The Knight Radiant
T The Knight Radiant he Radiants were emotionally broken people. People who had been broken, but then instead of lying down and giving up, they stood straight, shouldered the weights, and found they could continue Orders of the Knights Radiant The Radiants were divided into ten orders, each of which directly corresponds with one of the Heralds. Each order had two Surges associated with it, and each Surge was used by two different orders. The Knights Radiant used Shardblades and Shardplate, which were etched with glyphs and glowed a different color according to the order of which they were a member. Each Radiant was bonded to a spren, and that spren determined the powers and order to which the Radiant belonged. "You want too much of me," he snapped at her as he reached the other side of the chasm. "I’m not some glorious knight of ancient days. I’m a broken man. Do you hear me, Syl? I’m broken."She zipped up to him and whispered, "That’s what they all were, silly." The Knights Radiant, commonly known as Radiants, were a military organization of ten consecrated orders, centered at Urithiru on Roshar. Commonly believed to have betrayed mankind on the Day of Recreance, they are now referred to as the Lost Radiants ... traitors. Yet, the orders were once one. Not without problems or strife, but focused. Their symbol was a golden hourglass shape of eight spheres connected with two at the center. This shape was also sometimes referred to as the Double Eye of the Almighty in Vorinism. Class Features As a Knight Radiant, you gain the following class features Hit Points Hit Dice: 1d10 per Knight Radiant level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 7) + your Constitution modifier per Knight Radiant level after 1st Proficiencies Armor: Light, Medium, Heavy, Shields Weapons: Simple weapons, Martial Weapons. Tools: None Skills: Choose two from Acrobatics, Athletics, Survival, History, Nature, Insight, Medicine, Perception, Stealth Soldier Backround Skill Proficiencies: Athletics, Intimidation Tool Proficiencies: One type of gaming set, vehicles (land) Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 g Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) A simple weapon and a shield or (b) A martial weapon (a) Five Javelins or (b) Crossbow and 20 bolts 2
Orders Order of Windrunners DEX STR Windrunners bond with honorspren, which gives them the ability to use the Surges of Adhesion and Gravitation. Order of Skybreakers DEX CHA Skybreakers bond with highspren, which gives them the ability to use the Surges of Gravitation and Division. Order of Dustbringers CHA STR Dustbringers bond with ashspren, which gives them the ability to use the Surges of Division and Abrasion. Order of Edgedancers DEX WIS Edgedancers bond with cultivation spren, which gives them the ability to use the Surges of Abrasion and Progression. Order of Truthwatchers WIS INT Truthwatchers bond with mistspren, gaining the ability to use the Surges of Progression and Illumination. Order of Lightweavers INT Lightweavers bond with Cryptics, or liespren, which gives them the ability to use the Surges of Illumination and Transformation. Order of Elsecallers INT WIS Elsecallers bond with inkspren, which gives them the ability to use the Surges of Transformation and Transportation. Order of Willshapers WIS CHA Willshapers bond with lightspren, also known as Reachers, which gives them the ability to use the Surges of Transportation and Cohesion. Order of Stonewards CHA STR Stonewards bond with peakspren, gaining the ability to use the Surges of Cohesion and Tension. Order of Bondsmiths STR DEX Bondsmiths bond with three unique spren including the Stormspren, which gives them the ability to use the Surges of Tension and Adhesion. 3
The Knight Radiant Level Proficiency Bonus Features Stormlight Held 1st +2 Spren Bonding 0 2nd +2 Gem infusion, Stormlight 4 3rd +2 First Ideal, Martial Weapons Prof 6 4th +2 Surgebinding I 6 5th +3 Rythm of War 6 6th +3 Second Ideal, Shardblade 8 7th +3 Surgebinding II 8 8th +3 Spren Bonding II 10 9th +4 Rythm of War 10 10th +4 3rd Ideal, Shard Plate 14 11th +4 Surgebinding III 14 12th +4 Spren Bonding III 16 13th +5 Rythm of War II 16 14th +5 ─ 16 15th +5 4th Ideal 18 16th +5 Surgebinding IV 18 17th +6 Spren Bonding IV 20 18th +6 20 19th +6 20 20th +6 Fifth Ideal 30 Spren Bonding - Spren are creatures of nature, seen all over Roshar. They tend to be ignored and unseen.They take different shapes and forms, appearing around certain events, ideas, or abnormalities. Bond with you orders spren at levels 1, 8, 11,and 17. Gain a stat improvement basd off the Spren, single stats gain +2 per bond level while others gain +1 of each. Honorspren DEX Gain advantage on all DEX and STR saving throws. Highspren DEX CHA Gain advantage on all DEX and CHA saving throws. Ashspren CHA STR Gain advantage on all CHA and STR saving throws. Cultivationspren STR WIS Gain advantage on all STR and WIS saving throws. Mistspren WIS INT Gain advantage on all WIS and INT saving throws. Liespren INT Gain advantage on all INT and WIS saving throws. Inkspren INT WIS Gain advantage on all INT and WIS saving throws. Lightspren WIS CHA Gain advantage on all WIS and CHA saving throws. Peakspren CHA STR Gain advantage on all CHA and STR saving throws. Stormspren STR DEX Gain advantage on all STR and DEX saving throws. Stormlight Being detached from Roshar normally spells disaster for a Knight Radiant, luckily your spren still has its connection to Shadesmar and can feed you stormlight through interplanar means. Long Rest: (All) Short Rest: (Proficiency bonus) Quartz 10gp (5 Stormlight) Sapphire 100 (10 Stormlight) Ruby 500 (20 Stormlight) Emerald 1000 (30 Stormlight) Dia4
Ideals At level 3, you speak the first Ideal of all Knight Radiants, bolstering your presence on the battlefield and giving off a faint glow of your choosing. Each rank increase the amount of Stormlight you can hold at one time before needing to draw more from infused gems. Life Before Death, strength before weakness, journey before destination. After that, the ideals vary between orders. You speak your next ideals at levels 6,10,15, and your fifth and last ideal at level 20. Martial Training Beginning at level 3, you gain proficiency with Martial Weapons. Surge Binding Gain access to the first level of power in your surges. You gain the higher powers to your surges with the 2nd, 3rd, and 4th ideals. Shardblade At level 6 your bond with a spren has come to the point where you may ask them to take the form of a weapon for you. The act of making this weapon is a ritual that takes 24 hours. After youve spend the requisite time you and your spren create a weapon that can be summoned in 10 heart beats. Summoning the weapon in combat takes a whole action. While holding this bonded weapon all attemps to disarm the Knight Radiant have diadvantage. Rythm of War Starting at level 9, If you land an Action Attack or Spell you can use your Bonus action to follow through with a Melee attack with disadvantage. At level 13 the attack roll becomes normal. Shardplate At level 10 the bond with your spren increases to the point where they are comfortable bonding armor for you. You two decide if the armor is light, medium, or heavy. Shardplate can be (WIP) The Fifth ideal At level 20 you speak the fifth and last ideal for your order. 5
Surges Progression Surge WIS Action. 2/3/4/5SL. Range:Touch. 1 target. 2/3/4/5/D8 + Wis Mod Healing. Bonus Action. 2SL, gain (1/2/3/4d6 + WISMOD) Temporary hp Reaction. 1SL. Buffer yourself from incoming damage by giving yourself 1/2/3/4d8 temporary HP untill the start of your next turn. Illumination Surge INT Action.3SL.Touch. Create a glowing clone of yourself that will stay in place and attract attention for 1 minute. Targets within 60 ft must make and INT saving throw or spend all their movement moving toward it. First enemy to touch the clone makes it dissapear. Bonus. 2SL. Touch. Taget must make an INT saving throw or be Blinded for 2/3/4/5 rounds. Reaction. 1/2/3/4SL.The Knight Radiant adds 5 to its AC against 1/2/3/4 melee attack(s) that would hit it untill the start of its next turn. Gravitation Surge DEX Action. 1-4SL – Range 5/10/30/60ft. Increases targets speed by 5/10/15/20 and increases jump height by 5 for each lashing cast. At 4 lashing you can fly at your movement. You can also decrease speede by the same abount and at 4 lashing the target is forced to make a DEX save or be stuck in place for 2/3/4/5 rounds. Bonus. 2SL. Touch. Target gains 1/2/3/4d6 extra damage on their next melee attack. Reaction. 1SL All attacks against caster have disadvantage untill the start of your next turn. Adhesion Surge STR Action. 3SL. Lash objects together. Target must make a STR saving throw or by lashed to a surface. Can be broken with a DC 15/20/25/30 DEX check. Bonus. 2SL. Halves target speed for each lashing cast on it. last 1 minute. Reaction. 1SL Catch the enemies weapon if they attack you in melee and take no damage. Make a DEX saving throw or be hit by the attack. Cohesion Surge CON Action. 3SL. - Turn 1/2/3/4 5foot cubes of material into liquid, causing anyone to traveling through it to spend double movement on the ground. Lasts 5 minutes or until re solidified with a bonus action. Anyone stuck inside when this efect ends is pushed out to the closest exit. Bonus Action. 2SL Touch. Gain +10 to hit for 1 minute. Reaction. 1SL Touch. Target must make a CHA save or have halved movement for this turn. Tension Surge STR Action. 3SL. target must make STR saving throw or be disarmed for 2/3/4/5 rounds. Bonus.2SL Stiffen the material of a weapon or shield, Granting +2/3/4/5 to Atk and DMG rolls. Or add +2/3/4/5 AC for 1 minute. Reaction.1SL Vibrations cuase any melee damage take to reflect 1/2/3/4d6 radiant damage Division Surge CHA Action. 3SL.– Disintegrate a 5x5 foot cube of any nonliving material within 5ft of you. If it is living, target must make a CHA save or take 1/2/3/4d6 Radiant damage. Bonus. 2SL. Add 1d6 Radiant damage to attacks for 10 minutes. Reaction. 1SL. Targets within 60 feet who have cast a spell on you must make a CHA saving throw or take 2d6 Fire damage. Abrasion Surge DEX Action. 3SL. Move forward up to 15 ft in one direction, attacking anyone you move through for weapon damage. Bonus. 2SL. You wick the friction off your entire body for 1 minute, doubling your base movement speed. While you are slicked you can not be hit with opportunity attacks when moving through the battlefield. Reaction. 1SL. Escape from any grapple or restrain. Transformation Surge INT Action. 3SL.– Transmute a 5x5 foot cube or one object from one of the 10 essences to another. Air,Smoke,Fire, Glass,Wood, Blood, Oil,Metal,Stone,Meat. If the target is alive it make a INT saving throw or take 1/2/3/4d6 Radiant damage Bonus. 2SL. Target adds 1/2/3/4d6 Radiant damage on melee attacks and spells for 10 minutes. Reaction. 1SL. Quickly summon a wall from the ground that can take 2/3/4/5d6 damage before breaking. Transportation Surge WIS Action. SL Teleport anywhere within 10/20/30/60 feet. Bonus. 2SL +2/3/4/5 AC for 2/3/4/5 Minutes. Reaction. 1SL +1/3/5/7AC till end of next turn.