Bard
Base Class: Bard

Willshapers embody freedom. This can be the freedom of liberating the captive, but also the freedom of choice and self-expression. They’re the builders and craftspeople of the Knights Radiant, laying the foundations of not only buildings, but of civilization. These Radiants use the surge of Transportation to bypass physical obstacles and travel using Shadesmar, and they use Cohesion to soften the walls and chains that prevent people from being free.

At its core, the philosophy of the Willshapers is that all people should be free, able to make their own choices and follow any path in life. Many Willshapers facilitate this with physical projects that support people from all walks of life, often leading construction projects for housing, irrigation, and infrastructure. However, some Willshaper feel that the building and bolstering of hearts and minds is even more important. These Radiants often teach useful skills and trades that people can use for both income and community improvement; they also love to create safe spaces for people to radically express and live as their truest selves.

Importantly, the Willshapers also facilitate literal freedom, from liberating the imprisoned and enslaved to aiding in campaigns against tyranny and oppression. Wherever and however freedom is sought, the Willshapers are there to offer tools and support. They also know that when law gives way to anarchy, tyrants inevitably emerge, so the Willshapers advocate for new laws that prevent the strong from oppressing the weak.

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 becomes 40 ft.

Activate Enhance

As a bonus action you can spend 1 Stormlight to become enhanced. Your Strength modifier becomes {{1+modifier:str}}, your Dexterity modifier becomes {{1+modifier:dex}} and your walking speed becomes 40 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 Lightspren companion. This bond grants you:

  • Advantage on saving throws against being frightened.

  • Telepathic communication with the spren within 30 feet.

  • Spren Guidance: Your spren uses their knowledge and experiences to help you obtain information. Typically, lightspren can help with investigating crimes and determining guilt or innocent, Intimidation tests, and Lore tests related to topics they’re familiar with, though your spren may be able to help in additional ways. You receive advantage on  Persuasion, Deception, Survival, 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 Cohesion and Teleportation

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 becomes 40 ft.

Level 3: Cohesion

The surge of Cohesion allows you to alter objects down to their very axi—the particles that make up all matter.  Often known as Stoneshaping, Cohesion allows even its most inexperienced wielders to old stone as if it were soft clay.

Shaping Stone

You can touch Cohesion-infused stone and mold it into any shape you desire; when that infusion ends, the stone resolidifies in its new shape, strong as before. You can briefly shape the stone when you activate the surge, but more elaborate reshaping requires additional time. In combat, this usually requires an additional action to Interact (for moderate reshaping) or Use a Skill (if your creation is intricate enough to require a Cohesion skill test; the GM sets the DC based on how elaborate of an object you’re creating). At the GM’s discretion, some shaping tasks might take significantly more time, potentially requiring labor outside of combat.

Cohesion on Others

While it’s simple to melt and reshape unattended stone, trying to use it against opponents is more difficult. 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), you must succeed on a Cohesion 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

You can use this surge in countless creative ways, and it’s up to you and your GM to decide how to resolve each situation. For example, you might infuse the ground under your opponent’s feet, causing them to sink them into the earth and become Slowed by the quagmire. Or you might soften a portion of a stone wall, collapsing it atop them. You might even smear soft stone over a weapon they’re holding, giving it the Heavy trait with a value equal to your ranks in Cohesion.

Escaping Solid Stone

When a Cohesion infusion runs out, the stone returns to its previously rigid state. When this happens, any character or object at least partially within it becomes Immobilized; if enough of their body is encased, they might also become Restrained. To free such a character or object, the trapped character or another character within reach must Use a Skill, making an Athletics test opposed by your Cohesion. If they succeed, they slip out. Otherwise, they must be dug out, which can take 10 minutes or much longer, depending on the situation.

Transportation

The surge of Transportation allows you to transition yourself and others between the different realms. However, mastering it takes great skill, and at first, you’ll only be able to peer into the Cognitive realm (also known as Shadesmar).

Adventurer's Talents

The adventurer’s talents are listed in alphabetical order:

Barbarian

You’ve learned to fight with primal ferocity. As a Bonus Action while you aren’t wearing Heavy armor, you can enter a rampage for 1 minute. During this time, you have Resistance to Bludgeoning, Piercing, and Slashing damage, and you can’t maintain Concentration. Your rampage ends early if you use a Bonus Action or have the Incapacitated condition.

Once you use this talent, you can’t use it again until you finish a Long Rest.

Cleric

You’ve gained the ability to channel divine energy directly from the gods, emboldening allies and sanctifying their attacks. As a Bonus Action, choose a creature within 30 feet of you. For 10 minutes, the target gains Temporary Hit Points equal to half your Bard level plus your Charisma modifier. While a creature has Temporary Hit Points granted by this talent, it can choose to lose all remaining Temporary Hit Points when it hits a creature with an attack made with a weapon or Unarmed Strike, dealing extra Radiant damage equal to the number of Temporary Hit Points lost.

Once you use this talent, you can’t use it again until you finish a Short or Long Rest.

Druid

You can cast the Polymorph spell without expending a spell slot. When you cast the Polymorph spell with this talent, you can target yourself only and the maximum Challenge Rating of the Beast you can transform into equals half your Bard level.

Once you cast the spell using this talent, you can’t do so again until you finish a Long Rest.

Fighter

You gain proficiency with Martial weapons and training with Shields. In addition, you gain a Fighting Style feat of your choice.

Monk

While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes, and you can roll 1d6 in place of the normal damage of your Unarmed Strike. In addition, after you cast a spell that has a casting time of an action or take the Attack action, you can make one attack with an Unarmed Strike as a Bonus Action.

Paladin

Once per turn, when you hit a creature with a melee attack using a weapon or Unarmed Strike, you can expend a spell slot to deal an extra 1d6 Radiant damage to the target, plus another 1d6 per level of the spell slot.

The damage increases by 1d6 if the target is a Fiend or an Undead.

Once you use this talent, you must finish a Short or Long Rest before you can use it again.

Ranger

You always have the Hunter’s Mark spell prepared. You can cast this spell at level 5 without expending a spell slot.

Once you cast the spell using this talent, you can’t do so again until you finish a Long Rest.

Rogue

You’ve adopted the quick thinking of heroes who have outsmarted their foes. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

Sorcerer

Choose one of the following Metamagic Options available to the Sorcerer class: Careful Spell, Distant Spell, Empowered Spell, Extended Spell, Seeking Spell, Subtle Spell, or Transmuted Spell. When you cast a Bard spell, you can apply that Metamagic Option as if you had paid its Sorcery Point cost.

Once you use this talent, you can’t use it again until you finish a Short or Long Rest.

Warlock

You learn one Eldritch Invocation of your choice. If an invocation has a level requirement, use your Bard level. When you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation for which you qualify.

Wizard

You prepare any two spells from the Wizard spell list that are of a level you can cast. These count as Bard spells for you but do not count against your number of Prepared Spells. When you gain a level in this class, you can choose one of the Wizard spells you have prepared and replace it with another spell from the Wizard spell list of a level you can cast.

The Second and Third Ideal

Level 7: The second Ideal

 

“I will seek freedom for those in bondage.”

 

You seek to deepen your Nahel bond with your lightspren by speaking the Second and Third Ideal. After your Ideal is accepted, 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

The Second Ideal obligates you to recognize oppression in all its forms and help those suffering it how you can. For example, most human cultures have engaged in slavery, (especially the chattel slavery of singers), and many cultures press criminals or those with debts into indentured servitude. Beyond this, many forms of systemic oppression exist, from Vorinism’s caste system and rigid gender roles to the destitution and poverty throughout most nations. These injustices reduce people’s freedom to express themselves and walk the life paths they want.

As you work toward milestones to “Speak the Second Ideal,” consider the following guidance:

  • Free people from literal captivity.
  • Give people the tools or training to make their own way.
  • Help a companion feel the freedom and safety to express their true identity.

Level 11: The Third Ideal

 

“I will fight oppression…”

 

For the Third Ideal you can summon your spren as a Radiant Shardblade. When you finish a Long Rest, you can choose one adventurer’s talent you know and replace it with one you don’t.

Each Willshaper finishes this oath in their own way. For one, it could end “… even if that oppression comes from within.” For another, it may be “… even against the tyranny of the leaders I serve.” Your Third Ideal depends on your journey and the challenges you face, especially related to seeking freedom for yourself and others despite your flaws, biases, and obstacles. This Ideal requires you to expand your search for oppression beyond the individual to identify its sources.

As you work toward milestones to “Speak the Third Ideal,” consider the following guidance:

  • Think back on the people you helped as part of earning the Second Ideal, as well as the forms of personal or cultural oppression you’ve witnessed or experienced. What root cause prevented freedom or self-expression in those cases?
  • Ponder whether you’ve been complicit, intentionally or not, with any forms of oppression. Are you associated with the root cause? Have you held yourself or others to the oppressor’s standards?
  • Choose a form of oppression from your list—ideally one you learned you were complicit in—and work to end it. You might seek to change laws, start a cultural moment, or help someone with similar goals who’s in a better position to achieve the change. You must either succeed, or in your pursuit instead create other widespread freedoms that satisfy your lightspren partner.

Fourth Ideal

Level 15: The Fourth Ideal

Liberating people and giving them options to pursue what they want in life is an exhilarating and fulfilling endeavor. It can be easy to center such actions on yourself, attaining that high and moving on to the next. The Fourth Ideal’s specific words are individualized for each Willshaper, but it requires you to instead focus on the people you’re helping: have you made a lasting difference in their lives? Are those people truly free, or did they gain but a glimpse before again succumbing to the clutches of oppression? To stay free, people need the ability to maintain their own` freedom.

  • Consult the list of people you freed while working toward the Second Ideal, along with people you helped while working toward the Third. Find out where they are now and check in with them: are they still living in freedom, or are they again suffering oppression? Either way, ask what they want or need to live happily as their truest selves. Do your best to help them gain this.

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 joyspren as Radiant Shardplate

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