Firalas
2016-06-27, 08:37 AM
BEFORE READING THIS THREAD BE AWARE IT CONTAINS SPOILERS PERTAINING TO THE STORMLIGHT ARCHIVE BY BRANDON SANDERSON
If you haven't read these books... do it... NOW!
I've been busy reading the second book and decided a Surgebinder class could be an awesome concept for my next DnD adventure. I'm relatively new to Homebrewing, but thought I'd set myself the task of creating the class, and having you lovely people help me with any issues concerning balance or any thoughts and improvements. So far I've created the Base class, the Surgebinder, and I'm currently working on two Archetypes which you'll pick up at third level; Windrunner (Szeth and Kaladin) and Lightweaver (Shallan). Soooo here's what I've got so far. I'm yet to whip up statistics for Spren and Shardblades, but it'll be similar to a Hawk and a Longsword (with the finesse property). Eventually I'll add the fluff, but if you don't know what a Surgebinder is... you probably SHOULDN'T BE READING THIS!
So... the class is as follows...
Surgebinder
Hit Die: 1d10
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per Surebinder level after 1sy
Armor: Light Armor, Medium Armor, Heavy Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Jeweller's Tools
Saving Throws: Constitution, Intelligence
The Nahel bond is a symbiotic relationship between an individual and spren, through which the individual gains Surgebinding powers and the spren gains sapience in the Physical Realm. The spren choose the people they bond with according to the actions and personalities of those people. There are ten types of spren that bond with humans—each granting access to two of the ten Surges, with overlap between them—and each of these types are attracted to different attributes in their bondmates.
Once the bond is established, the spren is pulled into the Physical Realm, although they retain very little of their intelligence and memories until the bond grows stronger. The strengthening of the bond is accomplished by the Surgebinder continuing to act in line with the attributes that attracted the spren in the first place, and swearing oaths that are related to those attributes once they are ready. As the bond grows stronger, the spren regain their sapience.
At 1st level, the spren's nature is uncertain. It appears to the Surgebinder as a floating mote of light and can, of it's own will, manifest into ethereal versions of inanimate objects (for example a leaf, or a drop of water). The spren is considered invisible to any creature other than it's bondmate unless it chooses to reveal itself.
During combat, the spren takes it's turn on your initiative, though it doesn't take actions unless you command it to . On your turn, you can command the spren where to move (no action required by you). You can use a bonus action to command it to take the Dash, Disengage, Dodge, or Help action. If you are incapacitated, the spren will do it's best to protect you, but otherwise take no actions.
If the spren is reduced to 0 hitpoints, it does not die, but instead renders itself invisible to everyone but it's bondmate, and returns to your side where it can take no actions until you complete a short or long rest.
You can communicate telepathically with your spren up to a range of 120 feet.
The bond between you and your spren has grown stronger giving you access to Stormlight. Surgebinding requires constant Stormlight as a fuel source, which the Surgebinder can draw by breathing in. While it is possible to draw the Stormlight from any source infused with it, including directly from storms themselves the common practice is to use gemstones that have already been infused by storms.
Beginning at 2nd level, as a bonus action, you can breathe in Stormlight from an infused gemstone. Once infused, the Surgebinder gains a well of Stormlight equal to their Surgebinder level times their constitution modifier (minimum of 5, maximum of 100). Stormlight becomes a fuel for Surgebinding. Stormlight also increases the physical capabilities of the Surgebinder's body far beyond regular human levels.
Until the Surebinder runs out of Stormlight their Strength and Dexterity scores increase by 2 (to a maximum of 22), and damage taken as a result of falling is decreased by half (rounded down). In additon the Surgebinder gains an additional 10 feet of movement.
Physical bodies are imperfect containers for the Stormlight, so the Stormlight leaves the Surgebinder's body over time, giving him a glowing effect with luminescent white vapor. Breathing out accelerates this leaving, but Stormlight substitutes for oxygen so the Surgebinder does not need to breathe. Whilst infused, you expend 1 point of Stormlight at the end of each of your turns. If you breathe at any point whilst infused (talking, becoming winded etc.) the amount expended at the end of your next turn increases to 2.
When you run out of Stormlight, your body ceases to be infused. Any ongoing effect granted by Stormlight stops immediately.
At 2nd level, when infused the Surgebinder can use Stormlight to heal their physical self. As an action, a Surgebinder can expend a limited number of Stormlight points (up to a maximum of 20). For every 2 points spent the Surgebinder gains 1d6 hitpoints.
This healing is based upon the Stormblessed of the Surgebinder, as such if a soldier sees the scars on his body, for example, as a part of his self, Stormlight does not heal those scars.
Starting at 3rd level, whenever you receive lightning or thunder damage, you still take full damage, however some of the magic is infused into your body. As a result you receive additional Stormlight points equal to the damage of the spell to your maximum capacity (as per the Stormlight feature). If you weren't infused when you receive the damage, you are now considered infused (this does not count towards your total infusions).
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Beginning at 7th level, the bond between Surgebinder and spren has become so strong that the spren can now take the form of a sword, known as a Shardblade. As a bonus action, the spren can become mist and coalesce into the Surgebinder's hand. You must have a free hand for the Blade to form. The Shardblade possesses a number of special abilities;
* When used to attack an inanimate object, such as a tree or boulder, the damage dice for the roll is tripled and leaves a clean straight cut when it slices through such material.
* If the Shardblade is used to attack living flesh, it does not cut through the flesh but travels through the creatures body and damages the creatures spirit instead.
* When used against another creature, the Surgebinder can choose to expend a number of Stormlight points (as detailed at the end of this section) to attack a certain body parts and potentially severe the creatures spirit at the point.
The Shardblade appears as a large longsword, often with ornamentation down it's edge that correlates with the spren used in it's creation. When the Blade is dropped, it disappears unless it is willed to stay; this is a protection from the Blade being taken by the enemy during battle.
The Shardblade can return to it's spren form at no cost.
At 6th level, the Shardblade is considered a +1 magic weapon. It increases to +2 at level 11, and to +3 at level 16.
The weapon statistics for the Shardblade are found at the end of the chapter.
Severing Strikes:
Severe Leg/Wing: When you hit a creature with a weapon attack using your Shardblade, you can expend 5 Stormlight points to attempt to severe the creatures spirit at it's leg or wing. The creature makes a constitution saving throw. On a failed save the creatures leg is rendered paralyzed and it's speed is reduced by half (if the creatures wing is targeted the creature cannot fly, and immediately falls). At the end of the creatures next turn it can make a constitution saving throw in an attempt to regain use of one of it's affected limb. In addition, if all of the creatures legs are severed it's movement speed is reduced to 0 and the creature is knocked prone.
Severe Arm: When you hit a creature with a weapon attack using your Shardblade, you can expend 8 Stormlight points to attempt to severe the creatures spirit at it's arm. The creature makes a constitution saving throw. On a failed save the creatures arm is rendered paralyzed. If the creature was holding something in the targeted in the hand of the targeted arm, it drops the object. If the creature was wielding a two-handed weapon, until the creature regains use of the affected arm, it makes attack rolls with disadvantage. At the end of the creatures next turn it can make a constitution saving throw in an attempt to regain use of one of it's affected limb.
Severe Spine: When you hit a creature with a weapon attack using your Shardblade, you can expend 10 Stormlight points to attempt to severe the creatures spirit at it's spine. The creature makes a constitution saving throw. On a failed save the creature takes an additional 1d10 necrotic damage. At higher level: for every additional 10 Stormlight you expend on top of the initial 10 the damage increases by 1d10 (to a maximum of 10d10).
Saving Throws: Severing strikes require your target to make a saving throw to resist the severing strikes effect. The saving throw DC is calculated as follows:
8 + your proficiency modifier + your Constitution modifier.
Starting at 10th level, the well of Stormlight ignited in the Surgebinder has become more powerful. When you become infused the glow of leaking Stormlight is stronger, you now emit bright light in a 10 foot radius. In addition, your Stormblessed now extends to those around you. As an action, you can now expend Stormlight (as per your Stormblessed feature) to heal one target within 10 feet of you.
From 15th level, the bond between you and your spren has become almost unbreakable and your control of Stormlight has been pushed to previously unreachable heights. You can now use the Stormblessed feature as a bonus action. In addition, you can pick up to three targets to heal (including yourself) without spending any additional Stormlight points.
Additionally, you can now cast the greater restoration spell at the cost of 30 Stormlight points.
At 20th level, you learn a ritual to create the mythic Shardplate. Choose any set of armor (the armor can be magical, but not cursed), you spend 3 uninterrupted days working closely with your spren to convert the armor to Shardplate at the cost of 10 infused gemstones. The armor takes on a mythical appearance and gains a number of features. Firstly the armor becomes a +3 magic item (this is in addition to any magical effects already possessing the armor, but does not stack with +1, +2, or +3 magic armor). Secondly the armor has 50 hitpoints and matches your AC. The armor has resistance to bludgeoning, piercing and slashing damage. Any attack directed against you, instead hit's the armor. If an attack reduces the armor to 0 hitpoints, the remaining damage is carried over to your hitpoints. At 0 hitpoints the armor still grants it's AC and magic bonuses but no longer protects your hitpoints and loses it's resistance to bludgeoning, piercing and slashing damage. The armor can be repaired during a short or long rest at the cost of 1 infused gemstone for every 10 hitpoints lost.
You can only have one set of Shardplate at any given time, and the Shardplate can only be worn by a Surgebinder. If you attempt to create a second set of Shardplate, the first set is nullified.
Below are the values and statistics of certain items and creatures related to the class.
Only gemstones cut in a specific manner can be infused with Stormlight. Once infused the gem emits a faint light. If an infused gem is used as fuel for Stormlight it grows dull and cannot be used again unless it is infused once more. The value of a dull gemstone is half.
You can cut your own gemstones using the appropriate gem and the Jeweller's Tools. However the cut gemstone must be infused before it can be used as fuel. To infuse a gemstone it must be exposed to a storm for at least 1 hour, or receive lightning or thunder damage. In either case the gem is charged to it's maximum capacity.
4gp - Diamond - 20 Stormlight
10gp - Garnet - 40 Stormlight
18gp - Ruby - 60 Stormlight
28gp - Sapphire - 80 Stormlight
40gp - Emerald - Max Stormlight
Spren
Tiny fey, lawful good
Armor Class 13
Hit Points 4 (2d4)
Speed fly 40ft
STR 3 (-4)
DEX 16 (+3)
CON 7 (-2)
INT 17 (+5)
WIS 12 (+1)
CHA 14 (+2)
Skills Preception +3, Stealth +5
Senses darkvision, passive Perception 13
Languages Common, Telepathy (with Bondmate)
Challenge 1
Invisibility. The spren is magically invisible except to it's bond mate. As a bonus action, the spren may reveal itself to one, or many creatures as it chooses.
Light. When the spren is visible, it emits a faint light in a 5 foot radius.
Shardblade
Shardblade | 1d8 slashing | 3lb | Versatile (1d10), Finesse
If you haven't read these books... do it... NOW!
I've been busy reading the second book and decided a Surgebinder class could be an awesome concept for my next DnD adventure. I'm relatively new to Homebrewing, but thought I'd set myself the task of creating the class, and having you lovely people help me with any issues concerning balance or any thoughts and improvements. So far I've created the Base class, the Surgebinder, and I'm currently working on two Archetypes which you'll pick up at third level; Windrunner (Szeth and Kaladin) and Lightweaver (Shallan). Soooo here's what I've got so far. I'm yet to whip up statistics for Spren and Shardblades, but it'll be similar to a Hawk and a Longsword (with the finesse property). Eventually I'll add the fluff, but if you don't know what a Surgebinder is... you probably SHOULDN'T BE READING THIS!
So... the class is as follows...
Surgebinder
Hit Die: 1d10
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per Surebinder level after 1sy
Armor: Light Armor, Medium Armor, Heavy Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Jeweller's Tools
Saving Throws: Constitution, Intelligence
The Nahel bond is a symbiotic relationship between an individual and spren, through which the individual gains Surgebinding powers and the spren gains sapience in the Physical Realm. The spren choose the people they bond with according to the actions and personalities of those people. There are ten types of spren that bond with humans—each granting access to two of the ten Surges, with overlap between them—and each of these types are attracted to different attributes in their bondmates.
Once the bond is established, the spren is pulled into the Physical Realm, although they retain very little of their intelligence and memories until the bond grows stronger. The strengthening of the bond is accomplished by the Surgebinder continuing to act in line with the attributes that attracted the spren in the first place, and swearing oaths that are related to those attributes once they are ready. As the bond grows stronger, the spren regain their sapience.
At 1st level, the spren's nature is uncertain. It appears to the Surgebinder as a floating mote of light and can, of it's own will, manifest into ethereal versions of inanimate objects (for example a leaf, or a drop of water). The spren is considered invisible to any creature other than it's bondmate unless it chooses to reveal itself.
During combat, the spren takes it's turn on your initiative, though it doesn't take actions unless you command it to . On your turn, you can command the spren where to move (no action required by you). You can use a bonus action to command it to take the Dash, Disengage, Dodge, or Help action. If you are incapacitated, the spren will do it's best to protect you, but otherwise take no actions.
If the spren is reduced to 0 hitpoints, it does not die, but instead renders itself invisible to everyone but it's bondmate, and returns to your side where it can take no actions until you complete a short or long rest.
You can communicate telepathically with your spren up to a range of 120 feet.
The bond between you and your spren has grown stronger giving you access to Stormlight. Surgebinding requires constant Stormlight as a fuel source, which the Surgebinder can draw by breathing in. While it is possible to draw the Stormlight from any source infused with it, including directly from storms themselves the common practice is to use gemstones that have already been infused by storms.
Beginning at 2nd level, as a bonus action, you can breathe in Stormlight from an infused gemstone. Once infused, the Surgebinder gains a well of Stormlight equal to their Surgebinder level times their constitution modifier (minimum of 5, maximum of 100). Stormlight becomes a fuel for Surgebinding. Stormlight also increases the physical capabilities of the Surgebinder's body far beyond regular human levels.
Until the Surebinder runs out of Stormlight their Strength and Dexterity scores increase by 2 (to a maximum of 22), and damage taken as a result of falling is decreased by half (rounded down). In additon the Surgebinder gains an additional 10 feet of movement.
Physical bodies are imperfect containers for the Stormlight, so the Stormlight leaves the Surgebinder's body over time, giving him a glowing effect with luminescent white vapor. Breathing out accelerates this leaving, but Stormlight substitutes for oxygen so the Surgebinder does not need to breathe. Whilst infused, you expend 1 point of Stormlight at the end of each of your turns. If you breathe at any point whilst infused (talking, becoming winded etc.) the amount expended at the end of your next turn increases to 2.
When you run out of Stormlight, your body ceases to be infused. Any ongoing effect granted by Stormlight stops immediately.
At 2nd level, when infused the Surgebinder can use Stormlight to heal their physical self. As an action, a Surgebinder can expend a limited number of Stormlight points (up to a maximum of 20). For every 2 points spent the Surgebinder gains 1d6 hitpoints.
This healing is based upon the Stormblessed of the Surgebinder, as such if a soldier sees the scars on his body, for example, as a part of his self, Stormlight does not heal those scars.
Starting at 3rd level, whenever you receive lightning or thunder damage, you still take full damage, however some of the magic is infused into your body. As a result you receive additional Stormlight points equal to the damage of the spell to your maximum capacity (as per the Stormlight feature). If you weren't infused when you receive the damage, you are now considered infused (this does not count towards your total infusions).
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Beginning at 7th level, the bond between Surgebinder and spren has become so strong that the spren can now take the form of a sword, known as a Shardblade. As a bonus action, the spren can become mist and coalesce into the Surgebinder's hand. You must have a free hand for the Blade to form. The Shardblade possesses a number of special abilities;
* When used to attack an inanimate object, such as a tree or boulder, the damage dice for the roll is tripled and leaves a clean straight cut when it slices through such material.
* If the Shardblade is used to attack living flesh, it does not cut through the flesh but travels through the creatures body and damages the creatures spirit instead.
* When used against another creature, the Surgebinder can choose to expend a number of Stormlight points (as detailed at the end of this section) to attack a certain body parts and potentially severe the creatures spirit at the point.
The Shardblade appears as a large longsword, often with ornamentation down it's edge that correlates with the spren used in it's creation. When the Blade is dropped, it disappears unless it is willed to stay; this is a protection from the Blade being taken by the enemy during battle.
The Shardblade can return to it's spren form at no cost.
At 6th level, the Shardblade is considered a +1 magic weapon. It increases to +2 at level 11, and to +3 at level 16.
The weapon statistics for the Shardblade are found at the end of the chapter.
Severing Strikes:
Severe Leg/Wing: When you hit a creature with a weapon attack using your Shardblade, you can expend 5 Stormlight points to attempt to severe the creatures spirit at it's leg or wing. The creature makes a constitution saving throw. On a failed save the creatures leg is rendered paralyzed and it's speed is reduced by half (if the creatures wing is targeted the creature cannot fly, and immediately falls). At the end of the creatures next turn it can make a constitution saving throw in an attempt to regain use of one of it's affected limb. In addition, if all of the creatures legs are severed it's movement speed is reduced to 0 and the creature is knocked prone.
Severe Arm: When you hit a creature with a weapon attack using your Shardblade, you can expend 8 Stormlight points to attempt to severe the creatures spirit at it's arm. The creature makes a constitution saving throw. On a failed save the creatures arm is rendered paralyzed. If the creature was holding something in the targeted in the hand of the targeted arm, it drops the object. If the creature was wielding a two-handed weapon, until the creature regains use of the affected arm, it makes attack rolls with disadvantage. At the end of the creatures next turn it can make a constitution saving throw in an attempt to regain use of one of it's affected limb.
Severe Spine: When you hit a creature with a weapon attack using your Shardblade, you can expend 10 Stormlight points to attempt to severe the creatures spirit at it's spine. The creature makes a constitution saving throw. On a failed save the creature takes an additional 1d10 necrotic damage. At higher level: for every additional 10 Stormlight you expend on top of the initial 10 the damage increases by 1d10 (to a maximum of 10d10).
Saving Throws: Severing strikes require your target to make a saving throw to resist the severing strikes effect. The saving throw DC is calculated as follows:
8 + your proficiency modifier + your Constitution modifier.
Starting at 10th level, the well of Stormlight ignited in the Surgebinder has become more powerful. When you become infused the glow of leaking Stormlight is stronger, you now emit bright light in a 10 foot radius. In addition, your Stormblessed now extends to those around you. As an action, you can now expend Stormlight (as per your Stormblessed feature) to heal one target within 10 feet of you.
From 15th level, the bond between you and your spren has become almost unbreakable and your control of Stormlight has been pushed to previously unreachable heights. You can now use the Stormblessed feature as a bonus action. In addition, you can pick up to three targets to heal (including yourself) without spending any additional Stormlight points.
Additionally, you can now cast the greater restoration spell at the cost of 30 Stormlight points.
At 20th level, you learn a ritual to create the mythic Shardplate. Choose any set of armor (the armor can be magical, but not cursed), you spend 3 uninterrupted days working closely with your spren to convert the armor to Shardplate at the cost of 10 infused gemstones. The armor takes on a mythical appearance and gains a number of features. Firstly the armor becomes a +3 magic item (this is in addition to any magical effects already possessing the armor, but does not stack with +1, +2, or +3 magic armor). Secondly the armor has 50 hitpoints and matches your AC. The armor has resistance to bludgeoning, piercing and slashing damage. Any attack directed against you, instead hit's the armor. If an attack reduces the armor to 0 hitpoints, the remaining damage is carried over to your hitpoints. At 0 hitpoints the armor still grants it's AC and magic bonuses but no longer protects your hitpoints and loses it's resistance to bludgeoning, piercing and slashing damage. The armor can be repaired during a short or long rest at the cost of 1 infused gemstone for every 10 hitpoints lost.
You can only have one set of Shardplate at any given time, and the Shardplate can only be worn by a Surgebinder. If you attempt to create a second set of Shardplate, the first set is nullified.
Below are the values and statistics of certain items and creatures related to the class.
Only gemstones cut in a specific manner can be infused with Stormlight. Once infused the gem emits a faint light. If an infused gem is used as fuel for Stormlight it grows dull and cannot be used again unless it is infused once more. The value of a dull gemstone is half.
You can cut your own gemstones using the appropriate gem and the Jeweller's Tools. However the cut gemstone must be infused before it can be used as fuel. To infuse a gemstone it must be exposed to a storm for at least 1 hour, or receive lightning or thunder damage. In either case the gem is charged to it's maximum capacity.
4gp - Diamond - 20 Stormlight
10gp - Garnet - 40 Stormlight
18gp - Ruby - 60 Stormlight
28gp - Sapphire - 80 Stormlight
40gp - Emerald - Max Stormlight
Spren
Tiny fey, lawful good
Armor Class 13
Hit Points 4 (2d4)
Speed fly 40ft
STR 3 (-4)
DEX 16 (+3)
CON 7 (-2)
INT 17 (+5)
WIS 12 (+1)
CHA 14 (+2)
Skills Preception +3, Stealth +5
Senses darkvision, passive Perception 13
Languages Common, Telepathy (with Bondmate)
Challenge 1
Invisibility. The spren is magically invisible except to it's bond mate. As a bonus action, the spren may reveal itself to one, or many creatures as it chooses.
Light. When the spren is visible, it emits a faint light in a 5 foot radius.
Shardblade
Shardblade | 1d8 slashing | 3lb | Versatile (1d10), Finesse