Base Class: Fighter
Life before Death, Strength before Weakness, Journey Before Destination. These are the basic tenants of the Knight Radiants. The Windrunners are an order of the radiants. One bound by oath and honour to protect.
All knights radiant have suffered in their lives, for it is this suffering, the breaking of their spiritual web, that leaves room for them to bond to their spren. and through this suffering, they grow and strengthen to defend humanity from the void.
I will protect those that cannot help themselves - The second ideal of the Windrunners
The Order of Windrunners is an order of the Knights Radiant on Roshar. The Windrunners were Surgebinders who used the Surges of Adhesion and Gravitation, and they are associated with the sapphire polestone and the glow of their Shardplate is blue.
I will protect even those I hate, so long as it is right. - The Third Ideal of the Windrunners, as spoken by Kaladin Stormblessed
I will protect those I hate. Even...even if the one I hate most is... myself. - The Third Ideal of the Windrunners as spoken by Teft
I’ve got to protect people, you know? Even from myself. - The Third Ideal of the Windrunners, as sworn by Lopen
The individual Windrunner goes through a journey of overcoming one's demons as they progress through the ideal's. It is not a matter of achieving this journey however, instead it is important for a Windrunner to progress, and understand that though their demons may never be beaten, they will get better.
I accept that there will be those I cannot protect. - The Fourth Ideal of the Windrunners, as sworn by Kaladin
Enjoy the subclass and remember, the most important step a man can take is always the next one!
The Nahel Bond
When you choose this subclass you bond with a tiny being, a personification of an ideal that matches your personality, an honour spren. They class as being a familiar from the find familiar spell except you cannot perceive through their senses. An Honor Spren is a blue being that takes the form of a humanoid, any gender. The spren is immune to all damage, and its only action is shape-changing into a long white ribbon. The spren can only be seen by the people it wants to see it and it can speak any languages that you speak. The only way to kill your spren is breaking your pact with it. It has a flight speed of 60 feet and classes as a tiny creature. It can go invisible at will, and choose who can or cant hear it. It speaks one language you know, of your choice
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Honour Spren Statistics Size: Tiny Alignment: Lawful Good |
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Armour Class 13 + Prof Mod
Hit Points 5 times level of Windrunner
Speed 60 feet (flying)
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STR N/A |
DEX
20 (+5) |
CON
N/A |
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INT 8 + half the Windrunner level (-1 + 1/4 Windrunner level) |
WIS 12 + half the Windrunner level (1+ 1/4 Windrunner level) |
CHA 10 + half the Windrunner level (1/4 Windrunner level) |
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Damage Resistances
Damage Immunities All damage unless specifically mentioned
Condition Immunities All conditions
Languages Same as the Windrunner bonded
Amorphous Form The Honour Spren can move through a space as narrow as 1 inch wide without squeezing
Actions |
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Invisibility As a bonus action the honour spren can go invisible or appear visible, It can choose who can see it, unless the creature has some way to see invisible creatures or into the ethereal plane.
Shapeshifting The honour spren can change their shape and size (to a maximum of the same size as the Windrunner) however none of their stats or abilities change with them. If their shape doesnt have eyes then they still see as though they do.
Minor Adhesion The Honour Spren can glue tiny or smaller objects to surfaces or together using an acess to the Windrunner surge of adhesion. If a person tries to move the object then they must make a strength check against the Windrunners DC
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The First Ideal
Starting at third level, you gain a number of surge points equal to 10 x your level, the max amount of surge points always equals 10 x your fighter level. They reset on a short or long rest.
As an action, you can use 10 surge points to gain the following benefits for 1 minute;
- your walking speed increases by 10 feet
- you have advantage on strength and Dexterity saving throws and checks
- if you use your second wind feature whilst under this effect use the maximum dice value instead of rolling
Additionally you can spend 5 surge points as a bonus action to either roll a hit dice and heal the number rolled plus your constitution modifier or use a hit die and cast lesser restoration on yourself. You cannot use this ability if you have no hit-die remaining as the stormlight only accelerates the natural healing you would normally receive.
The Second Ideal
At 7th level you gain access to the lashes of gravitation and adhesion. You can use these lashes in various ways. The lashes come in the form of half lashes; full lashes; double lashes; triple lashes e.c.t. For any of the following effects that require a saving throw, your Windrunner DC is equal to 8+Proficiency+Dexterity/Strength (Your choice)
The Lashes of Gravitation
Self - You can spend 5 surge points to effect gravity on yourself, in a full lashing, allowing yourself to fly by 'falling' in whatever direction you choose. You gain a flying speed equal to your walking speed. you can choose to add lashings, making it a double, triple e.c.t by spending 5 additional surge points. this increases your flying speed, making it equal to your walking speed x the number of lashes you have. you can choose to only spend 2 surge points to do a half lsahing and instead be under the effects of the levitation spell. all these effects last for 1 minute, and surge points can be spent at the end of the minute to continue the effect.
Other creatures - You can attempt to imbue the surges of gravitation onto others to the same effect as if done on yourself, the difference is you control the movement of the other people. if they hit an object, structure or other person they take damage is calculated as normal for falling damage. This is a touch effect and cannot be done at range.`If the creature is unwilling they can make a dex save aginst you Windrunner DC, on a success they avoid the touch and therefore the lashing.
Objects - you can touch an object and cause it to be under the effects of the catapult spell, this requires 5 surge points for every 10 pounds the object weighs, you can also spend additional surge points to create the effect of the catapult spell being cast at a higher level, this additional surge points is 2 for every increase in level.
The Lashings of Adhesion
You can use 2 surge points and touch an object or surface enchanting part/all of its surface area (maximum area 1 ft^2), the object/surface will stick to whatever touches the enchanted surfaces for 1 minute per Stormlight Point spent on the spell. The bond cannot be broken, except by succeding on a strength save against your Windrunner DC, however, the involved items still can be. You can increase the surface area affected by spending additional surge points, the surface area becomes equal to an area of xft^2 where x equals the amount of surge points spent.
Finally, as a reaction, you can spend 10 surge points to alter the course of all projectiles to a point you can touch within ranger (or only 5 surge points if the point is yourself), if the target is a creature they must make a dex save against your Windrunner DC. Any time a projectiles trajectory is affected in this way, any creatures stood in that point can make a dex save to avoid being hit, if they fail they take the projectiles normal damage. You can increase this radius for an additional 10 surge points per five feet.
The Third Ideal
At 10th level your connection with your spren strengthens, and you can manifest them into lethal weapons. As a bonus action you can transform your familiar into a silvery melee weapon or shield or your choice. You cannot be disarmed of this weapon unless you choose to be and you can use your bonus action on other turns to transform the weapon into another type. As a free action you can dismiss the weapon, returning it into your familiar form.
The weapon has the following properties;
- It counts as a plus 2 magical weapon
- you can use your strength or dexterity modifier for the attacks
- due to the magical nature of this weapon it counts as a versatile weapon regardless of the shape it is in.
- regardless of the form it deals 2d8 radiant damage (or 2d10 if it is a 2 handed weapon and is being held in both hands)
- if this weapon attacks an inanimate object, undead or construct it deals force damage instead of radiant
- on a critical hit deal maximum damage instead of rolling
- this weapon phases through a the body of the creature it is attacking, leaving the area withered and dead, if it kills a creature is burns their eyes out.
Additionally you can spend 2 surge point as a bonus action to gain advantage on all attacks until the end of your turn, or 1 surge point as a reaction to give all attacks against you disadvantage until the start of your next turn.
The Fourth Ideal
At 15th level your bind with your spren and your surges intensify. As long as you are not wearing medium or heavy armour, you can, as an action, cause yourself to be wreathed in mist which transforms into shining plate armour. This magical plate armour is entirely encompassing, and you cannot be hit whilst wearing it. You can summon it once per long rest.
Your plate armour has the following properties;
-You gain temporary hit points equal to 5 times your level, this represents the armour’s health as it encompasses you entirely
-Whilst you gave these temporary hit points you are resistant to slashing piercing and bludgeoning damage
-Whilst you have these temporary hit points your strength and dexterity scores are increased by 2, your max for those scores are also increased by 2
-Whilst you have these temporary hit points your movement speed is doubled
-Whilst you have these temporary hit points you count as 1 size larger for calculating whether spells with size limits affect you.
-Whilst you have these temporary hit points you armour class becomes 20
- this armour ignores strength and proficiency restrictions
At the start of each of your turns you can choose to use any number of surgepoints to refill the armours temporary hit points equal to the number of surge points used.
As a reaction, when a creature within 30 feet of you that you can see gets hit, you can cause a part of the armour to detach and fly over to them, blocking the attack just in time. The damage from the blocked attack is taken by the armour's temporary hit points instead of the creature. If this reaction causes your armour to become reduced to 0 temporary hit points it instead remains at 1, as the armour cannot be completely whilst used in this way.
When you lose the temporary hit points your plate armour is smashed and disappears.
You can choose to spend 5 surge points and activate your 3rd level ability as part of the same action.
Knight Radiant
At 18th level you have gained mass power and control over your surges. You gain the following features;
- Whilst you have surge points, you heal half your level in hit points at the start of each of your turns.
- the cost of surge abilities, including the requirements when spending additional surge points is reduced by 1 (to a minimum of 1)
- you gain a constant flight speed of 60 feet whilst you have surge points
- you have advantage against attacks, and attacks against you have disadvantage, whilst you have surge points
- as a bonus action, you may spend any number of surge points whilst wearing your shard-plate to mend it, it regains 1 temporary hit point per surge point spent
- Once per long rest, if you start combat with 0 surge points you instantly gain 50 surge points
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