Base Class: Fighter
The Order of Stonewards is an order of the Knights Radiant on Roshar.
The Stonewards were Surgebinders who used the Surges of Cohesion and Tension, and they are associated with the topaz polestone. So far very little is known about what powers the Stonewards had. The glow of their Shardplate is amber. The patron Herald of the Stonewards is Talenel. In Shadesmar, the spren of the Stonewards, peakspren, look like stone and their skin cracks when they move.
The Ideals of the Knights Radiant, also known as the Immortal Words, are a set of rules by which the Radiants live. The First Ideal is shared by all of the orders, and is used as a motto for the Knights Radiant as a whole. Each of the orders then have an additional four Ideals that are unique to that order. The Ideals of the Order of Stonewards all focus on working with a team and supporting others, which led them to put others' interests before their own. Of the orders, they were some of the least likely to bend their Ideals.
The First Ideal
“Life before death, strength before weakness, journey before destination ”
—The First Ideal of the Knights Radiant
A possible second Ideal for Stonewards is "I will stand where others fall". The second Ideal and beyond are typically specific to the Knight.
Abilities
“The Shardbearer pressed his hand against the incline leading up to the Voidbringer, and again the stone seemed to writhe. Steps formed in the rock, as if it were made of wax that could flow and be shaped. ”
—Dalinar's observations of a Stoneward in a vision
The Stonewards use the Surges of Cohesion and Tension.
Their exact Powers are so far unknown, although in Dalinar's visions a stoneward is seen to be able to reshape stone to some extent. This ability is based on the surge of cohesion. This ability lets them reshape things other than stone, but not flesh or anything even slightly Invested.
Stonewards appear to be able to control the hardness of an object allowing them to harden clothing into weapons, and have the ability to shape stone at their will.
History
The ancient Stonewards were the infantry and the ground troops of the Knights Radiant; alongside the Windrunners, they were considered the finest soldiers. They tended to attract people interested in warfare, but also challenge, prowess with weapons, and athleticism. Throughout the world, they were widely known for being dependable, strong and filled with resolve, but also stubborn to a fault and prone to taking on projects larger than themselves. This attitude was said to be a good representation of their patron Herald. They took pride in this -- to be there when they were needed was a core tenet of their order.
In battle, they served as the frontline troops. In times of peace, on the other hand, they were often explorers, but also sportsmen, often organizing and engaging in various competitions and events.
The Nahel Bond
When you choose this subclass you bond with a tiny being, a personification of an ideal that matches your personality, an peakspren. They class as being a familiar from the find familiar spell except you cannot perceive through their senses. An peakSpren 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 small gravel twister. 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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PeakSpren Statistics Size: Tiny Alignment: Lawful Good |
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Armour Class 13 + Prof Mod
Hit Points 5 times level of Stoneward
Speed 60 feet (Stonewalk)
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STR N/A |
DEX
20 (+5) |
CON
N/A |
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INT 8 + half the Stoneward level (-1 + 1/4 Stoneward level) |
WIS 12 + half the Stoneward level (1+ 1/4 Stoneward level) |
CHA 10 + half the Stoneward level (1/4 Stoneward level) |
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Damage Resistances
Damage Immunities All damage unless specifically mentioned
Condition Immunities All conditions
Languages Same as the Stoneward bonded
Amorphous Form The PeakSpren can move through a space as narrow as 1 inch wide without squeezing
Actions |
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Invisibility As a bonus action the peakspren 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 peakspren can change their shape and size (to a maximum of the same size as the Stoneward) 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 Cohesion The peakSpren can reshape tiny or smaller objects to surfaces or together using an access to the Stoneward surge of cohesion.
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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 Cohesion and Tension. You can use these surges in various ways. For any of the following effects that require a saving throw, your Stoneward DC is equal to 8+Proficiency+Dexterity/Strength (Your choice)
Cohesion: You gain the ability to Mend(just like the cantrip) for 5 Surge points per object you are trying to mend. You also are able to Mold Earth for 5 Surge Points in a 5 foot area, while also gaining the ability to ignore difficult terrain.
Tension: You can harden an object, granting it temporary hit points equal to 5 time half of your Stoneward level for 5 surgepoints. If using an item as an improvised weapon, a one handed does 1 D8 and a two handed does 1D10. Add your STR modifier to Hit and Damage, as if you had proficiency. If the item is used as armor, give the character a +2 AC per 5 points given.
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 movement 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
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
The Second Ideal
At 7th level you gain access to the lashes of Cohesion and Tension. You can use these surges in various ways. For any of the following effects that require a saving throw, your Stoneward DC is equal to 8+Proficiency+Dexterity/Strength (Your choice)
Cohesion: You gain the ability to Mend(just like the cantrip) for 5 Surge points per object you are trying to mend. You also are able to Mold Earth for 5 Surge Points in a 5 foot area, while also gaining the ability to ignore difficult terrain.
Tension: You can harden an object, granting it temporary hit points equal to 5 time half of your Stoneward level for 5 surgepoints. If using an item as an improvised weapon, a one handed does 1 D8 and a two handed does 1D10. Add your STR modifier to Hit and Damage, as if you had proficiency. If the item is used as armor, give the character a +2 AC per 5 points given.
The Third Ideal
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
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
The Final Ideal
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 movement 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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