Base Class: Wizard
subclassless knights radiant v1 level 1-10
Proficiencies
Armor: All armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Persuasion
First Ideal
You speak the first Ideal of the Knights Radiant. “Life before death, strength before weakness, journey before destination.”
Knights Radiant Order
Choose one Knights Radiant order of which spren you have bonded to: Windrunner, Skybreaker, Dustbringer, Edgedancer, Truthwatcher, Lightweaver, Elsecaller, Willshaper, Stoneward or Bondsmith which are all detailed at the end of the class description.
The order you choose determines the nature of the spren you bonded as well which surges you gain access to at later levels. The Immortal Words are also specific to each order, detailed in their description. Your order also determines which ability score is tied to your Knights Radiant features. Your order grants you features at 1st level and then again at 3rd, 7th, 10th, 14th and 17th level.
Stormlight Pool
Beginning at 1st level, you have spoken the first Ideal of the Knights Radiant granting you the ability to harness Stormlight. Your access to Stormlight is represented by a number of Stormlight points which fuel your various abilities granted by this class.
You start with 10 Stormlight points and this number increases as you gain levels in this class, as shown in the Stormlight points column of the Knights Radiant table.
Once you spend a Stormlight point it is unavailable until you finish a long rest. Alternatively when you finish a short rest you can regain 5 Stormlight points. You can only regain Stormlight points in this way twice per long rest unless you finish a short rest with 0 Stormlight points. At higher levels you regain more Stormlight points on a short rest as shown in the Stormlight recovery column of the Knights Radiant table.
Some of your features use your Stormlight die in various ways. This die starts as 1d6 then increases at certain levels as shown in the Stormlight die column of the Knights Radiant table.
Some of your features require your target to make a saving throw to resist the feature’s effect. The saving throw DC is calculated as follows:
Stormlight save DC = 8 + your proficiency bonus + your Knights Radiant modifier
Your Knights Radiant modifier is determined by your order of Knights Radiant.
Surgebinding
Beginning at 1st level, you learn to draw in Stormlight enhancing your strength, speed and reflexes. As a bonus action you can spend 2 Stormlight points to infuse yourself with Stormlight granting the following benefits:
- You shed dim light within 5 ft of you
- You don’t need to breathe
- Your speed increases by 10 ft
- Your AC increases by 2, as long as you’re not wearing a shield
- Your melee weapon attacks and unarmed strikes deal extra damage equal to your Stormlight die. Additional attacks granted by bonus actions, such as two weapon fighting, polearm master or monks martial arts, do not gain this damage increase.
Your surgebinding lasts for one minute, when it ends you can choose to spend 2 additional Stormlight points (no action required) to increase the duration of the surgebinding by 1 minute.
Stormlight Healing
Beginning at 2nd level, you learn to use Stormlight to heal wounds at a rapid pace. As a bonus action you can spend 3 Stormlight points, you regain a number of hit points equal to one roll of your Stormlight die plus your Knights Radiant modifier. If you use this feature everyday for 1 week you regrow one missing body part.
Second Ideal
At 3rd level, you speak the second Ideal of your Knights Radiant order and if you were a squire you become a full Radiant, bonding your own spren, no longer requiring to be near your master to utilize your abilities.. The Ideal which you speak is detailed on the description of your order.
Extra attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Third Ideal
At 6th level, you speak the third Ideal of your Knights Radiant order and you can now take on squires. The Ideal which you speak is detailed on the description of your order.
Shardblade
At 6th level, you have spoken the third Ideal and your spren can now fully enter your plane of existence taking the form of a weapon made of a silver-like metal, usually a large sword, over 6 ft long. While the Shardblade has a sharp edge it can cut through almost anything but when a Shardblade comes into contact with living matter it does not cut, instead it fusses out, passing through and severing the soul itself.
As a bonus action, or as part of activating your Surgebinding feature, you can summon your spren as a Shardblade. The Shardblade can take the form of any melee weapon or as a shield. As a shield it works like a normal shield made of a silver-like metal with which you are proficient and you retain the AC increase from your surgebinding feature while wielding it. When summoned as a weapon the Shardblade shares none of the properties of the chosen weapon and counts as a martial weapon. Additionally the Shardblade deals 2d8 force damage instead of the normal damage of the weapon formed unless the weapon has the light or reach property, in which case the Shardblade gains that property but it deals 2d6 force damage instead. While the Shardblade has the form of a weapon normally dealing slashing damage, it deals double damage to objects. When you make attack and damage rolls with the Shardblade you can choose to use either strength, dexterity or your Knights Radiant modifier. Due to the Shardblade's nature of cutting through the soul of a creature, you cannot willingly knock a creature unconscious with it. A creature killed with a Shardblade has its eyes burned out, leaving trails of black smoke rising to the sky.
You can dismiss the blade at any time (no action required) whereupon it vanishes to mist. You can use a bonus action while the Shardblade is summoned to alter its form without dismissing it first. While summoned other creatures can use the Shardblade. It shares the same properties except they must use strength for attack and damage rolls.
Shardblade Maneuvers
Starting at 9th level, You learn to utilize your Shardblade’s unique properties to your advantage. Once per turn you can use a Shardblade maneuver. The maneuver performed depends on the form of the Shardblade and which damage type it would usually deal. You can also spend 5 Stormlight points to empower your maneuver and the effect of empowerment is detailed for each maneuver.
Shield. When your Shardblade has taken the form of a shield and you get hit by an attack you can use your reaction to add 4 to your AC for that attack.
Empowered. The AC increase lasts until the start of your next turn.
Piercing. When your Shardblade has taken the form of a weapon which usually deals piercing damage and you hit a creature with an attack made with it, you can force the creature to make a Constitution saving throw. On a failed saving throw the creature can either use an action, a bonus action or move but can’t use them all until the end of their next turn.
Empowered. The creature has disadvantage on the saving throw and additionally on a failed save it can only make one melee or ranged attack and if the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
Slashing. When your Shardblade has taken the form of a weapon which usually deals slashing damage and you hit a creature with an attack made with it, you can target an additional creature within range, if the same attack roll hits the new target you deal damage to that creature using the same damage rolls.
Empowered. You can target every creature within range using the same attack and damage rolls.
Bludgeoning. When your Shardblade has taken the form of a weapon which usually deals bludgeoning damage and you hit a creature with an attack made with it, you can force the creature to make a Strength saving throw. On a failed saving throw the creature is knocked prone.
Empowered. The creature has disadvantage on the saving throw and on a failed save the creature can’t remove the prone condition until the end of their next turn.
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Posted Sep 25, 2023Changes since publication:
Stormlight die change
surgebinding text change, scalevalue change
Stormlight Pool action, short rest recharges
shardblade text change, damage change, snippet modifier misspelled
shardblade maneuvers text change piercing attack
healing action snippet code wrong, scalevalue and action die changed
Shardplate and fourth Ideal level 10