
uniform.
/u/xMartu's Surgebinder 20

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