Base Class: Cleric
An Edgedancer’s core duty is to provide service and assistance to the common people. These Radiants generally prefer to avoid combat, instead using their surges of Abrasion and Progression to perform triage for the wounded, rescue the trapped, and create cover for noncombatants. However, when necessary, Edgedancers reveal their deadly grace, vexing their opponents with their speed, literal slipperiness, and ability to grow obstacles and cages from plants.
Amid war, it’s all too easy to slip into tunnel vision, to pay attention only to important people, and to seek emotional distance by abstracting the costs and casualties. When leaders and Radiants lose sight of the lives and livelihoods behind those numbers, it can have disastrous consequences for the ordinary people with no voice in the war room. An Edgedancer’s most sacred duty is to advocate and care for these common people— the working class and the “expendable” foot soldiers— and to remind the powerful who they truly serve.
Edgedancers tend to ignore high society. In return, members of the upper crust tend to look on them with disdain. The order generally avoids battle, instead healing, rescuing, and triaging. Edgedancers provide care even for their enemies, since enemy combatants are also people with full lives who others intentionally ignore. However, Edgedancers do fight and kill if they feel they have no other choice.
Beyond the First Ideal (see “Swearing Ideals” earlier in this chapter), each centers around remembering and serving the people others overlook, whether friend or foe. While each Edgedancer expresses the Words in their own way, they tend to follow certain patterns.
Enhance
As a bonus action you can spend 1 Stormlight to become enhanced. You add +1 to your Strength and Dexterity modifiers becomes and your walking speed increases by 10 ft.
Enhance
As a bonus action you can spend 1 Stormlight to become enhanced. You add +1 to your Strength and Dexterity modifiers becomes and your walking speed increases by 10 ft.
Level 3: The First Ideal
Life before death. Strength before weakness. Journey before destination.”
After swearing the first ideal you form a Nahel bond with an Cultivationspren companion. This bond grants you
- Advantage on saving throws against being frightened.
- Telepathic communication with the spren within 120 feet.
- Spren Guidance: Your spren uses their knowledge and experiences to help you obtain information. Typically, cultivationspren can help with finding common ground or similarly understanding someone you don’t share a culture or language, though your spren may be able to help in additional ways. You receive advantage on Persuasion, Perception, Insight, Arcana, and History skill checks.
Stormlight
The Nahel Bond gives you access to the use of Stormlight. Stormlight is your source of Investiture. You can spend Stormlight to activate your surges and surge talents, along with your spren bond talents. Additionally, you can use the three Stormlight actions: Breathe Stormlight, Enhance, and Regenerate
Surges
As a Skybreaker you gain the surges of Division and Progression
Radiant Damage
When you hit with your mele weapon, it deals additional radiant damage based on your level:
| Rank | Level | Size | Die |
| 1 | 3-5 | Small | d4 |
| 2 | 6-8 | Medium | d6 |
| 3 | 9-11 | Large | d8 |
| 4 | 12-14 | Huge | d10 |
| 5 | 15-20 | Gargantuan | 2d6 |
Level 3: Enhance
As a bonus action you can spend 1 Stormlight to become enhanced. You add +1 to your Strength and Dexterity modifiers becomes and your walking speed increases by 10 ft.
Abrasion
You can use this surge to alter the frictional force on an object’s surface, usually by nearly eliminating it.
Abrasion on Others
While you can’t directly target other characters with Abrasion, you can target objects they’re holding or wearing. If a character is willing, you can easily infuse objects in their possession. To infuse an object held by an unwilling character or to infuse a surface that’s supporting most of their weight (such as the ground they’re standing on or a wall they’re climbing), you must succeed on an Abrasion test against the target’s Physical defense. On a failure, you don’t infuse that object and you don’t spend Investiture on the attempt.
Interacting With Slick Surfaces
When another character steps on or otherwise interacts with a surface or object you made slick with Abrasion, it’s difficult to stay on their feet or hold on to the slippery object. The character must make an Agility test opposed by your Abrasion. If they succeed, they stay on their feet or hold on to the object; otherwise, they fall Prone or drop the object.
Frictionless Motion
While infused with Abrasion, your movement rate increases by 10 feet, and you ignore the Slowed condition when imposed by difficult terrain, climbing, crawling, and swimming.
Progression
The surge of Progression controls the growth and healing of living things. Its two primary effects are Growth (which can rapidly sprout and mature plants) and Regrowth (which can heal a character’s damage and conditions).
Growth
Growth can be used creatively in many ways. You might grow a pathway over an obstacle or create inconspicuous concealment. You could block line of effect, create cover or difficult terrain, or erect obstacles to climb. It’s up to you and your GM to resolve such creative uses.
Regrowth
Regrowth heals by transforming the target’s Physical form to better match their Cognitive and Spiritual self. As such, the narrative effect of each character’s healing depends on who they are at their core and how they view themself. When you use Progression to heal a character, they (not you) determine what’s healed and how, likely doing so subconsciously.
Level 6: Second Ideal/Third Ideal/Fourth Ideal
The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot’s level.
Level 7: The Second Ideal
“I will remember those who have been forgotten.”
Both in battle and everyday life, many people slip through the cracks: those with no family, the low-ranking, the destitute, the imprisoned, the enslaved, the sick, the dying. The Second Ideal obligates you to bear witness to these people’s lives. Even when everyone else has forgotten, an Edgedancer remembers. When an Edgedancer strikes down an enemy, the Radiant often pauses to learn their foe’s name and final words, carrying on their memory.
As you work toward milestones to “Speak the Second Ideal,” consider the following guidance:
- Seek out people on society’s fringes and carry their memory with you. Learn as much as you can about them—their name, their needs, their desires—and care for them without assumptions or judgment.
- Consistently take notes about people’s lives, their needs, and how you helped (or were unable to help); keep these accessible for your character.
You gain the goal “Speak the Second Ideal.” After you complete this goal, you gain the following reward:
- You become Empowered until the end of that scene.
- Your Enhance action becomes more powerful. While you have 1 Investiture or more, you can use Enhance as , and you don’t need to spend Investiture to use this action or maintain its effect.
Level 11: The Third Ideal
“I will listen to those who have been ignored.”
Even within the boundaries of society and community, leaders and politicians often serve their own interests over the needs of their people. As such, laborers, farmers, tradespeople, foot soldiers, and others with more “pedestrian” occupations are often ignored. The Third Ideal teaches you to watch for people in distress and lend them a kind ear, including those whose needs aren’t outwardly visible.
As you work toward milestones to “Speak the Third Ideal,” consider the following guidance:
- Seek out people who have unmet needs—a farmer suffering a blight, a person trapped in a toxic domestic situation, a suffering person who longs for an empathetic ear. Listen to stories like these with kindness and patience, making them feel heard and seen. Afterward, do what you can to aid them or connect them with someone who can better serve their needs. Even if you can’t personally help, the act of listening and making them feel heard is invaluable.
- Continue to take notes about people’s lives, their needs, and how you helped (or were unable to help)
You gain the goal “Speak the Third Ideal.” After you complete this goal, you gain the following reward:
- You become Empowered until the end of that scene.
- You can summon your spren as a Radiant Shardblade
Level 15: The Fourth Ideal
For the previous two oaths, you learned to seek, remember, and listen. Though the specific words of the Fourth Ideal are individualized for each Edgedancer, this oath progresses you into advocacy: carrying ordinary people’s concerns to those with power to address them. You likely haven’t been able to help everyone you’ve come across, but as an Edgedancer, you can give them a voice. This Ideal obligates you to do so.
As you work toward milestones to “Speak the Fourth Ideal,” consider the following guidance:
- Cultivate alliances with powerful individuals who can address needs on a larger scale than you could alone: politicians, high-ranking officers, monarchs, advisors, and others positioned near the top of their society.
- Review your notes about people you couldn’t help while working toward the Second and Third Ideals— then leverage your new connections to provide the help you couldn’t before.
- Through speaking with those affected, identify a systemic problem that disproportionately harms the common folk, and seek to change it. You might not succeed, but work until your cultivationspren feels you’ve done all you can.
You gain the goal “Speak the Fourth Ideal.” After you complete this goal, you gain the following reward:
- You become Empowered until the end of that scene.
- You can call a swarm of lifespren as Radiant Shardplate
Level 17: Supreme Healing
Place Holder
Comments