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Iron Oath Studio - Dev
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Iron Oath Studio - Dev
Spy
Investigator
Thief
Diplomat
Faithful
Mentor
Archer
Assassin
Tracker
Champion
Officer
Politico
Artifabrian
Strategist
Surgeon
Duelist
Shardbearer
Soldier
Singer
Dustbringer
Edgedancer
Elsecaller
Lightweaver
Skybreaker
Stoneward
Truthwatcher
Truthwatcher (Enlightened)
Willshaper
Windrunner
Abrasion
Adhesion
Cohesion
Division
Gravitation
Illumination
Progression
Tension
Transformation
Transportation
Agent
Opportunist
Once per round, you can reroll your plot die.
Once per round, when you roll a plot die, you can reroll the result. You must use the new result.
Spy
Sure Outcome
When you use Opportunist, spend 2 focus to change
to
, or change any
to
When you use your Opportunist, instead of rerolling the plot die, you can spend 2 focus to flip it to a specific result. If the die was showing Opportunity, flip it to Complication 4. If it was showing any Complication, flip it to Opportunity.
Collected
Increase your Cognitive and Spiritual defenses by 2
When you choose this talent, increase your Cognitive and Spiritual defenses by 2.
Plausible Excuse
Gain Sleight of Hand expertise. When discovered skulking, spend 2 focus to feign innocence.
After you are discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent. You influence each character who can sense you to believe your excuse. When a target resists the influence of this talent, they lose additional focus equal to your ranks in Deception. Additionally, when you gain this talent, gain a utility expertise in Sleight of Hand.
Cover Story
Gain a false identity and a relevant cultural expertise.
When you choose this talent you put the finishing touches on a false identity for yourself. Discuss the details of this identity with your GM, including which communities you use this identity to move through and what its reputation is within those communities. Additionally, when you choose this talent, gain a cultural expertise relevant to your false identity's culture.
Subtle Takedown
Make an unarmed attack with Insight vs. an unsuspecting target's Cognitive, raising the stakes. On a hit, they can't communicate.
Make an unarmed attack using Insight against the Cognitive defense of a character who is Surprised, does not sense you, or does not view you as a threat (such as if you are disguised). The target must be a humanoid of your size or smaller. Raise the stakes on this attack test. On a hit, the target also can't communicate until the end of their next turn, and you can spend an
to automatically succeed on the Grapple action against them as
. While Restrained by this grapple, they are also Prone.
Mercurial Facade
Disguise yourself using Deception without needing physical supplies. The first character to see through your disguise is Surprised.
When you attempt to disguise yourself, you can use Deception instead of Thievery. You can do this even if you don't have supplies for a physical disguise. The first character who sees through your disguise, or who you choose to surprise by revealing your identity, becomes Surprised until the end of your next turn.
Mighty
When you hit with a weapon or unarmed attack, for each
spent, deal extra damage equal to 1 + your tier.
When you hit with a weapon or unarmed attack, for each
you used on that attack's action, increase the damage you inflict by 1 + your tier. For example, if you're level 6 and you make an attack that costs
, each
deals an extra 1 + 2 damage, for a total of an extra 6 damage.
High Society Contacts
Gain High Society expertise. Spend 2 focus to add
to a test to interact in high society.
When you make a test to interact socially in high society, you can spend 2 focus to add an
to the result. Additionally, when you choose this talent, gain a cultural expertise in High Society.
Investigator
Watchful Eye
Use Opportunist on the plot die of a willing ally within 20 feet.
When a willing ally you can influence within 20 feet of you rolls a plot die, you can use this reaction to use Opportunist on that plot die as if it were your own.
Quick Analysis
Spend 2 focus to gain
for cognitive tests with Use a Skill, Gain Advantage, or an Agent talent.
Spend 2 focus to gain
, which you can only use to make cognitive skill tests via the following actions: Use a Skill, Gain Advantage, or an action from any Agent talent. During a conversation or endeavor, at the GM's discretion, you can instead use both
to make an additional contribution for the round.
Gather Evidence
Gain Legal Codes expertise. When you succeed on a cognitive test against a target, you become Focused.
After you succeed on a cognitive test against another character, you become Focused until the end of your next turn. Additionally, when you acquire this talent, gain a utility expertise in Legal Codes.
Get'Em Talking
Spend 1 focus to test Deduction vs. Spiritual to learn the target's motivation. During this scene, you can raise the stakes on tests to leverage this motivation.
Spend 1 focus to make a Deduction test against the Spiritual defense of a character you can influence. On'a'success, you learn the target's motivation for being'in the scene. Until the end of the scene, when you make a test to leverage this motivation against the'target, you can raise the stakes.
Baleful
To resist your influence, a character must spend additional focus equal to your tier.
To resist your influence, a character must spend additional focus equal to your tier.
Hardy
Gain +1 max health per level (including previous levels).
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.
Sleuth's Instincts
Gain an advantage on cognitive tests against characters whose motivation you know. You know when those characters lie to you.
You gain an advantage on cognitive tests against a character whose motivation you know; you might learn this motivation from the Get' Em Talking talent, or from other activities such as researching them. Additionally, after a character whose motivation you know lies to you, you automatically know they're being deceitful (but not the nature of their lie).
Close the Case
Spend 3 focus to test Deduction vs. Cognitive, gaining an advantage if you know the target's motivation. On failure, the target gains an advantage against you. On success, they back down.
Once per scene, spend 3 focus to make a Deduction test against the Cognitive defense of a character you can influence. You gain an advantage on this test if you know the target's current motivation, and a disadvantage if you don't. On a failure, the target gains an advantage on all tests against you until the end of their next turn. On a success, you influence the target to back down. They stop opposing your immediate aims in this scene and might even leave the scene. A target can resist this influence, but after they do, they gain a disadvantage on'all tests until the end of their next turn.
Thief
Risky Behavior
Spend 1 focus to raise the stakes on your test.
Before you make a test, you can spend 1 focus to raise the stakes.
Double Down
You can reroll again with Opportunist, but on
, you lose 2 focus.
After you use your Opportunist talent, you can reroll the die one additional time. You must use this final result, and if it includes a
, you lose 2 focus.
Underworld Contacts
Gain Criminal Groups expertise. Spend 2 focus to add
to a social test against criminals.
Before you make a test to interact socially with criminal individuals or groups, you can spend 2 focus to add an Opportunity to the result. Additionally, when you acquire this talent, gain a utility expertise in Criminal Groups.
Fast Talker
Spend 2 focus to gain
for spiritual tests with Use a Skill, Gain Advantage, or an Agent talent.
Spend 2 focus to gain
, which you can only use to make spiritual skill tests via the following actions: Use a Skill, Gain Advantage, or an action from any Agent talent. During a conversation or endeavor, at the GM's discretion, you can instead use both
to make an additional contribution for the round.
Cheap Shot
Spend 1 focus to make an unarmed attack with Thievery vs. Cognitive, raising the stakes. On a hit, the target is'Stunned.
While you have a hand free, spend 1 focus to make an unarmed attack using Thievery against the Cognitive defense of an enemy of your size or smaller, raising the stakes when you do. On'a hit, the target also becomes Stunned until the end of their next turn. On a hit or graze, you can also spend an Opportunity to steal one item on the target's person that they aren't holding or wielding. The exact item you can steal is up to the GM's'discretion.
Surefooted
Your movement increases by 10. Reduce damage from falling and dangerous terrain by twice your tier.
When you acquire this talent, increase your movement rate by 10. Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2'x'your tier.
Shadow Step
After you Disengage, spend 2 focus to test Thievery vs. each enemy's Cognitive to hide from them. You gain an advantage if in cover or'obscured.
After you Disengage, you can spend 2 focus to make a Thievery test and compare the result against the Cognitive defense of each enemy who can sense you. You gain an advantage on this test if you're in cover or an area where your target's primary sense is obscured (such as darkness). If you succeed against an enemy, you're hidden as if you'd succeeded on a Stealth test to hide from them.
Trickster's Hand
Spend 2 focus to gain
for physical tests with Use a Skill, Gain Advantage, or an Agent talent.
Spend 2 focus to gain
, which you can only use to make physical skill tests via the following actions: Use a Skill, Gain Advantage, or an action from any Agent talent. During a conversation or endeavor, at the GM's discretion, you can instead use both
to make an additional contribution for the round.
Envoy
Rousing Presence
An ally becomes Determined until end of scene.
Choose an ally you can influence. They become Determined until they benefit from that condition or until the scene ends.
Diplomat
Steadfast Challenge
Spend 1 focus to test Discipline vs. an enemy's Spiritual. On success, they are Disoriented and gain a disadvantage on tests against you.
Spend 1 focus to make a Discipline test against the Spiritual defense of an enemy you can influence. On a success, they become Disoriented and gain a disadvantage on tests against you until the end of their'next turn.
Withering Retort
Use your Steadfast Challenge before an attack and increase your deflect against the attack by your ranks in Discipline.
Before a character you can sense targets you with an attack test, you can use your Steadfast Challenge as
. When you do, also increase your deflect value against this attack by your ranks in Discipline.
Calm Appeal
When your Steadfast Challenge makes a target Disoriented, spend 1 focus to pacify them. Resisting your Steadfast Challenge costs additional focus equal to your ranks in Discipline.
When your Steadfast Challenge makes a character Disoriented, you can spend 1 focus to also pacify them until the end of this scene. A pacified character makes no attacks or similar hostile actions without provocation. However, if you or your ally attacks them or similarly acts hostilely, or if one of their allies suffers an injury or dies, the pacified character ceases to be pacified.
     Additionally, after a target resists the influence of your Steadfast Challenge, they lose additional focus equal to your ranks in Discipline.
Peaceful Solution
If all non-minion enemies are pacified, you ease tensions and end combat.
In combat, if all non-minion enemies are currently pacified (such as by Calm Appeal) and all other non-minion characters agree to cease hostilities, you can ease tensions. The combat immediately ends and becomes a conversation.
     At the GM’s discretion, you can use this talent in non-combat scenes.
Well Dressed
Gain Fashion expertise. While wearing Presentable armor or fashionable clothing, gain an advantage on your first Deception, Leadership, or Persuasion test.
While visibly wearing Presentable armor or fashionable clothing, you gain an advantage on the first Deception, Leadership, or Persuasion test you make during each scene.
     Additionally, when you acquire this talent, gain a cultural expertise in Fashion.
High Society Contacts
Gain High Society expertise. Spend 2 focus to add
to a test to interact in high society.
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.
     Additionally, when you acquire this talent, gain a cultural expertise in High Society.
Practiced Oratory
When you use Rousing Presence or Steadfast Challenge, spend focus up to your ranks in Persuasion to add that many targets.
When you use your Rousing Presence or Steadfast Challenge, you can spend focus up to your ranks in Persuasion to affect that many additional targets.
Collected
Increase your Cognitive and Spiritual defenses by 2
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.
Faithful
Customary Garb
While wearing Presentable armor or appropriate clothing, increase your Physical and Spiritual defenses by 2.
While you’re visibly wearing Presentable armor or clothing appropriate for your station, your Physical and Spiritual defenses increase by 2.
Devoted Presence
When you use Rousing Presence, spend 1 focus to remove Prone, Slowed, Stunned, and Surprised from your target.
When you use your Rousing Presence on one or more allies, you can spend 1 focus per target to remove any number of the following conditions from them: Prone, Slowed, Stunned, and Surprised.
Stalwart Presence
When you use Rousing Presence, spend 1 focus to increase one of the target's defenses by 2.
When you use your Rousing Presence, you can spend 1 focus to increase one of the target’s defenses (your choice) by 2 until the end of the next round.
Sage Counsel
When you Aid a character, spend 1 focus to grant them Rousing Presence.
After you use the Aid reaction on an ally, spend 1 focus to grant that ally the benefits of your Rousing Presence (no action required).
Galvanize
An ally rolls their recovery die and recovers that much focus.
Once per scene, choose an ally you can influence. They can roll their recovery die (no action required) and recover focus equal to the result.
Composed
Incease your max and current focus by your tier.
When you acquire this talent, your maximum and current focus increase by a number equal to your tier. When your tier increases by 1, your maximum and current focus do as well.
Applied Motivation
When you cause a character to recover focus, they recover additional focus equal to half your ranks in Lore.
When you cause a character to recover focus, they recover additional focus equal to half your ranks in Lore (rounded up).
Inspired Zeal
When an ally uses Determined, choose other allies to recover 1 focus, up to your ranks in Discipline.
After an ally you can sense uses their Determined condition to add an Opportunity to a test, you can choose a number of other allies you can influence up to your ranks in Discipline. Each target recovers 1 focus (no action required).
Mentor
Sound Advice
Spend 1 focus to use Rousing Presence on an ally who failed a skill test.
After an ally you can influence fails a skill test, you can spend 1 focus to use your Rousing Presence on them as
.
Lessons in Patience
Gain Motivational Speech expertise. When you use Rousing Presence, your target recovers 1 focus.
After you use your Rousing Presence, the target recovers 1 focus.
     Additionally, when you acquire this talent, gain a utility expertise in Motivational Speech.
Instill Confidence
Rousing Presence can make an ally Focused instead of Determined.
When you use your Rousing Presence, instead of the target becoming Determined, you can make them Focused until the end of the scene.
Foresight
Gain an additional
each turn.
At the beginning of combat and at the start of each of your turns, gain an additional
.
Practical Demonstration
When you Gain Advantage or hit with an attack, use your Rousing Presence as
.
After you succeed on a test to attack or Gain Advantage, you can use your Rousing Presence as
.
Mighty
When you hit with a weapon or unarmed attack, for each
spent, deal extra damage equal to 1 + your tier.
When you hit with a weapon or unarmed attack, for each
you used on that attack's action, increase the damage you inflict by 1 + your tier. For example, if you're level 6 and you make an attack that costs
, each
deals an extra 1 + 2 damage, for a total of an extra 6 damage.
Guiding Oration
After you gain Advantage, an ally within 10 feet of your target gains an advantage on their next test against your target.
After you succeed on a test to Gain Advantage, you can choose an ally you can influence within 10 feet of your target. Until the end of their next turn, that ally gains an advantage on their next test against your target.
Rallying Shout
Rousing Presence can revive an Unconscious ally, and if they have 0 health, they recover health equal to their recovery die + your ranks in Leadership.
When you use your Rousing Presence, you can target an Unconscious ally you can sense. When you do, the target is no longer Unconscious, and if they have 0 health, they roll their recovery die and recover health equal to the result + your ranks in Leadership.
Hunter
Seek Quarry
Choose a character to be your quarry, gaining an advantage on tests to find, attack, and study them.
After spending 1 minute mentally preparing, you choose a character who you can sense or who you’ve previously encountered. That character becomes your quarry until you choose to end this effect (
) or select a new quarry.
     Additionally, you gain an advantage on tests made to find, attack, or study your quarry (such as the Gain Advantage action).
Archer
Tagging Shot
Move 5 feet and make a ranged attack. On a hit or a graze, the target becomes your quarry.
Move up to 5 feet and make a ranged weapon attack against the Physical defense of a target. On a hit or a graze, you also make the target your quarry for your Seek Quarry talent.
Sharp Eye
Observe a target then test Perception vs. Cognitive to learn their lowest attribute, lowest defense, or if their health, focus, or Investiture are below half.
After you observe your quarry for
, or after you observe another character for at least 1 minute, make a Perception test against their Cognitive defense. On a success, you learn one of the following of your choice:
     -The target's lowest attribute score.
     -The target's lowest defense.
     -Whether the target has lost more than half of their maximum health, focus, or Investiture (choose one).
Exploit Weakness
Gain Advantage on your quarry without spending
Use the Gain Advantage action as
, targeting only your quarry.
Combat Training
Gain expertise in a weapon, an armor, and Military Life. Once per round, graze without spending focus.
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.
     Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.
Steady Aim
Increase your weapon range by half and deal extra damage equal to your ranks in Perception.
Until the end of your turn, both the short and long ranges of your ranged weapons increase by half, and when you hit with a ranged weapon attack, you deal extra damage equal to your ranks in Perception.
Backstep
After making a ranged attack, spend 2 focus to Disengage without spending
, and Brace if you enter cover or obscured area.
After you make a ranged attack, spend 2 focus to Disengage as
. If you then end your turn in cover or an area where your enemy’s senses are obscured, you gain the benefit of the Brace action.
Hardy
Gain +1 max health per level (including previous levels).
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.
Unrelenting Salvo
You can Strike your quarry more than once per turn with the same ranged weapon.
You can use the same ranged weapon to Strike against your quarry more than once a turn, instead of being limited to one Strike per hand.
Assassin
Startling Blow
Make an unarmed or improvised weapon attack vs. Cognitive. On a hit or graze, the target is Surprised.
Make an unarmed or improvised weapon attack against the Cognitive defense of a target of your size or smaller. On a hit or graze, the target also becomes Surprised until the end of your next turn.
Fatal Thrust
Attack an unsuspecting target with a light melee weapon vs. Cognitive. Add 4d4 damage, and gain two advantages if the weapon is Discreet. Max damage rolls add a penalty to the injury roll.
Using a light weapon, make a melee attack against the Cognitive defense of a target who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). If this weapon has the Discreet trait, you gain two advantages on the test.
     When you roll damage for this attack, add an extra 4d4 damage, then count the number of your damage dice that rolled their maximum value (including your weapon’s usual damage plus the extra damage). For each die that rolled its maximum, your target must subtract 2 from any injury roll they make for that attack. For example, if you roll 1d6 plus 4d4, and two dice roll their maximum value—a 6 on your weapon’s d6 and a 4 on an extra d4—your target subtracts 4 from their injury roll.
     This talent becomes more powerful as your tier increases: at tier 3, you roll an extra 6d4 damage (instead of 4d4); at tier 4, you instead roll an extra 8d4 damage; and at tier 5, you instead roll an extra 10d4 damage.
Killing Edge
Gain Knives and Slings expertises. These weapons gain the Deadly and Quickdraw expert traits.
When you acquire this talent, gain weapon expertises in Knives and Slings.
     Additionally, while you wield a knife or sling, it also has the Deadly and Quickdraw expert traits for you.
Shadowing
Your quarry gains a disadvantage to sense you, and you gain an advantage to avoid their notice. When you succeed vs. Spiritual while in cover or obscured, spend 3 focus to designate that target as your quarry.
You gain an advantage on tests to avoid being sensed by your quarry, and your quarry gains a disadvantage on tests to sense you.
     Additionally, when you succeed on a test against an enemy’s Spiritual defense while you’re in cover or an area where your target’s senses are obscured, you can spend 3 focus to designate that target as your quarry for your Seek Quarry talent.
Cold Eyes
After you defeat your quarry, recover 1 focus and choose a new quarry.
After you kill or incapacitate an enemy who is your quarry, you recover 1 focus and can designate another enemy you can sense as your quarry for your Seek Quarry talent. At the GM’s discretion, you might not be able to use this talent on some characters, such as those who pose no threat.
Mighty
When you hit with a weapon or unarmed attack, for each
spent, deal extra damage equal to 1 + your tier.
When you hit with a weapon or unarmed attack, for each
you used on that attack's action, increase the damage you inflict by 1 + your tier. For example, if you're level 6 and you make an attack that costs
, each
deals an extra 1 + 2
Swift Strikes
Spend 1 focus to make a second Strike with the same weapon.
Spend 1 focus to make a second Strike action with a hand you already used for a Strike this turn.
Sidestep
Gain an additional
to Dodge when you're not wearing armor with deflect of 2 or higher.
Gain an additional
at the start of combat and at the start of each of your turns, which you can use only to Dodge. You can’t benefit from this talent while wearing armor with a deflect value of 2 or higher.
Tracker
Deadly Trap
Conceal a 5-foot entangling or impaling trap.
     Entangling Trap: Test Survival vs. Cognitive, roll 2d4 impact damage. Target is Immobilized and the area becomes difficult terrain.
     Impaling Trap: Test Survival vs. Physical, roll 2d4 keen damage. Target is Afflicted [vital damage equal to 3 + your ranks in Survival].
Using foraged supplies or specialized equipment, you create and conceal a trap within your reach. Choose an entangling trap or an impaling trap:
     Entangling Trap (Survival vs. Cognitive defense).
     You create a trap with rope, debris, or other ensnaring objects. On a hit, the target takes 2d4 impact damage and becomes Immobilized for 1 round, then the trap’s area becomes difficult terrain until the end of the scene.
     Impaling Trap (Survival vs. Physical defense).
     You create a trap with caltrops, spikes, or other sharp objects. On a hit, the target takes 2d4 keen damage and becomes Afflicted [vital damage equal to 3 + your ranks in Survival] for 1 round, and you can spend
to inflict an injury on the target.
     This trap covers a 5-foot-diameter circle on the ground or other surface concealing it; the trap remains until triggered, then it is expended. When a character touches this surface, the trap triggers. Make an attack using your Survival against the defense listed for that trap, gaining an advantage if the target is your quarry. On a hit, the target suffers the trap’s effects. This attack can’t graze.
     You can have a maximum number of active traps equal to your ranks in Survival. You can’t overlap the areas of active traps. If another character makes a test to search for or disarm a trap, the DC equals your Spiritual defense.
Experienced Trapper
You easily forage for characters up to your ranks in Survival. You can fashion natural tools using Survival. Your Deadly Traps increase to 2d6 damage and 2 rounds duration.
When you forage as part of a short rest, it doesn’t take your full attention, so you can roll your recovery die or engage in other activities as usual. When you make a Survival test to forage for food and water, you automatically succeed as long as they exist in your environment and nothing prevents you from foraging. Your foraging can sustain a number of characters equal to your ranks in Survival.
     Additionally, after a long rest in the wildnerness, you can fashion a tool from natural materials using your Survival modifier instead of Crafting (see "Crafting" in chapter 7). This foraged tool could be a spear, sling, tent, or another survival tool that can be made from materials found in the area, as determined by the GM.
     Finally, when you acquire this talent, the damage from your Deadly Traps talent increases from 2d4 to 2d6, and when that talent applies a condition, its duration increases from 1 round to 2 rounds.
Hunter's Edge
Your animal companion gains an advantage against your quarry. Your Deadly Traps increase to 2d8 damage and 3 rounds duration.
Your animal companion gains an advantage on tests against your quarry.
     Additionally, when you acquire this talent, the damage from your Deadly Traps talent increases from 2d6 to 2d8, and when that talent applies a condition, its duration increases from 2 rounds to 3 rounds.
Surefooted
Your movement increases by 10. Reduce damage from falling and dangerous terrain by twice your tier.
When you acquire this talent, increase your movement rate by 10.
     Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.
Animal Bond
While your companion is within 10 feet, your defenses increase by 1. Use
to give your companion
or
on your turn. They can use Track as
: One target within your companion's reach becomes your quarry.
When you acquire this talent, it upgrades an animal companion you’ve gained as a reward (see “Companions” in chapter 8).
     You can communicate simple concepts with your animal companion, and they generally attempt to help you as requested. When a scene requires their stat block, see appendix A, “Animal Companions.” Your animal companion alerts you of incoming danger. While you can sense them within 10 feet of you, each of your defenses increases by 1. When you move, your animal companion automatically moves alongside you.
     During combat, your animal companion follows the rules for allied NPCs (see “Rounds and Turns” in chapter 10). However, if your animal companion hasn’t yet acted this round, you can use to call on them to act during your turn. When you do, they gain either or (your choice) to immediately use actions of your choice, then at the start of their next turn, they gain that many fewer than usual.
     In addition to the actions in chapter 10 and in your animal companion’s stat block, they can use the special Track action:
    
Track. The animal companion helps their Hunter track one character of the Hunter's choice who the animal companion can sense within their reach. The target becomes the Hunter's quarry for their Seek Quarry talent.
     If your animal companion is reduced to 0 health, they don't become Unconscious, but they stop fighting and retreat to safety. (However, your animal companion can still die from injuries or for narrative reasons.) If you ever lose your animal companion, you can bond with a new animal at an opportunity the GM deems appropriate.
Protective Bond
Your animal companion protects an ally within 30 feet of you, and that ally gains your Animal Bond bonus instead of you.
You assign your animal companion to protect an ally within 30 feet of you, and your animal companion moves to that ally’s side. While your animal companion remains within reach of the ally, you lose the bonus to your defenses from your Animal Bond, and the ally gains this bonus instead.
     You can end this effect as
if you’re within 30 feet of your animal companion and can influence them, at which point the animal companion returns to your side. Otherwise, this effect ends at the end of the scene.
Feral Connection
Gain expertise in Animal Care. Your animal companion's health increases by 5 x your tier, their defenses increase by 2, and their tests gain a bonus equal to your ranks in Survival.
When you acquire this talent, your animal companion’s maximum and current health increase by 5 × your tier; when your tier increases, your animal companion’s health does as well.
     They also increase their Physical, Cognitive, and Spiritual defenses by 2 each. When your animal companion makes a test, they add a bonus equal to your ranks in Survival.
     Additionally, when you acquire this talent, gain a utility expertise in Animal Care.
Pack Hunting
Spend 1 focus to add your ranks in Survival to your ally's attack or damage roll against your quarry.
Like a predator who hunts in groups, you expose your quarry’s weaknesses, enabling your allies to fight alongside you with terrifying coordination.
Leader
Decisive Command
Spend 1 focus to give an ally within 20 feet a d4 command die. They can add it to one die roll on their next test.
When you acquire this talent, gain a command die, which begins as a d4.
     Spend 1 focus to choose an ally you can influence within 20 feet of you. The next time they make a test before the end of their next turn, they can roll your command die along with the other dice for that test. After rolling, they can choose one die roll from that test, other than the plot die, and add the command die to that roll.
     Some Leader talents allow you to use your command die in other ways; you can do so even if an ally currently has a command die from you.
Champion
Combat Coordination
After you Strike, use Decisive Command without spending
. If your Strike didn’t hit, you also don’t spend focus.
After you use the Strike action, use Decisive Command as
. If your Strike didn’t hit, you also don’t have to spend the usual focus for Decisive Command.
Imposing Posture
After an enemy resists your influence while in your weapon’s reach, they are Disoriented.
After an enemy resists your influence while within your weapon’s reach, they become Disoriented until the end of their next turn.
Mighty
When you hit with a weapon or unarmed attack, for each
spent, deal extra damage equal to 1 + your tier.
When you hit with a weapon or unarmed attack, for each
you used on that attack's action, increase the damage you inflict by 1 + your tier. For example, if you're level 6 and you make an attack that costs
, each
deals an extra 1 + 2
Valiant Intervention
Spend 1 focus to move 10 feet, then test Athletics vs. Spiritual to give a target a disadvantage on tests against your allies.
Spend 1 focus to move up to 10 feet, then make an Athletics test against the Spiritual defense of an enemy you can influence. On a success, they gain a disadvantage on tests against your allies until the end of the target’s next turn.
     A target can resist this influence, but after they do, you gain an advantage on your next test against them until the end of your next turn.
Hardy
Gain +1 max health per level (including previous levels).
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.
Resolute Stand
Valiant Intervention prevents Reactive Strikes. Spend focus up to your ranks in Leadership to add that many targets for Valiant Intervention.
When you use your Valiant Intervention, you can spend focus up to your ranks in Leadership to target that many additional characters.
     Additionally, after you affect a target with Valiant Intervention, they can’t make Reactive Strikes against your allies until the end of that target’s next turn.
Resilient Hero
Before your health drops to 0, it instead becomes equal to your Athletics modifier.
Once per scene, before you are reduced to 0 health, you can use this reaction to instead change your health to equal your Athletics modifier.
Demonstrative Command
Increase the size of your command die. Spend 1 focus to add your command die to your Athletic, Agility, or Leadership d20 roll.
Before you make an Athletics, Agility, or Leadership test, you can spend 1 focus to roll your command die and add the result to your d20 roll.
     Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).
Officer
Composed
Increase your max and current focus by your tier.
When you acquire this talent, your maximum and current focus increase by a number equal to your tier. When your tier increases by 1, your maximum and current focus do as well.
Well Supplied
Gain Military Logistics expertise. Spend 2 focus to add
to your test to requisition resources.
When you make a test to requisition or allocate resources, you can spend 2 focus to add an Opportunity to the result.
     Additionally, when you acquire this talent, gain a utility expertise in Military Logistics.
Through the Fray
An ally within 20 feet can Disengage or Gain Advantage as
.
Choose an ally you can influence within 20 feet of you. Before the end of your turn, they can use the Disengage or Gain Advantage action as
.
Customary Garb
While wearing Presentable armor or appropriate clothing, increase your Physical and Spiritual defenses by 2.
While you’re visibly wearing Presentable armor or clothing appropriate for your station, your Physical and Spiritual defenses increase by 2.
Confident Command
Increase the size of your command die. Spend 1 focus to add your command die to your Intimidation, Leadership, or Persuasion d20 roll.
Before you make an Intimidation, Leadership, or Persuasion test, you can spend 1 focus to roll your command die and add the result to your d20 roll.
     Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).
Relentless March
Decisive Command increases your target’s movement by 10 feet, and they ignore Exhausted, Slowed, and Surprised.
After you use your Decisive Command on an ally, until the end of their next turn, their movement rate increases by 10 feet and they ignore the effects of the Exhausted, Slowed, and Surprised conditions.
Authority
Double the range of Leader talents that affect allies, and double the number of allies affected.
Your Leader talents that affect allies now have double the range (if they had one) and can affect up to twice as many allies as usual.
Synchronized Assault
Spend 2 focus to test Leadership vs. enemy’s Cognitive. On success, allies up to your ranks in Leadership gain
for an additional Strike against the target. On failure, only one ally gains
.
Spend 2 focus to make a Leadership test against the Cognitive defense of an enemy you can sense. On a success, choose a number of allies up to your ranks in Leadership. On a failure, choose one ally you can influence. On the next turn of each of your chosen allies, they gain
that can be spent only to Strike against that enemy. This Strike doesn’t count against their allowed number of Strike actions for the hands holding that weapon.
Politico
Cutthroat Tactics
Your ally can raise the stakes instead of rolling your command die; if they roll
, you recover 1 focus.
Before an ally rolls your command die on a test, they can choose to instead raise the stakes on that test. If they do so and roll a Complication, you recover 1 focus.
Rumormonger
Gain Scandal expertise. Spend 2 focus to add
when you make a test to spread misinformation or gather rumors.
When you make a test to spread misinformation or gather rumors, you can spend 2 focus to add an Opportunity to the result.
     Additionally, when you acquire this talent, gain a utility expertise in Scandal.
Well Dressed
Gain Fashion expertise. While wearing Presentable armor or fashionable clothing, gain an advantage on your first Deception, Leadership, or Persuasion test.
While visibly wearing Presentable armor or fashionable clothing, you gain an advantage on the first Deception, Leadership, or Persuasion test you make during each scene.
     Additionally, when you acquire this talent, gain a cultural expertise in Fashion.
Shrewd Command
Increase the size of your command die. Spend 1 focus to add your command die to your Deception, Insight, or Leadership d20 roll.
Before you make a Deception, Insight, or Leadership test, you can spend 1 focus to roll your command die and add the result to your d20 roll.
     Additionally, when you acquire this talent, increase the size of your command die by one size (such as from a d4 to a d6).
Grand Deception
Spend 3 focus to test Deception (DC 15) to reveal a ruse that changes a detail.
Spend 3 focus to make a DC 15 Deception test. On a success, choose a detail you established since the start of the last scene and reveal that it was actually a ruse. This ruse must be plausible. For example, it’s reasonable to reveal you hid a powerful artifact in a different place than you previously said, or to reveal you moved your army east instead of west. It’s not reasonable to reveal that a mundane item is actually a priceless artifact, nor to suddenly declare you recruited an army when you previously said you had no allies in the region. The GM is the final arbiter of what sort of ruse you can reveal.
Baleful
To resist your influence, a character must spend additional focus equal to your tier.
To resist your influence, a character must spend additional focus equal to your tier.
Set at Odds
Spend focus equal to the number of targets you want to seed division among. Test Leadership vs. their highest Spiritual to make them hostile to each other.
Choose two or more characters you can influence and spend that many focus to seed division among them. Describe a potential source of conflict (such as suspicion or jealousy), then make a Leadership test (DC equals highest Spiritual defense among those targets). On a success, you influence each target to become hostile toward the other targets, which sparks an argument, combat, or other conflict until they find a way to resolve it.
     A target can resist this influence, but after they do, they lose additional focus equal to your ranks in Leadership. If only some of the targets resist influence, the others remain hostile, but their conflict might become easier to resolve.
Tactical Ploy
Test Deception vs. Cognitive to make your target lose one
and gain a disadvantage on their next cognitive or spiritual test.
Make a Deception test against the Cognitive defense of an enemy you can influence. On a success, your target loses one
and gains a disadvantage on their next cognitive or spiritual test.
     A target can resist this influence, but after they do, you gain an advantage on your next test targeting them before the end of your next turn.
Scholar
Erudition
Temporarily gain a cultural or utility expertise and a rank in two non-surge cognitive skills. Reassign these after a long rest with library access.
When you acquire this talent, you become adroit at mental organization. Choose one cultural or utility expertise you don’t already have, and choose two different cognitive skills that aren’t surge skills.
     When you make a test, you count as having the chosen expertise, and you count as having one additional rank of each of the chosen skills.
     You can use this talent to gain skill ranks even if they exceed your usual maximum for skill ranks. This talent’s expertise and skill ranks are temporary and don’t count toward prerequisites.
     After a long rest during which you had access to a library, you can reassign any expertises and skill ranks granted by this talent. Follow the same rules to choose them as you did when you gained this talent.
Artifabrian
Efficient Engineer
Gain expertise in Armor Crafting, Equipment Crafting, or Weapon Crafting, and gain a fabrial. When crafting, your Opportunity range expands by 2 and your material cost is halved.
When you acquire this talent, gain a utility expertise in Armor Crafting, Equipment Crafting, or Weapon Crafting. You also gain one of the following from chapter 7:
     - An amplifying painrial
     - A numbing painrial
     - A pair of spanreeds plus an emotion bracelet
    Additionally, when you attempt to craft an item or invent a fabrial (see “Crafting” in chapter 7), your Opportunity range on those tests expands by 2, and any cost to acquire raw materials is reduced by half.
Deep Study
Erudition grants you an additional cultural or utility expertise and two additional non-surge cognitive skills.
When you acquire this talent, your Erudition talent grants you one additional cultural or utility expertise, and it grants you two additional cognitive skills that aren’t surge skills. You can reassign these in the same way as the others you gained from that talent.
Fine Handiwork
When crafting, advanced features cost one upgrade instead of two.
When you craft an item or invent a fabrial, you can spend one upgrade to apply an advanced feature, instead of spending two upgrades. You can only benefit from this talent once per item.
Experimental Tinkering
When crafting, your Opportunity range expands by 1 and your crafting time is halved. During a long rest, you can reconfigure your Prized Acquisition fabrial to a different fabrial.
When you craft an item or invent a fabrial, your Opportunity range on those tests expands by 1, and your crafting time is halved.
     Additionally, you can forgo the usual benefits of a long rest to instead spend that time tinkering with a fabrial that uses your Prized Acquisition gem. After that long rest, you can attempt to reconfigure this fabrial to create a different fabrial of the same tier or lower; this follows the normal crafting process, except you don’t need new materials and you ignore the usual time requirement for attracting a spren and crafting the fabrial. If you fail your Lore test to trap a spren, your previous fabrial remains intact, but you can't use this talent to reconfigure a fabrial again until your next long rest. After you finish crafting a new fabrial using this talent, the old fabrial is lost.
Overwhelm with Details
Spend 2 focus to use your Lore modifier on another cognitive or spiritual test.
Spend 2 focus to make a cognitive or spiritual test using your Lore modifier instead of the usual skill modifier for that test.
Prized Acquisition
Gain Fabrial Crafting expertise. Gain a special gem you can immediately use to craft a fabrial of your tier. You can reuse this gem for new fabrials.
When you acquire this talent, you gain a specialist expertise in Fabrial Crafting.
     Additionally, you gain a specially cut gemstone and can use it to craft a fabrial (see “Crafting” in chapter 7). The first time you attempt to craft a fabrial with this gem, you ignore the usual time requirements for attracting a spren and crafting the fabrial, thanks to previous study and tinkering, though you still need raw materials.
     This gem fulfills the gem requirement for a unique fabrial with a tier equal to your current character tier.
     You can’t bear to sell or trade this gem, as it is vital to your work! If for any reason you lose it, you can usually find an appropriate replacement after a long rest, though the GM is the final arbiter of when you can replace it. During downtime, you can salvage your fabrial to recover this gem, which you can then use in a new fabrial (ignoring the crafting rule that prevents the reuse of gems).
Inventive Design
Your Prized Acquisition fabrial can have an effect 1 tier higher than the tier you’re currently crafting.
When you craft a fabrial using your gemstone from your Prized Acquisition, you can select an effect of 1 tier higher than the tier you’re currently crafting.
Overcharge
Once per turn, you can raise the stakes on a fabrial attack, then spend to Strike with that fabrial as
.
Once per turn, when you make an attack test using a fabrial, you can raise the stakes.
     You can spend
from this test to use the Strike action with that fabrial as
on the same turn; that Strike doesn’t count against your allowed number of Strikes for the hands holding that weapon.
     The GM can spend
from this test to add one new drawback to that fabrial. This drawback remains until you resolve the unexpected issue by succeeding on a DC 15 Crafting test made as
.
Strategist
Strategize
After you Gain Advantage using an Erudition skill, grant that advantage to an ally instead. You can spend 2 focus to also prevent the target from using reactions against that ally.
After you succeed on a test to Gain Advantage using a skill gained from your Erudition, you can choose an ally you can influence. That ally gains the benefits of your Gain Advantage action instead of you. When you use this talent, you can also spend 2 focus to prevent the target of your Gain Advantage from using reactions against the ally you chose until the end of your next turn.
Composed
Increase your max and current focus by your tier.
When you acquire this talent, your maximum and current focus increase by a number equal to your tier. When your tier increases by 1, your maximum and current focus do as well.
Contingency
Spend 2 focus to remove
from the test of an ally within 20 feet.
After an ally you can influence within 20 feet of you rolls a Complication, you can use this reaction and spend 2 focus to remove a Complication from their test.
Turning Point
Spend 2 focus to test Deduction vs. Cognitive of the enemy leader, gaining an advantage if you took a slow turn. On success, you and your allies gain
on your next turns.
Once per scene, you can spend 2 focus to find a weakness in an opposing group’s strategy. Make a Deduction test against the Cognitive defense of the top-ranking enemy leader in this scene; to target this leader, you must be able to sense them. If you took a slow turn, you gain an advantage on this test. On a success, you and your allies you can influence gain an additional
on your next turns.
Deep Contemplation
Reassign up to 2 skills and expertises from Erudition.
Reassign up to 2 of the skills and expertises gained from your Erudition.
Keen Insight
After you Gain Advantage, the target must resist your influence or gain a disadvantage on their next test.
After you succeed on a test to Gain Advantage, you exploit one of your target’s crucial traits, strengths, or flaws. Unless the target resists your influence, they gain a disadvantage on their next test during this encounter.
Mind and Body
Gain a weapon expertise. Gain an additional skill from Erudition. You can now choose physical skills with Erudition.
When you acquire this talent, your Erudition talent grants you an additional skill, and you can use Erudition to choose physical skills that aren’t surges.
     Additionally, gain one weapon expertise of your choice.
Know Your Moment
Your defenses increase by 2 from the start of each round until you take your turn.
After the beginning of each round, each of your defenses increases by 2 until the start of your turn.
Surgeon
Field Medicine
Spend 1 focus and test Medicine (DC 15) to heal a conscious character. On success, add your ranks in Medicine to their recovery die.
Spend 1 focus to make a DC 15 Medicine test to treat a conscious willing character within your reach, and roll the target’s recovery die as part of this test. You gain a disadvantage if you’re treating yourself. On a success, your target recovers health equal to the result of their recovery die + your ranks in Medicine. On a failure, your target only recovers health equal to the result of their recovery die.
Anatomical Insight
When you hit with an unarmed attack, spend 1 focus or
to make the target Exhausted [− half your ranks in Medicine].
When you hit a target of your size or smaller with an unarmed attack, you can spend 1 focus or
to apply the Exhausted condition to your target. The penalty applied by this condition equals half your ranks in Medicine, rounded up.
Swift Healer
Use Field Medicine as
. Your healing abilities restore additional health equal to your ranks in Medicine.
You can use your Field Medicine as
.
     Additionally, when you acquire this talent, you become more skilled in healing. When you use an ability that restores health to another character, they recover additional health equal to your ranks in Medicine.
Ongoing Care
Gain Mental Health Care expertise. During a rest, test Medicine (DC 10) to treat an ally, removing one condition caused by their injury.
You can forgo the usual benefits of a short or long rest to instead spend that time treating an ally within your reach. After that rest, make a DC 10 Medicine test, increasing the difficulty by 5 for each injury the target has beyond the first. On a success, you remove a single condition or similar effect caused by one of the target’s injuries (but the injury itself remains until healed). A target can’t benefit from this talent more than once every 24 hours.
     Additionally, when you acquire this talent, gain a utility expertise in Mental Health Care.
Resuscitation
Spend 3 focus when using Field Medicine to revive an Unconscious character or one who died recently.
You can use your Field Medicine talent to attempt to resuscitate a fallen character. When you do, spend 3 focus (instead of 1) to target a character within your reach who is Unconscious or who died within a number of rounds equal to your ranks in Medicine.
     That talent’s test DC increases by 5 for each injury the target has beyond the first. On a failure, the target doesn’t regain health. On a success, the target recovers health as usual for that talent, and if they were dead, they return to life. If they were Unconscious, they can choose to remove that condition if they wish.
Emotional Intelligence
Gain Diagnosis expertise. Gain an additional skill from Erudition. You can now choose spiritual skills with Erudition.
When you acquire this talent, your Erudition talent grants you an additional skill, and you can use Erudition to choose spiritual skills that aren’t surges.
     Additionally, you gain a utility expertise in Diagnosis.
Collected
Increase your Cognitive and Spiritual defenses by 2.
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.
Applied Medicine
Your healing abilities restore additional health equal to your ranks in Lore.
When you cause a character to recover health, they recover additional health equal to your ranks in Lore.
Warrior
Vigilant Stance
Enter Vigilant Stance: Reduce the focus cost of Dodge and Reactive Strike by 1, and you can enter other stances as
.
When you acquire this talent, you learn to use stances. You begin with Vigilant Stance, which you can enter as
:
    
     Vigilant Stance. While in this stance, reduce the focus cost of your Dodge and Reactive Strike reactions by 1. Additionally, you can enter another stance you know as
.
    
     You can enter a stance you know by using that talent’s stated number of actions. Your stance ends if you either end it as
, enter another stance, or end the scene. While in a stance, you temporarily gain any actions, bonuses, and other effects it grants; these effects end when the stance does.
     By default, you can only use stances during combat, not during other scenes.
Duelist
Practiced Kata
You can now use stances in conversations and endeavors, and unless Surprised, you can start each scene in Vigilant Stance. Spend 1 focus to enter a stance mid-conversation or mid-endeavor.
When you acquire this talent, you can use fighting stances in conversation and endeavor scenes, in addition to combat. Activating or changing a stance during a conversation or endeavor costs 1 focus and counts as your contribution for the round.
     Additionally, if you aren’t Surprised when a combat, conversation, or endeavor scene begins, you can enter Vigilant Stance at the beginning of that scene (no action required).
Ironstance
Enter Ironstance: You gain an advantage on Insight, and when you’re grazed or missed, you can make a Reactive Strike against your attacker.
When you acquire this talent, you learn a new stance, which you can enter as
:
    
     Ironstance. While in this stance, you gain an advantage on Insight tests. Additionally, when a character within your reach misses you or grazes you with an attack, you can use Reactive Strike against them as if they had voluntarily left your reach.
Surefooted
Your movement increases by 10. Reduce damage from falling and dangerous terrain by twice your tier.
When you acquire this talent, increase your movement rate by 10.
     Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.
Flamestance
Enter Flamestance: You gain an advantage on Intimidation, and when only one enemy is in reach and no allies are, gain
to attack or Gain Advantage.
When you acquire this talent, you learn a new stance, which you can enter as
:
    
     Flamestance. While in this stance, you gain an advantage on Intimidation tests. Additionally, while there is exactly one enemy within your reach and none of your allies are within the reach of that enemy or you, you can use
to gain
, which you can spend only to Gain Advantage or use an action that includes an attack test targeting that enemy.
Feinting Strike
Spend 2 focus to make a melee weapon attack vs. Cognitive. On a hit, your target loses
and loses focus equal to your ranks in Intimidation. On a graze, they lose half as much focus.
Spend 2 focus to make a melee weapon attack against a target’s Cognitive defense. On a hit, your target also loses one
and loses focus equal to your ranks in Intimidation. On a graze, they lose half as much focus (rounded up) and don’t lose
.
     You can spend
from this test to gain
, which you can use only to Strike or activate a stance.
Vinestance
Enter Vinestance: Your Physical and Cognitive defenses increase by 1. After you’re hit or grazed in melee, spend
to test Athletics vs. Cognitive to make attacker lose 1d4 focus and be pushed.
When you acquire this talent, you learn a new stance, which you can enter as
:
    
     Vinestance. Your Physical and Cognitive defenses increase by 1. Additionally, after you’re hit or grazed by a melee attack, you can use
to make an Athletics test against your attacker’s Cognitive defense. On a success, your target loses 1d4 focus, and you can push them horizontally up to 5 feet × your ranks in Athletics.
Wit's End
Spend 1 focus to move half your movement then make a melee weapon attack vs. Cognitive of a target who has 0 focus. This attack ignores deflect, deals an extra 4d6 damage, and can’t graze.
Spend 1 focus to move up to half your movement rate, then make a melee weapon attack against the Cognitive defense of a target who has 0 focus. This attack ignores your target’s deflect value and deals an extra 4d6 damage on a hit. It can’t graze, only miss or hit.
     This talent becomes more powerful as your tier increases: at tier 3, you roll an extra 6d6 damage (instead of 4d6); at tier 4, you instead roll an extra 8d6 damage; and at tier 5, you instead roll an extra 10d6 damage.
Signature Weapon
Gain a weapon expertise. Choose one of your weapon expertises, expanding its Opportunity range by 1.
When you acquire this talent, gain one weapon expertise. Then choose one weapon type in which you have an expertise and denote it in parentheses after this talent’s name on your character sheet; for example, “Signature Weapon (Longspear).”
     Your Opportunity range for tests using this weapon type expands by 1. When you reach tier 3, this Opportunity range instead expands by 2.
Shardbearer
Shard Training
Gain Shardplate expertise, and gain either Grandbow, Shardblade, or Warhammer expertise. Your Shardplate has 2 additional charges. Your Shardblade Strikes graze additional targets up to your ranks in the skill used.
Once per round, when you use the Strike action to attack with a Shardblade, you can choose a number of additional enemies up to your ranks in the skill you used for that Strike. Each target must be within your Shardblade’s reach. Without spending focus, you graze each additional target whose Physical defense is equal to or lower than your Strike’s test result.
     Additionally, when you acquire this talent, gain a specialist expertise in Shardplate, and gain a specialist expertise in either Grandbows, Shardblades, or Warhammers.
     Finally, while you wear Shardplate, it has 2 additional charges for you.
Windstance
Enter Windstance: Gain an advantage on Agility. While you can reach multiple enemies, use
to gain
to Disengage or attack.
When you acquire this talent, you learn a new stance, which you can enter as
:
    
     Windstance. While in this stance, you gain an advantage on Agility tests. Additionally, while there are two or more enemies within your reach, you can use
to gain
, which you can spend only to Disengage or use an action that includes an attack test targeting one or more of those enemies.
Shattering Blow
When you hit with a melee attack, spend 2 focus to deplete 1 charge from their armor, and each target you damage is pushed 5 feet.
When you hit a target with a melee attack, if you did so either with a two-handed weapon or with a hand free, you can spend 2 focus to hit with remarkable force. Before resolving that attack’s damage, if your target is wearing armor with charges (such as Shardplate or a half-shard), the armor loses 1 charge.
     After that attack, each target who lost health to your attack is pushed horizontally 5 feet away from you. If your Strength is greater than 5, they’re pushed an additional 5 feet for each additional point of Strength; for example, if your Strength is 7, they’re pushed an additional 10 feet, for a total of 15 feet. If your target hits a Medium or larger object during this forced movement, the target takes damage as if they’d fallen the distance they were pushed (1d6 impact damage per 10 feet); at the GM’s discretion, the object might also take damage.
Precise Parry
Before being hit in melee, spend 1 focus to attempt to turn it into a graze. If unarmed, test Athletics vs. triggering attack, gaining a disadvantage unless attacked by a Shardblade. If armed, test Light/Heavy Weaponry vs. triggering attack.
Before being hit by a melee attack, you can use this reaction and spend 1 focus to attempt to parry the blow. Depending on whether you’re unarmed or wielding a weapon, make one of the following tests:
    
     Unarmed. Make an Athletics test, gaining a disadvantage unless you’re being attacked with a Shardblade. You can spend
to disarm your opponent, taking control of their weapon (and wielding it, if you desire).
     Wielding a Weapon. Make a Light Weaponry test or Heavy Weaponry test (using the skill corresponding to your weapon). If you’re wielding a Shardblade and if your opponent’s weapon is non-Invested, you can spend
to destroy their weapon.
    
     The DC of this test equals the result of the attack test that hit you. On a success, the hit against you becomes a graze.
Stonestance
Enter Stonestance: Your deflect increases by 1, and enemies within your reach must spend an additional
to attack your allies who aren’t in Stonestance.
When you acquire this talent, you learn a new stance, which you can enter as
:
    
     Stonestance. While in this stance, increase your deflect value by 1. Additionally, before an enemy within your melee weapon’s reach spends one or more
to attack one of your allies not in Stonestance, that enemy must spend one additional
.
Mighty
When you hit with a weapon or unarmed attack, for each
spent, deal extra damage equal to 1 + your tier.
When you hit with a weapon or unarmed attack, for each
you used on that attack's action, increase the damage you inflict by 1 + your tier. For example, if you're level 6 and you make an attack that costs
, each
deals an extra 1 + 2
Bloodstance
Enter Bloodstance: Your Opportunity range for attacks and physical tests expands by 2, but your Physical, Cognitive, and Spiritual defenses decrease by 2.
When you acquire this talent, you learn a new stance, which you can enter as
:
    
     Bloodstance. While in this stance, your Opportunity range for attack tests and physical tests expands by 2, but your Physical, Cognitive, and Spiritual defenses decrease by 2.
Meteoric Leap
Spend 2 focus to leap a quarter of your movement and make unarmed attack vs. Physical of multiple targets, doubling damage and knocking weaker targets Prone. Gain an advantage in Shardplate.
Spend 2 focus to leap up to a quarter of your movement rate, then make an unarmed attack against the Physical defense of each character of your choice within your reach. While wearing Shardplate, you gain an advantage on this test. Roll double the usual damage dice for this attack. On a hit, each target whose Strength score is lower than yours is also knocked Prone.
Soldier
Cautious Advance
Move up to half your movement, ignoring difficult terrain, then gain
to Brace or Gain Advantage.
Move up to half your movement rate, ignoring difficult terrain, then gain
that can be spent only on the Brace or Gain Advantage actions.
Defensive Position
The Brace action adds two disadvantages to attacks against you, instead of one, and allies can Brace behind your shield.
The Brace action adds two disadvantages to attacks against you, instead of one.
     Additionally, while you’re using a shield to Brace, allies within 5 feet of you can Brace as if they had cover or a shield.
Formation Drills
Allies within 10 feet who Brace gain the benefits of your Defensive Position.
While an ally within 10 feet of you benefits from the Brace action, they also benefit from your Defensive Position as if they had that talent themself.
Wary
You can’t be Surprised while you have focus. When you lose focus involuntarily, reduce the amount lost by your ranks in Discipline.
While you have 1 or more focus, you can’t be Surprised. Additionally, when you resist influence or lose focus involuntarily, reduce the amount of focus lost by your ranks in Discipline (to a minimum of 1 focus lost).
Combat Training
Gain expertise in a weapon, armor, and Military Life. Once per round, graze without spending focus.
Once per round, when you miss on a weapon attack, you can graze one target without spending focus.
     Additionally, when you acquire this talent, gain a weapon expertise and an armor expertise of your choice, and gain a cultural expertise in Military Life.
Hardy
Gain +1 max health per level (including previous levels).
When you acquire this talent, your maximum and current health increase by 1 per level. This applies to all previous and future levels; for example, if you choose this talent at level 6, retroactively increase your health by 6.
Swift Strikes
Spend 1 focus to make a second Strike with the same weapon.
Spend 1 focus to make a second Strike action with a hand you already used for a Strike this turn.
Devastating Blow
Make a melee weapon attack vs. Physical, rolling an extra 2d8 damage.
Make a melee weapon attack against the Physical defense of a target. When you roll damage for this attack, add an extra 2d8 damage.
     This talent becomes more powerful as your tier increases: at tier 3, you roll an extra 3d8 damage (instead of 2d8); at tier 4, you instead roll an extra 4d8 damage; and at tier 5, you instead roll an extra 5d8 damage.
Singer
Change Form
During a highstorm, you can change into dullform, mateform, or another one of your singer forms.
When you acquire this talent, you begin with two singer forms, dullform and mateform:
    
     Dullform. Your form isn’t specialized, as your bonded spren grants no form. You can pass unnoticed as a “parshman” in most human societies, but you don’t gain other benefits from your form.
     Mateform. You have bonded with a lifespren, and your form is specialized for reproduction.
     While outdoors during a highstorm, you can activate this talent either to change into dullform, or to take a spren into your gemheart and change into mateform or any form you've unlocked on the Singer talent tree. The type of spren bonded determines your new form. In most circumstances, you can automatically find and bond the type of spren required for that form. However, if the GM determines that current circumstances make the spren difficult to locate, you might need to roleplay or succeed on a test to do so.
     While in a form, you temporarily gain its actions, statistic increases, and other effects (even if this temporarily increases your statistics above the maximum); these effects only last until you assume a different form by using this talent again. You can only be in one form at a time.
Forms of Finesse
Gain artform and nimbleform.
     Artform: Awareness +1, expertises in Painting and Music, advantage on Crafting tests and tests to entertain.
    Nimbleform: Speed +1, focus +2.
You gain two new singer forms - artform and nimbleform - which you can transform into using your Change Form.
    
     Artform
     Artform specializes in creative expression. You gain a heightened awareness of the rhythms, colors, and other aspects of the world around you. If you have carapace, it's purely cosmetic, representing radical self-expression.
     You've bonded with a creationspren. While in this form, you increase your Awareness by 1, and you gain utility expertises in Painting and Music.
     Additionally, you gain an advantage on Crafting tests and on tests related to entertaining, such as singing and dancing.
    
     Nimbleform
     Nimbleform specializes in physical and mental flexibility. Your protectice carapace is minimal; instead, you have an increased range of motion and mental focus.
     You've bonded with a windspren. While in this form, your Speed increases by 1. When you change into this form, your maximum focus and current focus both increase by 2, and when you assume a different form, both decrease by 2.
Forms of Wisdom
Gain mediationform and scholarform.
    Mediationform: Presence +1. You can Aid without spending focus.
    Scholarform: Intellect +1. Temporarily gain a cultural or utility expertise and a rank in a non-surge cognitive skill.
You gain two new singer forms - mediationform and scholarform - which you can transform into using your Change Form.
    
     Mediationform
     Mediationform specializes in communication, whether you’re connecting with new people or teaching those you know well. Your carapace is smooth, and your facial features are well-defined and expressive.
     You’ve bonded with a bindspren. While in this form, your Presence increases by 1.
     Additionally, you don’t have to spend focus to use the Aid reaction.
    
     Scholarform
     Scholarform specializes in scholarship, enhancing your mental processes and memory. You become more patient and analytical, but you may also find yourself more inclined toward ambition. You have long hairstrands, and a cushioned lower body suited to sedentary work.
     You’ve bonded with a logicspren. While in this form, your Intellect increases by 1.
     Additionally, when you adopt this form, choose one cultural or utility expertise you don’t already have, and choose one cognitive skill that isn’t a surge skill. You temporarily gain that expertise, and you temporarily gain an additional rank in that skill.
     If you gain the Erudition talent from the Scholar path, the expertise and skill rank you gain from your scholarform count as being granted by Erudition; when Erudition allows you to reassign expertises and skills, your scholarform expertise and skill are also eligible for reassignment. You can’t choose the same skill for both scholarform and Erudition.
Forms of Resolve
Gain warform and workform.
    Warform: Strength +1, deflect +1. You can jump horizontally up to your movement rate and vertically up to half your movement rate.
     Workform: Willpower +1, ignore Exhausted. You can disguise yourself as a “parshman.”
You gain two new singer forms - warform and workform - which you can transform into using your Change Form.
    
     Warform
     Warform specializes in combat, increasing your strength and stamina. Your body is large and covered with fierce carapace, which protects you like armor. Any aversions you might usually have to violence, pain, and death become slightly less pronounced in warform.
     You’ve bonded with a painspren. While in this form, your Strength increases by 1 and your deflect value increases by 1. This deflect doesn’t stack with armor, so if you wear armor over your carapace, choose which value to use.
     Additionally, when you move, you can jump a horizontal distance up to your movement rate, or a vertical distance up to half your movement rate, without succeeding on an Athletics test.
    
     Workform
     Workfrom specializes in labor. This form helps you see tasks through to completion, granting you determination and stamina. You have a rugged body with modest carapace ridges.
     You've bonded with a gravitationspren. While in this form, your Willpower increases by 1, and you ignore the effects of the Exhausted condition.
     Additionally, you can easily disguise yourself to pass unnoticed as a "parshman" in most human societies, though people might begin noticing the differences in your form if you're caught doing anything suspicious.
Ambitious Mind
Increase Cognitive defense by 2. You can bond a Voidspren, but once per day on
, you must test Discipline (DC 15) or be Stunned.
Though you haven’t yet bonded a Voidspren, Odium’s influence seeps into your mind, and your Cognitive defense increases by 2.
     If you later acquire a talent that grants you forms of power, you can then use your Change Form to attract a Voidspren. Bonding with this Voidspren follows the same rules as taking other forms.
     While bonded with a Voidspren, you become vulnerable to its influence; once per day when you gain a Complication on a test, you must succeed on a DC 15 Discipline test or become Stunned until the end of your next turn as you struggle against the Voidspren’s influence. You automatically succeed on this test if you’ve sworn the First Ideal of a Radiant order.
Forms of Destruction
Gain direform and stormform.
     Direform: Strength +2, deflect +2. You can use Reactive Strikes to Grapple instead of attacking.
     Stormform: Strength +1, Speed +1, deflect +1. You can use Unleash Lightning as
: Spend 1 focus or 1 Investiture to make a ranged Discipline attack (60 feet) vs. Physical. Roll 2d8 energy damage, and on a hit, the target is Disoriented.
You gain two new forms of power - direform and stormform - which you can transform into using your Change Form.
    
     Direform
     Direform specializes in unyielding strength and persistence, and this form is commonly used to guard objects or prisoners. You have substantial carapace with a jagged crest of spikes running along your head and shoulders. You’re inclined toward obedience to your superiors but obstinacy with others. You’ve bonded with a callousspren, a type of Voidspren. While in this form, your Strength increases by 2 and your deflect value increases by 2. This deflect doesn’t stack with armor, so if you wear armor over your carapace, choose which value to use.
     Additionally, when a character triggers a Reactive Strike from you, you can use that reaction to attempt to Grapple them instead of attacking; when you do, you must spend 1 focus as usual for Reactive Strike.
     Stormform
     Stormform is an elite battle form optimized for physical prowess and honed attacks. You’re covered in finesseenhancing armored carapace that grows under your skin, poking through in ridges and spikes. You can manipulate and unleash powerful red lighting on your foes.
     You've bonded with a stormspren, a type of Voidspren. While in this form, your Strength increases by 1, your Speed increases by 1, and your deflect value increases by 1. This deflect doesn't stack with armor, so if you wear armor over your carapace, choose which value to use.
     Additionally, you can use Unlease Lightning:
    
    
Unleash Lightning. Your body crackles with the Everstorm's unnatural red lightning, which you can unleash in a violent arc. Spend 1 focus or 1 Investiture to make a ranged Discipline attack against the Physical defense of a target within 60 feet of you. Roll 2d8 energy damage. On a hit, the target is Disoriented until the end of their next turn. If you have recently taken on stormform, the GM might raise the stakes on this attack due to the unpredictability of the arcing lightning.
     As you gain ranks in Discipline, the size of this attack's damage dice increases: at 4 ranks, you roll 2d10 damage (instead of 2d8), and at 5 ranks or more, you roll 2d12 damage.
Forms of Expansion
Gain envoyform and relayform.
     Envoyform: Intellect +1, Presence +1. You know all languages and gain an advantage on Insight tests about the intentions of others.
     Relayform: Speed +2, ignore Slowed. Spend 1 focus to gain an advantage when you test Agility, Stealth, or Thievery.
You gain two new forms of power - envoyform and relayform - which you can transform into using your Change Form.
    
     Envoyform
     Envoyform is an embellished form often used to serve the administrative needs of the Fused. Your tall form towers over others, and your ornate carapace is uniquely alluring. You comprehend any language after brief exposure and can grasp hidden context with the subtlest of cues.
     You’ve bonded with a zealspren, a type of Voidspren. While in this form, your Intellect increases by 1, your Presence increases by 1, and you can speak, read, write, and understand all languages.
     Additionally, you gain an advantage on Insight tests made to interpret the desires or intentions of others.
    
     Relayform
     Relayform boasts speed and stamina ideal for scouts. Your agile and muscular body is protected in the front by light carapace with smooth edges, and aerodynamic spikes run along the backs of your forearms and calves. You can run great distances and avoid detection.
     You've bonded with a hastespren, a type of Voidspren. While in this form, your Speed increases by 2 and you ignore the effects of the Slowed condition.
     Additionally, when you make an Agility, Stealth, or Thievery test, you can spend 1 focus to gain an advantage on that test.
Forms of Mystery
Gain decayform and nightform.
     Decayform: Willpower +2. You can spend 1 focus or 1 Investiture to prevent a character within reach from recovering health or focus.
     Nightform: Awareness +1, Intellect +1, focus +2. You receive unpredictable glimpses of the future. Preroll two d20s each session, which you can use to replace enemy and ally d20 rolls.
You gain two new forms of power - decayform and nightform - which you can transform into using your Change Form.
    
     Decayform
     The enigmatic decayform grants an insidious ability to sap the vitality of other beings. Your thin carapace is jagged, brittle, and asymmetrical. People you touch find themselves less resilient while you remain in contact with them. This spiritual decay affects not just their bodies, but their minds, leaving them with nightmares long after the fact.
     You’ve bonded with a blightspren, a type of Voidspren. While in this form, your Willpower increases by 2 and you can use Decaying Touch:
    
Decaying Touch. Before a character within your reach recovers health or focus, you can spend 1 focus or 1 Investiture to prevent them from doing so. The character does not regain that health or focus, but any actions, Investiture, or other resources they spent still remain spent.
    
     Nightform
     Nightform grants unpredictable visions of the future, and your senses become more acute, especially at night. Petal-like carapace grows from your skull, framing your ears and enhancing your ability to perceive rhythms. In various lights, your carapace reflects different iridescent patterns.
     You've bonded with a nightspren, a type of Voidspren. While in this form, your Awareness increases by 1 and your Intellect increases by 1. When you change into this form, your maximum focus and current focus both increase by 2, and when you assume a different form, both decrease by 2.
     Additionally, your bond with a nightspren has granted you precognitive abilities - whether you wish them or not. While in this form, you gain the Intervening Premonitions and Sporadic Premonitions abilities:
    
Intervening Premonitions. At the start of each session, roll two d20s and record both results. When an enemy or willing ally you can sense makes a test, you can use this reaction to replace the test's d20 roll with one of your recorded numbers. You can replace that number after you see their die roll and after they apply any advantages, but you must do so before the effects of the test are resolved. You lose a recorded number when you use it to replace a d20 roll or when the session ends, whichever comes first.
    
Sporadic Premonitions. At the GM's discretion, you might occasionally receive glimpses of the future at unpredictable times during gameplay. When this happens, the GM might describe vague flashes of imagery, sounds, and impressions in your mind, hinting at what may come.
Dustbringer
First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Abrasion and Division skills.
When you acquire this talent, you gain access to Investiture, beginning with a maximum Investiture of 2 + your Awareness or Presence (whichever is higher). You can now use the Breathe Stormlight, Enhance, and Regenerate actions.
     Additionally, you gain the goal “Speak the First Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You gain the Abrasion and Division surges.
     - You gain an additional skill on your character sheet for the above surges, starting with 1 rank in each.
Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
You gain the goal “Speak the Second Ideal.” After you complete this goal, 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.
Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
You gain the goal “Speak the Third Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You can summon your spren as a Radiant Shardblade (see chapter 7).
Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
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 flamespren as Radiant Shardplate (see chapter 7).
Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Your spren bond range increases from 30 feet to 100 feet. Additionally, when you spend focus to give your spren a task, it costs you 1 fewer focus (to a minimum cost of 1).
Take Squire
You can choose a squire, granting them one or both of your surges. You can have a number of squires up to your current ideal.
After a long rest, choose a companion or player character you can influence to take as your squire. To choose them, they must be willing and sapient, you must have known them for at least 1 game session, and they must not have bonded a Radiant spren.
     When you choose a squire, decide whether you want to grant them both of your surges, one of them, or none. That character becomes your squire, gaining the surges you chose plus the other benefits in the “Squires” section earlier in this chapter.
     You can have a maximum number of squires up to your current Ideal (such as three for the Third Ideal). If you already have the maximum number of squires, you must choose one to dismiss as your squire before choosing a new one.
Searing Dust Storm
Spend Investiture to kick up an obscuring cloud of dust as you Move. Enemies in this cloud take extra damage equal to your ranks in Discipline.
When you use the Move action to move along a solid surface, you can spend 1 Investiture or more to kick up an obscuring cloud of dust in spaces of your choice that you enter or leave during that movement. This cloud remains for a number of rounds equal to the Investiture spent, or until a reasonably strong wind disperses it.
     When each enemy within this cloud takes damage for the first time during a round, that damage increases by your ranks in Discipline.
Invested
Your max Investiture increases by your tier.
When you acquire this talent, your maximum Investiture increases by a number equal to your tier. When your tier increases by 1, your maximum Investiture does as well.
Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3  Investiture to recover from a permanent one.
When you use the Regenerate free action, you can spend Investiture to instantly recover from an injury of your choice (either instead of or in addition to healing yourself). Spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
Edgedancer
First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Abrasion and Progression skills.
When you acquire this talent, you gain access to Investiture, beginning with a maximum Investiture of 2 + your Awareness or Presence (whichever is higher). You can now use the Breathe Stormlight, Enhance, and Regenerate actions.
     Additionally, you gain the goal “Speak the First Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You gain the Abrasion and Progression surges.
     - You gain an additional skill on your character sheet for the above surges, starting with 1 rank in each.
Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
You gain the goal “Speak the Second Ideal.” After you complete this goal, 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.
Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
You gain the goal “Speak the Third Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You can summon your spren as a Radiant Shardblade (see chapter 7).
Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
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 lifespren as Radiant Shardplate (see chapter 7).
Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Your spren bond range increases from 30 feet to 100 feet. Additionally, when you spend focus to give your spren a task, it costs you 1 fewer focus (to a minimum cost of 1).
Take Squire
You can choose a squire, granting them one or both of your surges. You can have a number of squires up to your current ideal.
After a long rest, choose a companion or player character you can influence to take as your squire. To choose them, they must be willing and sapient, you must have known them for at least 1 game session, and they must not have bonded a Radiant spren.
     When you choose a squire, decide whether you want to grant them both of your surges, one of them, or none. That character becomes your squire, gaining the surges you chose plus the other benefits in the “Squires” section earlier in this chapter.
     You can have a maximum number of squires up to your current Ideal (such as three for the Third Ideal). If you already have the maximum number of squires, you must choose one to dismiss as your squire before choosing a new one.
Edgedancer's Grace
While you have Investiture, gain an additional
to Avoid Danger or Dodge without spending focus.
After you start your turn with 1 Investiture or more, you gain an additional
, which you can use only to Avoid Danger or Dodge. If you use the Dodge reaction in this way, ignore its focus cost.
Invested
Your max Investiture increases by your tier.
When you acquire this talent, your maximum Investiture increases by a number equal to your tier. When your tier increases by 1, your maximum Investiture does as well.
Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3  Investiture to recover from a permanent one.
When you use the Regenerate free action, you can spend Investiture to instantly recover from an injury of your choice (either instead of or in addition to healing yourself). Spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
Elsecaller
First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Transportation and Transformation skills.
When you acquire this talent, you gain access to Investiture, beginning with a maximum Investiture of 2 + your Awareness or Presence (whichever is higher). You can now use the Breathe Stormlight, Enhance, and Regenerate actions.
     Additionally, you gain the goal “Speak the First Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You gain the Transportation and Transformation surges.
     - You gain an additional skill on your character sheet for the above surges, starting with 1 rank in each.
Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
You gain the goal “Speak the Second Ideal.” After you complete this goal, 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.
Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
You gain the goal “Speak the Third Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You can summon your spren as a Radiant Shardblade (see chapter 7).
Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
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 logicspren as Radiant Shardplate (see chapter 7).
Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Your spren bond range increases from 30 feet to 100 feet. Additionally, when you spend focus to give your spren a task, it costs you 1 fewer focus (to a minimum cost of 1).
Take Squire
You can choose a squire, granting them one or both of your surges. You can have a number of squires up to your current ideal.
After a long rest, choose a companion or player character you can influence to take as your squire. To choose them, they must be willing and sapient, you must have known them for at least 1 game session, and they must not have bonded a Radiant spren.
     When you choose a squire, decide whether you want to grant them both of your surges, one of them, or none. That character becomes your squire, gaining the surges you chose plus the other benefits in the “Squires” section earlier in this chapter.
     You can have a maximum number of squires up to your current Ideal (such as three for the Third Ideal). If you already have the maximum number of squires, you must choose one to dismiss as your squire before choosing a new one.
Elsecaller’s Perspicacity
While you have Investiture, gain an advantage on reactions, Deduction tests, and tests to peer between realms.
While you have 1 Investiture or more, you gain an advantage on Deduction tests, on tests you make as part of a reaction, and on tests to gather information while peering between the Physical and Cognitive Realms.
Invested
Your max Investiture increases by your tier.
When you acquire this talent, your maximum Investiture increases by a number equal to your tier. When your tier increases by 1, your maximum Investiture does as well.
Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3  Investiture to recover from a permanent one.
When you use the Regenerate free action, you can spend Investiture to instantly recover from an injury of your choice (either instead of or in addition to healing yourself). Spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
Lightweaver
First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Illumination and Transformation skills.
When you acquire this talent, you gain access to Investiture, beginning with a maximum Investiture of 2 + your Awareness or Presence (whichever is higher). You can now use the Breathe Stormlight, Enhance, and Regenerate actions.
     Additionally, you gain the goal “Speak the First Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You gain the Illumination and Transformation surges.
     - You gain an additional skill on your character sheet for the above surges, starting with 1 rank in each.
Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
You gain the goal “Speak the Second Ideal.” After you complete this goal, 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.
Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
You gain the goal “Speak the Third Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You can summon your spren as a Radiant Shardblade (see chapter 7).
Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
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 flamespren as Radiant Shardplate (see chapter 7).
Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Your spren bond range increases from 30 feet to 100 feet. Additionally, when you spend focus to give your spren a task, it costs you 1 fewer focus (to a minimum cost of 1).
Take Squire
You can choose a squire, granting them one or both of your surges. You can have a number of squires up to your current ideal.
After a long rest, choose a companion or player character you can influence to take as your squire. To choose them, they must be willing and sapient, you must have known them for at least 1 game session, and they must not have bonded a Radiant spren.
     When you choose a squire, decide whether you want to grant them both of your surges, one of them, or none. That character becomes your squire, gaining the surges you chose plus the other benefits in the “Squires” section earlier in this chapter.
     You can have a maximum number of squires up to your current Ideal (such as three for the Third Ideal). If you already have the maximum number of squires, you must choose one to dismiss as your squire before choosing a new one.
Invested
Your max Investiture increases by your tier.
When you acquire this talent, your maximum Investiture increases by a number equal to your tier. When your tier increases by 1, your maximum Investiture does as well.
Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3  Investiture to recover from a permanent one.
When you use the Regenerate free action, you can spend Investiture to instantly recover from an injury of your choice (either instead of or in addition to healing yourself). Spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
Physical Illusion
Spend Investiture to create a physical illusion with health and defenses. You control it with
, and it can test and attack using your Illumination.
Spend 1 Investiture or more to use your Illumination surge to infuse a physical illusion in thin air, following the normal rules for either a simple or complex illusion.
     However, unlike other illusions, this physical illusion occupies its space as if it were real; objects can’t pass through it, and if it’s Medium or larger, it can be used as cover. This illusion weighs half as much as the real version would (maximum of 25 pounds per surge rank). Though it isn’t a character, it has health equal to 5 × your ranks in Transformation, and each of its defenses equals 10 + your Transformation modifier. If the illusion is reduced to 0 health, its infusion ends early and any infused Investiture is lost.
     When you control your physical illusion, it can interact with its environment (such as an illusionary chicken flying into a windowpane). You can use
to task one of your physical illusions with something that requires a test (such as attacking someone) or your careful attention (such as writing a note).
     When the illusion’s task requires a test, you must be able to sense its target, and you use your Illumination instead of that test’s usual skill. For example, if the illusion is attacking with a real weapon, test your Illumination but otherwise follow the normal rules for that attack.
     While wielding an illusionary weapon, the illusion can make a melee attack against the Physical defense of a target within its reach. This attack deals either keen or impact damage depending on the illusionary weapon, and the size of its damage dice increases with your ranks in Transformation: at 2 ranks, roll 2d6 damage; at 3 ranks, roll 2d8 damage; and so on. As usual, on a hit, add your Illumination modifier to damage, and on a miss, you can spend 1 focus to graze with that attack.
Skybreaker
First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Division and Gravitation skills.
When you acquire this talent, you gain access to Investiture, beginning with a maximum Investiture of 2 + your Awareness or Presence (whichever is higher). You can now use the Breathe Stormlight, Enhance, and Regenerate actions.
     Additionally, you gain the goal “Speak the First Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You gain the Division and Gravitation surges.
     - You gain an additional skill on your character sheet for the above surges, starting with 1 rank in each.
Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
You gain the goal “Speak the Second Ideal.” After you complete this goal, 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.
Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
You gain the goal “Speak the Third Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You can summon your spren as a Radiant Shardblade (see chapter 7).
Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
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 flamespren as Radiant Shardplate (see chapter 7).
Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Your spren bond range increases from 30 feet to 100 feet. Additionally, when you spend focus to give your spren a task, it costs you 1 fewer focus (to a minimum cost of 1).
Take Squire
You can choose a squire, granting them one or both of your surges. You can have a number of squires up to your current ideal.
After a long rest, choose a companion or player character you can influence to take as your squire. To choose them, they must be willing and sapient, you must have known them for at least 1 game session, and they must not have bonded a Radiant spren.
     When you choose a squire, decide whether you want to grant them both of your surges, one of them, or none. That character becomes your squire, gaining the surges you chose plus the other benefits in the “Squires” section earlier in this chapter.
     You can have a maximum number of squires up to your current Ideal (such as three for the Third Ideal). If you already have the maximum number of squires, you must choose one to dismiss as your squire before choosing a new one.
Soaring Destruction
After you Move with a Basic Lashing, spend 1 focus to gain
for Division or its talents.
After you Move while maintaining a Basic Lashing on yourself with your Gravitation surge, spend 1 focus to gain
, which can be used only for Division or one of its talents.
Invested
Your max Investiture increases by your tier.
When you acquire this talent, your maximum Investiture increases by a number equal to your tier. When your tier increases by 1, your maximum Investiture does as well.
Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3  Investiture to recover from a permanent one.
When you use the Regenerate free action, you can spend Investiture to instantly recover from an injury of your choice (either instead of or in addition to healing yourself). Spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
Stoneward
First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Cohesion and Tension skills.
When you acquire this talent, you gain access to Investiture, beginning with a maximum Investiture of 2 + your Awareness or Presence (whichever is higher). You can now use the Breathe Stormlight, Enhance, and Regenerate actions.
     Additionally, you gain the goal “Speak the First Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You gain the Cohesion and Tension surges.
     - You gain an additional skill on your character sheet for the above surges, starting with 1 rank in each.
Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
You gain the goal “Speak the Second Ideal.” After you complete this goal, 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.
Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
You gain the goal “Speak the Third Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You can summon your spren as a Radiant Shardblade (see chapter 7).
Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
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 flamespren as Radiant Shardplate (see chapter 7).
Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Your spren bond range increases from 30 feet to 100 feet. Additionally, when you spend focus to give your spren a task, it costs you 1 fewer focus (to a minimum cost of 1).
Take Squire
You can choose a squire, granting them one or both of your surges. You can have a number of squires up to your current ideal.
After a long rest, choose a companion or player character you can influence to take as your squire. To choose them, they must be willing and sapient, you must have known them for at least 1 game session, and they must not have bonded a Radiant spren.
     When you choose a squire, decide whether you want to grant them both of your surges, one of them, or none. That character becomes your squire, gaining the surges you chose plus the other benefits in the “Squires” section earlier in this chapter.
     You can have a maximum number of squires up to your current Ideal (such as three for the Third Ideal). If you already have the maximum number of squires, you must choose one to dismiss as your squire before choosing a new one.
Cohesive Teamwork
When you Gain Advantage while having Investiture, the next test an ally makes against that target gains an advantage, and you can’t be forcibly moved or knocked Prone.
After you use the Gain Advantage action while having 1 Investiture or more, whether you succeed or fail, the next test an ally makes against that target gains an advantage. Until the end of your next turn, while standing on stone, you can’t be moved against your will or knocked Prone.
Invested
Your max Investiture increases by your tier.
When you acquire this talent, your maximum Investiture increases by a number equal to your tier. When your tier increases by 1, your maximum Investiture does as well.
Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3  Investiture to recover from a permanent one.
When you use the Regenerate free action, you can spend Investiture to instantly recover from an injury of your choice (either instead of or in addition to healing yourself). Spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
Truthwatcher
First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Progression and Illumination skills.
When you acquire this talent, you gain access to Investiture, beginning with a maximum Investiture of 2 + your Awareness or Presence (whichever is higher). You can now use the Breathe Stormlight, Enhance, and Regenerate actions.
     Additionally, you gain the goal “Speak the First Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You gain the Progression and Illumination surges.
     - You gain an additional skill on your character sheet for the above surges, starting with 1 rank in each.
Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
You gain the goal “Speak the Second Ideal.” After you complete this goal, 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.
Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
You gain the goal “Speak the Third Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You can summon your spren as a Radiant Shardblade (see chapter 7).
Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
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 flamespren as Radiant Shardplate (see chapter 7).
Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Your spren bond range increases from 30 feet to 100 feet. Additionally, when you spend focus to give your spren a task, it costs you 1 fewer focus (to a minimum cost of 1).
Take Squire
You can choose a squire, granting them one or both of your surges. You can have a number of squires up to your current ideal.
After a long rest, choose a companion or player character you can influence to take as your squire. To choose them, they must be willing and sapient, you must have known them for at least 1 game session, and they must not have bonded a Radiant spren.
     When you choose a squire, decide whether you want to grant them both of your surges, one of them, or none. That character becomes your squire, gaining the surges you chose plus the other benefits in the “Squires” section earlier in this chapter.
     You can have a maximum number of squires up to your current Ideal (such as three for the Third Ideal). If you already have the maximum number of squires, you must choose one to dismiss as your squire before choosing a new one.
Spiritual Healing
Instead of healing yourself or an ally, spend 2 Investiture to restore half as much focus as the target would’ve recovered health.
Before you restore health to yourself or a willing ally, you can spend 2 Investiture to instead cause the target to recover half as much focus (rounded up) as they would have recovered health.
Invested
Your max Investiture increases by your tier.
When you acquire this talent, your maximum Investiture increases by a number equal to your tier. When your tier increases by 1, your maximum Investiture does as well.
Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3  Investiture to recover from a permanent one.
When you use the Regenerate free action, you can spend Investiture to instantly recover from an injury of your choice (either instead of or in addition to healing yourself). Spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
Truthwatcher (Enlightened)
Future Sight
Ask the GM for a vision of the future. If the vision requires interpretation, test Deduction; on a
, the vision might be unreliable.
After a short or long rest or at the start of any scene, you can ask the GM for a vision of the future. If the GM deems an event in the near future to be important enough to trigger a vision, you have a vision. Most concern events within the next day, but events with wider-reaching implications might be seen earlier than that. At the GM’s discretion, they can have you make a Deduction test to determine how much you can see and understand; depending on the result, the GM might tell you what the vision reveals about upcoming events, or they might simply describe a jumbled vision with confusing glimpses that don’t grant useful information. The GM can spend
from this test to secretly and randomly determine whether to give you true or false information.
     After you complete your goal to “Speak the First Ideal,” you gain access to the later talents on this talent tree.
Glimpse the Future
Spend 1 Investiture or more to reroll that many dice from your test.
Once per round after you roll the dice for a test, you can spend 1 Investiture or more to reroll that many of the test’s dice. The original rolls have no effect and you must use the new result.
Alter Fortune
Preroll d20s equal to 1 + your tier. You can replace enemy and ally d20 rolls with those numbers.
Each time you finish a long rest, roll a number of d20s equal to 1 + your tier, and record each result.
     When an enemy or willing ally you can sense makes a test, you can use a reaction to replace the test’s d20 roll with one of your recorded numbers. You can replace that number after you see their die roll and after they apply any advantages, but you must do so before the effects of the test are resolved.
     You lose a recorded number after you use it to replace a d20 roll or after a long rest.
Search the Past
Choose a past event you’re familiar with and test Lore (DC determined by time since that event). On success, you have a 10-minute vision of that event.
After a long rest, you can choose one past event you’ve either heard about or experienced, then make a Lore test. The DC is determined by how long ago the event took place, as shown on the Past Sight DC table. This DC is reduced by 10 if you’ve experienced the event before, whether in person or through a vision.
     On a successful test, you experience a vision of 10 minutes of the event as though you were there. If the event is one you've experienced before, you can choose to appear in a specific different location or time within that event. You are a passive observer in the vision, invisible, intangible, and otherwise unable to alter the course of the event in any way.
Vision Void
You and allies within your spren bond range are immune to enemy effects that reroll your dice, and enemies can’t see visions of events you influence.
You and each ally within your spren bond range are immune to any enemy effect that would reroll or replace the result of any die rolled by you or those allies.
     Additionally, if you’re present in or strongly influencing an event, no enemy can ever see visions of that event, whether they’re viewing it as a future event or a past one.
Willshaper
First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Transportation and Cohesion skills.
When you acquire this talent, you gain access to Investiture, beginning with a maximum Investiture of 2 + your Awareness or Presence (whichever is higher). You can now use the Breathe Stormlight, Enhance, and Regenerate actions.
     Additionally, you gain the goal “Speak the First Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You gain the Transportation and Cohesion surges.
     - You gain an additional skill on your character sheet for the above surges, starting with 1 rank in each.
Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
You gain the goal “Speak the Second Ideal.” After you complete this goal, 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.
Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
You gain the goal “Speak the Third Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You can summon your spren as a Radiant Shardblade (see chapter 7).
Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
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 flamespren as Radiant Shardplate (see chapter 7).
Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Your spren bond range increases from 30 feet to 100 feet. Additionally, when you spend focus to give your spren a task, it costs you 1 fewer focus (to a minimum cost of 1).
Take Squire
You can choose a squire, granting them one or both of your surges. You can have a number of squires up to your current ideal.
After a long rest, choose a companion or player character you can influence to take as your squire. To choose them, they must be willing and sapient, you must have known them for at least 1 game session, and they must not have bonded a Radiant spren.
     When you choose a squire, decide whether you want to grant them both of your surges, one of them, or none. That character becomes your squire, gaining the surges you chose plus the other benefits in the “Squires” section earlier in this chapter.
     You can have a maximum number of squires up to your current Ideal (such as three for the Third Ideal). If you already have the maximum number of squires, you must choose one to dismiss as your squire before choosing a new one.
Spiritual Cohesion
Choose allies up to your current Ideal to become Determined.
from that condition increases that ally’s Cognitive and Spiritual defenses by 2.
Once per scene, choose one or more allies you can influence, up to a number equaling your current Ideal (such as two allies for the Second Ideal). Each target becomes Determined until the end of the scene. If a target uses that condition to add an Opportunity to a test, increase their Cognitive defense and Spiritual defense by 2 until the end of the scene.
Invested
Your max Investiture increases by your tier.
When you acquire this talent, your maximum Investiture increases by a number equal to your tier. When your tier increases by 1, your maximum Investiture does as well.
Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3  Investiture to recover from a permanent one.
When you use the Regenerate free action, you can spend Investiture to instantly recover from an injury of your choice (either instead of or in addition to healing yourself). Spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
Windrunner
First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Gravitation and Adhesion skills.
When you acquire this talent, you gain access to Investiture, beginning with a maximum Investiture of 2 + your Awareness or Presence (whichever is higher). You can now use the Breathe Stormlight, Enhance, and Regenerate actions.
     Additionally, you gain the goal “Speak the First Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You gain the Gravitation and Adhesion surges.
     - You gain an additional skill on your character sheet for the above surges, starting with 1 rank in each.
Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
You gain the goal “Speak the Second Ideal.” After you complete this goal, 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.
Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
You gain the goal “Speak the Third Ideal.” After you complete this goal, you gain the following reward:
     - You become Empowered until the end of that scene.
     - You can summon your spren as a Radiant Shardblade (see chapter 7).
Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
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 flamespren as Radiant Shardplate (see chapter 7).
Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Your spren bond range increases from 30 feet to 100 feet. Additionally, when you spend focus to give your spren a task, it costs you 1 fewer focus (to a minimum cost of 1).
Take Squire
You can choose a squire, granting them one or both of your surges. You can have a number of squires up to your current ideal.
After a long rest, choose a companion or player character you can influence to take as your squire. To choose them, they must be willing and sapient, you must have known them for at least 1 game session, and they must not have bonded a Radiant spren.
     When you choose a squire, decide whether you want to grant them both of your surges, one of them, or none. That character becomes your squire, gaining the surges you chose plus the other benefits in the “Squires” section earlier in this chapter.
     You can have a maximum number of squires up to your current Ideal (such as three for the Third Ideal). If you already have the maximum number of squires, you must choose one to dismiss as your squire before choosing a new one.
Reverse Lashing
Infuse a target with a Reverse Lashing using Adhesion, then choose one type of object to attract; the infused target attracts those objects in a distance equal to your gravitation rate.
Before you infuse yourself or an object with a Basic Lashing using your Gravitation surge, you can instead infuse the target with a Reverse Lashing using Adhesion. When you do, declare a type of object (such as “projectiles,” “gems,” or “keys”) for the infused target to attract. Only unattended, unsecured objects can be attracted, and each must be of a size you can affect with your ranks in Adhesion (see the Surge Scaling table in chapter 6).
     When those objects come within a number of feet equal to your gravitation rate, they fly straight toward and stick to the infused target; this can divert ranged attacks from their intended targets. An attracted object remains on the infused target until the infusion ends or until the object is removed.
Invested
Your max Investiture increases by your tier.
When you acquire this talent, your maximum Investiture increases by a number equal to your tier. When your tier increases by 1, your maximum Investiture does as well.
Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3  Investiture to recover from a permanent one.
When you use the Regenerate free action, you can spend Investiture to instantly recover from an injury of your choice (either instead of or in addition to healing yourself). Spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
Abrasion
Frictionless Motion
While infused with Abrasion, increase your movement by 10 and ignore Slowed.
While infused with Abrasion, your movement rate increases by 10 feet, and you ignore the Slowed condition when imposed by difficult terrain, climbing, crawling, and swimming.
Graceful Skating
When you Skate and use its Move free action, you aren’t restricted to moving in a straight line.
When you Skate, you aren’t restricted to moving in a straight line.
Slippery Target
While infused with Abrasion, attacks can’t graze you and Reactive Strikes against you gain a disadvantage.
While you are infused with Abrasion, attacks can’t graze you and Reactive Strikes against you gain a disadvantage.
Slick Combatant
While infused with Abrasion, you can interrupt a Move with other actions. Deal extra damage on a mid-movement attack.
When you Skate or otherwise Move while infused with Abrasion, you can interrupt your movement at one or more points, use other actions as if you’d finished your Move, then use your remaining movement as if you were still in the middle of that Move action.
     Once per round, when you make a melee weapon attack after starting that Move but before finishing it, you can roll an extra 1d4 damage for that attack. The size of this die increases with your ranks in Abrasion: at 2 ranks, roll an extra 1d6 damage (instead of 1d4), and so on. However, if you add this damage die, the GM can spend
from the attack test to cause you to fall Prone and immediately end your Move action.
Reverse Abrasion
You can increase the friction of an object or area, canceling difficult terrain and giving an advantage to interact with it.
When you infuse an object or surface with Abrasion, you can choose to increase the infused target’s friction instead of reducing it, making it easier to grip and traverse. When a character interacts with such an object, they gain an advantage on Agility and Athletics tests made to do so. When a character moves across such a surface, they ignore any Slowed condition the surface would normally apply (such as due to climbing or difficult terrain).
Stormlight Reclamation
At the start of your turn, you can end any number of infusions to regain their remaining Investiture.
After your infusions expend their infused Investiture at the start of your turn, you can end any number of those infusions within your reach, recovering all remaining Investiture they were infused with.
Distant Surgebinding
Use your surges and their talents as though your reach is 20 feet.
You can use your surges and their talents as though your reach is 20 feet, and you don’t need to touch the target.
Smooth Operator
While you have Investiture, you are infused with Abrasion and it costs you 1 fewer focus to Skate.
While you have 1 Investiture or more, you gain the benefits of being infused with Abrasion without spending Investiture, and it costs you 1 fewer focus to Skate.
Adhesion
Stormlight Reclamation
End Adhesion infusions within reach and recover their remaining Investiture.
After your infusions expend their infused Investiture at the start of your turn, you can end any number of those infusions within your reach, recovering all remaining Investiture they were infused with.
Distant Surgebinding
Use your surges and their talents as though your reach is 20 feet.
You can use your surges and their talents as though your reach is 20 feet, and you don’t need to touch the target. (As usual, if you adhere two objects together, they must be within 5 feet of each other.)
Extended Adhesion
Your Full Lashings only expend 1 Investiture per number of rounds equal to your ranks in Adhesion.
When you perform a Full Lashing, instead of the infusion using 1 Investiture per round, it expends 1 Investiture per number of rounds equal to your ranks in Adhesion. For example, if you have 3 ranks in Adhesion, those infusions expend Investiture once every 3 rounds.
Living Adhesion
You can use Adhesion on characters. When Lashed to something larger, they are Restrained, their physical tests gain a disadvantage, and attacks against them gain an advantage.
You can use Adhesion on characters, making a test as if you were targeting an object in their possession. When you Lash a character to an object or surface that’s larger than them, that character becomes Restrained, they gain a disadvantage on all physical tests, and all attack tests against them gain an advantage.
Binding Strike
You can use Binding Strike when you hit with a ranged attack.
After you hit with a melee attack, you can spend
or 2 focus to use Adhesion, infusing Investiture as usual but without spending an action. At least one target must be an object the target is holding or wearing, and you automatically succeed on the test to infuse it. As usual, the other object or surface must be within 5 feet of the first object, but you don’t need to touch it or have a hand free.
Binding Shot
You can use Binding Strike when you hit with a ranged attack.
You can use Binding Strike when you hit with a ranged attack at any distance, and you don’t need to touch the infused targets or have a hand free.
Adhesive Trap
You can infuse Adhesion into surfaces. Characters who touch the infused surface become Fully Lashed to it.
When you use Adhesion, you can choose to infuse no objects, and instead only infuse a portion of one surface, up to the size you can affect with your ranks in Adhesion.
     When another character touches this infused area, they become subject to a Full Lashing with that surface for the duration of the infusion, and your test to Lash them in this way automatically succeeds. For example, a character becomes Lashed to the surface if they’re touching it when you infuse it, if they later touch it while moving through its space, or if they’re forcibly moved into its space (such as with a gravitational Lashing).
Superior Bond
Automatically succeed on an opposed test to maintain Full Lashings against characters with Strength no higher than your ranks in Adhesion.
When a character attempts to break one of your Full Lashings, if their Strength attribute is lower than or equal to your ranks in Adhesion, you automatically succeed on the opposed test without either of you rolling.
Cohesion
Stone Spear
Spend 1 Investiture to make a ranged Cohesion attack vs. Physical of a target within 60 feet, rolling 2d4 impact damage.
Spend 1 Investiture to make a ranged Cohesion attack against the Physical defense of a target within 60 feet of you, rolling 2d4 impact damage. On a hit, you can also spend
to knock the target Prone.
     The size of this attack’s damage dice increases with your ranks in Cohesion; at 2 ranks, roll 2d6 (instead of 2d4), and so on.
Sinkhole
Spend 1 Investiture and test Cohesion vs. Cognitive of chosen targets on stone ground. On success, the target sinks into the ground and is Immobilized.
Spend 1 Investiture and choose an area of stone ground of a size you can affect with your ranks in Cohesion. Then choose one or more characters who are touching the ground in that area. Make one Cohesion test and compare the result to the Cognitive defense of each chosen character. If you succeed against a target, they sink into the ground and are Immobilized as you resolidify the rock. (See “Using Cohesion” for rules on escaping.)
Through the Stone
Use your surges and their talents as though your reach is 20 feet.
You can use your surges and their talents as though your reach is 20 feet, as long as there is a stone surface between you and your target that you can touch.
Unbound Cohesion
Use Cohesion on any solid material that isn’t alive, Invested, or infused with Stormlight.
You can use Cohesion and its talents not only on stone, but on any solid material that isn’t alive, Invested, or infused with Stormlight.
Tunneling
Spend 1 Investiture to move through stone as if through difficult terrain, leaving a 5-foot tunnel behind you.
Spend 1 Investiture to infuse yourself with Cohesion. For the duration, you can move through stone surfaces and objects as if moving through difficult terrain. You leave a 5-foot-radius tunnel in your wake through which others can follow. At the start of each of your turns, you can spend 1 Investiture as to maintain this infusion.
     If you create tunnels near the surface, an observant character might detect ripples from the diverted material, potentially sensing your presence.
True Stoneshaping
Intricately and extensively shape stone without using additional actions or time.
When you use Cohesion to shape an object or surface, you can automatically reshape it to your will without using additional actions or time. For example, you can instantly raise or lower elevation, form walls or pillars, create or remove difficult terrain, or create intricate shapes or images.
Flowing Earth
After using Cohesion, shape the stone beneath your feet, pushing yourself in any direction up to 5 feet × your ranks in Cohesion.
After you use Cohesion or spend at least
on one of its talents, you can shape the stone beneath your feet without spending additional Investiture to do so. The stone pushes you up to 5 feet × your ranks in Cohesion, and you can choose to be pushed in any direction, such as rising upward on a pillar. This movement doesn’t trigger Reactive Strikes.
Memories of Stone
Spend 1 Investiture to communicate with stone you’re touching. If this requires interpretation, test Cohesion (DC determined by the GM).
Spend 1 Investiture to communicate for 1 round with stone you’re touching. The earth’s knowledge reaches far, including the area’s history and memories of nearby events, but it communicates in sculpted images and faint whispers that might be cryptic or incomplete. To interpret these communications, the GM might require you to succeed on a Cohesion test (DC determined by the GM). To communicate with the stone for more than 1 round, you must use this talent multiple times.
Division
Bodily Decay
When you hit with a Division attack, you can spend
to cause one target of that attack to suffer an injury.
When you hit with a Division attack, you can spend
to inflict an injury on one target of that attack.
Igniting Division
When you use Division, spend 1 or more Investiture to light the target’s space on fire, dealing ongoing damage equal to your Division modifier.
When you affect a target with Division, you can spend 1 or more additional Investiture to cause that target to catch fire for a number of rounds equal to the Investiture spent. If you didn’t already have to make a Division test when you affected that target (see “Division Under Pressure”), you must succeed on one now to do so.
     For the duration, the target becomes Afflicted, and the area within 5 feet of the target is lit on fire and becomes dangerous terrain. Both effects deal energy damage equal to your Division modifier. At the GM’s discretion, the dangerous terrain can spread on subsequent rounds.
Gout of Flame
Spend 3 Investiture to make a Division attack vs. Physical against each target in an area one size larger than normal.
Spend 3 Investiture and choose an area up to one size larger than you can normally affect with your ranks in Division; if you already have 5 ranks in Division, you can instead affect an area up to 25 feet in each dimension.
     Make a Division attack against the Physical defense of each target who is at least partially within the chosen area, rolling 3d4 energy damage. The size of these damage dice increases with your ranks in Division; at 2 ranks, roll 3d6 (instead of 3d4), and so on.
     The target or a character within reach of it can Use a Skill to make an Agility or Athletics test opposed by your Division. If they succeed, the target's Afflicted condition ends early, but the ignited area continues to burn.
Devastating Division
When you roll damage for Division, roll an additional damage die.
When you roll damage for Division or its talents, roll an additional damage die of the same size.
Eroding Escape
Spend 1 or more Investiture to end that many effects inflicting the Restrained or Immobilzed condition.
Spend 1 Investiture or more to end that many effects on yourself or an ally within your reach. The chosen effects must either be applying the Immobilized or Restrained condition, or be adding a disadvantage to one or more physical tests.
     Depending on the effect’s source, this talent might not fully destroy the source at the GM’s discretion, but it creates space or opportunity for your target to move around it or free themselves from its constraint. If the effect’s source remains at the end of the target’s next turn (such as when swimming or when wearing armor with the Cumbersome trait), the effect then reasserts itself.
Spark Sending
When there’s a solid surface between you and target, use Division as though your reach is 20 feet.
You can use Division and its talents as though your reach is 20 feet, as long as there is a solid surface from you to your target (such as a wall or floor) along which you can send an entropic spark.
Inescapable Spark
Your Spark Sending now extends to your spren bond range. You don’t need line of effect when you can sense your target, and they can’t Brace against your Division.
You can use Division and its talents as though your reach equals your spren bond range. You still need a solid surface from you to your target (such as a wall or floor) along which you can send an entropic spark, but you don’t need line of effect to your target while you can sense them.
     Additionally, your target can't benefit from the Brace action against any of your Division attacks.
Unleashed Entropy
It costs you one fewer
to use the Division skill. Your Division Under Pressure DC is reduced by 5.
It costs you one fewer
to use Division (but not its talents). Additionally, your DCs on the Division Under Pressure table are reduced by 5.
Gravitation
Flying Ace
Fly up to your gravitation rate, which permanently increases to 40 feet. You can spend 1 focus to make a melee weapon attack during this flight.
While maintaining a Basic Lashing on yourself, fly a distance up to your gravitation rate. Once during this movement, you can spend 1 focus to make a melee weapon attack as part of the same action. After resolving that attack, you can continue your movement.
     Additionally, when you acquire this talent, your gravitation rate increases to 40 feet.
Stable Flight
While maintaining a Basic Lashing on yourself, your ranged attacks don’t gain a disadvantage due to flying or unstable footing.
While maintaining a Basic Lashing on yourself, your ranged attacks don’t gain a disadvantage due to flying or other causes of unstable footing.
Group Flight
When you use a Basic Lashing out of combat, infuse additional characters up to your ranks in Gravitation without spending additional Investiture.
While not in combat, when you spend 1 Investiture or more to infuse yourself or a willing character with a Basic Lashing, you can also infuse a number of additional willing characters up to your ranks in Gravitation. Each target must be within your reach. These infusions last for the duration of the original infusion and require no additional Investiture to create or maintain.
Aerial Squadron
You can use your Group Flight in combat.
You can use your Group Flight in combat.
Gravitational Slam
Use a Basic Lashing to collide a target with a solid surface, dealing 1d4 impact damage per 10 feet moved. The target can Avoid Danger to halve damage.
When you use a Basic Lashing to move an unwilling creature or object into a solid surface, the collision stops that movement early, and you can choose for the Lashed target to take 1d4 impact damage for every 10 feet they were moved with that Lashing on this turn. For example, if you moved them 25 feet then they collide with a wall, they take 2d4 impact damage.
     Your target can use the Avoid Danger reaction to make an Agility test opposed by your Gravitation, taking half as much damage on a success.
     The size of these damage dice increases with your ranks in Gravitation; at 2 ranks, roll 1d6 (instead of 1d4), and so on.
Lashing Shot
Propel an object at a target, spending Investiture equal to distance divided by gravitation rate. Make a ranged Gravitation attack vs. Physical, rolling 2d4 impact damage.
You touch an unattended object of a size you can affect with your ranks in Gravitation, then you propel that object at a target in your line of effect, spending Investiture equal to the distance to that target divided by your gravitation rate (rounded up).
     Make a ranged Gravitation attack against the Physical defense of that target, rolling 2d4 impact damage. The size of these damage dice increases with your ranks in Gravitation; at 2 ranks, roll 2d6 (instead of 2d4), and so on.
Master of the Skies
While you have Investiture, you’re always infused with Gravitation.
While you have 1 Investiture or more, you gain the benefits of being infused with Gravitation without spending Investiture.
Multiple Lashings
When you move an unwilling character with Gravitation, you can infuse Investiture up to your ranks in Gravitation to prolong the effect.
After you succeed on a Gravitation test to move an unwilling character, you can infuse them with an amount of Investiture up to your ranks in Gravitation (instead of only 1 Investiture). When you do, the effect continues until the infusion ends (instead of until the start of your next turn).
Illumination
Distracting Illusion
Spend 1 Investiture to Lightweave an illusion of yourself or an ally. Until an attack misses the target, attacks against them gain a disadvantage and can’t graze.
Spend 1 Investiture to Lightweave an illusory duplicate, either of yourself or an ally you can sense within your spren bond range. The illusion appears in that character’s space and moves with them. Attacks against that character gain a disadvantage and can’t graze. The illusion ends after an attack misses that character or at the end of the scene.
Disorienting Flash
Spend 1 Investiture to project light in an area, testing Illumination vs. Cognitive of each character to make them Disoriented.
Spend 1 Investiture to project a burst of light in an area within your reach, up to the size you can create with your ranks in Illumination. Make one Illumination test and compare the result against the Cognitive defense of each character in that area. If you succeed against a target, they become Disoriented until the end of their next turn.
Spiritual Illumination
Spend 2 Investiture to cause an ally to become Determined and Focused.
Spend 2 Investiture to create a momentary Lightweaving near an ally you can sense within your spren bond range. That ally becomes Determined and Focused until the end of their next turn.
Painful Truth
Spend 2 Investiture and test Illumination vs. Spiritual of a target. On success, they are Slowed and must Move away on their next turn or spend focus to avoid doing so.
Spend 2 Investiture and make an Illumination test against the Spiritual defense of a target you can sense within your spren bond range. On a success, they stumble in shock, becoming Slowed until the end of their next turn.
     At the start of the target’s next turn, they must either spend focus equal to your ranks in Illumination to end this effect as
, or immediately use the Move action to move as far as possible away from you.
Stormlight Reclamation
End Illumination infusions within spren bond range and recover their remaining Investiture.
After your infusions expend their infused Investiture at the start of your turn, you can end any number of those infusions within your reach, recovering all remaining Investiture they were infused with.
Multiplicative Lightweaving
You can Lightweave additional illusions, up to your ranks in Illumination, with no additional Investiture.
When you Lightweave an illusion, you can create a number of additional illusions up to your ranks in Illumination. These infusions last for the duration of the original infusion and require no additional Investiture to create or maintain.
Endless Illusions
You can maintain illusions indefinitely. While you have Investiture, Illumination infusions in your spren bond range don’t expend Investiture.
While you have 1 Investiture or more, each of your Illumination infusions within your spren bond range expends no infused Investiture at the start of your turn.
Lingering Lightweaves
You can infuse an illusion in a sphere. The illusion moves with the sphere, expending 1 Investiture per rounds equal to your ranks in Illumination.
When you Lightweave an illusion, instead of creating it in thin air, you can instead infuse its Investiture in a sphere or unencased gem within 5 feet of that illusion. For the duration, the illusion moves with the gem; for example, an ally could carry this gem to extend the duration of an illusory disguise you created for them. Instead of the infusion expending 1 Investiture per round, it expends 1 Investiture per number of rounds equal to your ranks in Illumination; for example, if you have 3 ranks in Illumination, your infusions in spheres expend Investiture once every 3 rounds.
Progression
Injury Regrowth
Spend 2 Investiture to cause a target to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
Spend 2 Investiture to cause yourself or a willing character you touch to instantly recover from a temporary injury of the target’s choice, or spend 3 Investiture to recover from a permanent injury.
Swift Regeneration
When you Regenerate, recover health equal to 1d6 + your Progression modifier. While you have Investiture, you and your Regrowth targets can add your Progression modifier to injury rolls.
When you use Regenerate, instead of recovering the normal amount of health, you can recover health equal to 1d6 + your Progression modifier. The size of this die increases with your ranks in Progression: at 3 ranks, roll 1d8 (instead of 1d6), and so on.
     Additionally, while you have 1 Investiture or more, you and any character infused with your Regrowth can add your Progression modifier to injury rolls.
Extended Regrowth
Your Regrowth infusions only expend 1 Investiture per rounds equal to your ranks in Progression.
When you infuse Regrowth into a character, instead of the infusion expending 1 Investiture per round, it expends 1 Investiture per number of rounds equal to your ranks in Progression. For example, if you have 3 ranks in Progression, those infusions expend Investiture once every 3 rounds.
From the Brink
Spend 3 Investiture to restore life to a willing character who died within the last minute.
Spend 3 Investiture and touch the body of a character who died within the last minute. If the target is willing, they return to life Unconscious with 0 health.
Explosive Growth
Spend 1 Investiture to explosively grow plants in an area. Make a Progression attack vs. Physical of each character of your choice, rolling 2d4 impact or keen damage.
Spend 1 Investiture to use Growth in an area up to the size you can affect with your ranks in Progression. Make one Progression attack and compare the test result to the Physical defense of each character of your choice in that area. Roll 2d4 damage, dealing either impact or keen damage (whichever is logical for the grown plants). The size of this attack’s damage dice increases with your ranks in Progression; at 2 ranks, roll 2d6 (instead of 2d4), and so on.
     You can spend
to cause any number of the targets you hit to become Immobilized until the end of your next turn.
Overgrowth
When you infuse Growth into a plant, test Progression (DC 15) to cause it to grow much larger and stronger than its species’ normal limits.
When you infuse Growth into a plant, you can make a DC 15 Progression test as part of that action. On a success, you cause the plant to grow beyond its species’ normal limits, up to the surge size for your ranks in Progression, and the plant’s current and total health increase by 2d4. The size of these dice increases with your ranks in Progression; at 2 ranks, roll 2d6 (instead of 2d4), and so on.
Reliable Progression
When you roll a Progression die, make the result equal your ranks in Progression.
When you roll a die whose size increases with your ranks in Progression (such as when using the Explosive Growth, Overgrowth, and Swift Regeneration talents) or when a willing character rolls a die to recover health from your Regrowth, if the die rolls a number lower than your ranks in Progression, you can change that result to instead equal your ranks in Progression (no action required).
Font of Life
It costs you one fewer
to use Progression and its talents.
It costs you one fewer
to use Progression and its talents.
Tension
Tension Parry
Before you or an ally is hit or grazed by an attack, spend Investiture to infuse the target’s clothing, increasing their Physical defense by 2 and potentially cause the attack to miss.
Before you or an ally within your reach is hit or grazed by an attack against Physical defense, you can use this reaction to infuse Tension into the target’s clothing or a soft material you wrap around the target, spending Investiture as usual. They gain the Hardened Defense effect, increasing their Physical defense by 2 for the duration, including against the triggering attack. If the attack hit, this increase can change it to a miss. If the attack grazed, the target ignores its effects.
Rigged Weaponry
Spend 1 Investiture to increase the reach of your melee weapon by 10 feet. When you hit with a melee attack, spend
or 2 focus to infuse Tension into an object the target is holding.
While wielding a melee weapon and holding cloth or other flexible object that’s at least 10 feet long, you can spend 1 Investiture as
to increase the weapon’s reach by 10 feet until the end of your next turn.
     Additionally, after you hit a character with a melee attack, you can spend
or 2 focus to use Tension on an object the target is holding or wearing, infusing Investiture as usual but without spending an action. You automatically succeed on the test to infuse it.
Cloth Mastery
Use Tension to instantly create intricate and complex objects.
When you use Tension to create an object or weapon, you can automatically reshape it before it becomes rigid without using additional actions or time. When you do, you instantaneously mold the soft material into an object as elaborate, intricate, and complex as you wish. For example, you could turn a large tarp into a table or chair, shape a cloak around its wearer as a functioning suit of half plate, cause a grappling hook attached to a rope to secure itself to a ledge above, or create intricate shapes or images.
Fine Control
Spend Investiture to infuse an object you can control with
while touching it. It can move up to 25 feet along surfaces, perform tasks, and make attacks using your Tension.
Infuse 1 Investiture or more into an unattended object within reach that is of a size you can affect with Tension. Though the infused object isn’t a character, for the duration, its current and maximum health both increase to 5 × your ranks in Tension, and each of its defenses equals 10 + your Tension modifier. If the infused object is reduced to 0 health, the infusion ends early and the object breaks.
     Many Tension users infuse long pieces of cloth, rope, or other flexible material that they can control, effectively extending their range. On each of your turns for the duration, while touching part of one object you infused using this talent, you can move it up to 25 feet along surfaces (including ceilings) and can use it to interact with characters and other objects. You can use
to have one infused object perform simple tasks like climbing a tree or opening a door. You can use
to task one infused object with something that requires a test or your careful attention, such as attacking someone or writing a message. The object has no senses of its own and can’t act without your touch and direct control, so you can’t give it tasks that require senses or knowledge you don’t have.
     If the object’s task requires a test (such as an attack or Athletics test), you must be able to sense its target, and you use your Tension instead of that test’s usual skill.
     The object can make a melee attack using Tension against the Physical defense of a target within 5 feet of it, rolling 2d4 impact damage. The size of these dice increases with your ranks in Tension; at 2 ranks, roll 2d6 (instead of 2d4), and so on.
Stormlight Reclamation
End Tension infusions within reach and recover their remaining Investiture.
After your infusions expend their infused Investiture at the start of your turn, you can end any number of those infusions within your reach, recovering all remaining Investiture they were infused with.
Extended Tension
Your Tension infusions only expend 1 Investiture per rounds equal to your ranks in Tension. While you have Investiture, you can freely maintain Tension infusions on objects you’re holding.
When you infuse Tension into an object, instead of the infusion expending 1 Investiture per round, it expends 1 Investiture per number of rounds equal to your ranks in Tension. For example, if you have 3 ranks in Tension, those infusions expend Investiture once every 3 rounds.
     Additionally, while you have 1 Investiture or more, you can maintain Tension infusions on objects you’re holding or wearing without either you or the infusion expending Investiture.
Surface Tension
Use Tension to increase a liquid’s surface tension and walk on it like solid ground.
You can use Tension on liquid, affecting an area up to twice the size you can normally affect with your ranks in Tension. For the duration, this liquid’s surface tension increases and characters can walk on it like solid ground.
Clothsmith
Your Hardened Defense effect increases the target’s Physical defense by 4 instead of 2. When you temporarily create a weapon with Tension, it gains an extra d4 damage die.
When you infuse Tension to grant a character the Hardened Defense effect, their Physical defense increases by 4 (instead of 2).
     Additionally, when you temporarily create a weapon with Tension (see “Creating Objects and Weapons”), it gains an extra d4 damage die (for example, an axe created this way deals 1d6 + 1d4 keen damage). The size of this die increases with your ranks in Tension; at 2 ranks, the extra die becomes a d6 (instead of a d4), and so on.
Transformation
Soulcast Defense
Before you or an ally is hit by a projectile, spend 1 Investiture to test Transformation (DC equals triggering attack). On failure, the projectile grazes. On success, the projectile misses and becomes an Essence.
Before you or an ally within your reach is hit by a projectile from a ranged attack, you can use this reaction and spend 1 Investiture to make a Transformation test. The DC of this test equals the triggering attack’s test result; you can choose whether to use this reaction after you learn the DC.
     On a failure, the attack grazes instead of hitting. On a success, the attack instead misses and can’t graze, and you transform the projectile into a material of your choice. If you choose a non-solid material, this destroys the projectile.
Soulcast Parry
You can use Soulcast Defense on melee weapon attacks.
You can now use Soulcast Defense on melee weapon attacks as well as ranged ones.
Distant Surgebinding
Use your surges and their talents as though your reach is 20 feet.
You can use your surges and their talents as though your reach is 20 feet, and you don’t need to touch the target.
Persistent Transformation
When transforming non-living objects, your max DC is 15. Also, you can reattempt Soulcasting, but on success, must spend 1 additional Investiture per recent Soulcasting failure.
When transforming a non-living material, your Transformation test has a maximum DC of 15.
     Additionally, after you fail to Soulcast an object, you can attempt to do so again during the same scene. When you succeed on this test, you must spend 1 additional Investiture per time you failed to Soulcast that object during this scene; if you can’t spend that much Investiture, the object isn’t transformed.
Flamecasting
You gain “Flame” as a sixth category following “Clear Air” (DC 30 to transform stone to flame). When Soulcasting flames, attack each character within 5 feet using Transformation vs. Physical, rolling 2d4 energy damage.
On your surge’s list of Soulcasting materials, you gain a sixth category called “Flame,” which follows the entry for “Clear Air.” When Soulcasting a material that’s five spaces away on this expanded list, the DC is 30 (such as when Soulcasting stone into flame).
     When you Soulcast an object into flame, the flames last for only a moment before dissipating. However, before they do, they can catch flammable objects on fire.
     Additionally, when you Soulcast an object into flame, use the result of that Transformation test to make an attack as
against the Physical defense of each character within 5 feet of the Soulcast object. Roll 2d4 energy damage. The size of these damage dice increases with your ranks in Transformation; at 2 ranks, roll 2d6 (instead of 2d4), and so on.
Expansive Transmuter
Soulcasting non-living material costs 2 fewer Investiture.
When you Soulcast non-living material, reduce the Investiture cost by 2 (to a minimum of 1 Investiture). For example, it now costs you only 1 Investiture to Soulcast either a Small, Medium, or Large object.
Living Soulcasting
Spend 1 Investiture and make a melee Transformation attack vs. Spiritual of a living organism, rolling 3d4 spirit damage. The target dies if reduced to 0 health.
Spend 1 Investiture and make a melee Transformation attack against the Spiritual defense of a character, plant, or other living organism within your reach. Roll 3d4 spirit damage. The size of these damage dice increases with your ranks in Transformation; at 2 ranks, roll 3d6 (instead of 3d4), and so on.
     If this reduces the target to 0 health, they die, and you transform their body into your choice of material without spending additional actions or Investiture.
Bloodcasting
Spend 1 Investiture and test Transformation (DC 15) to cleanse all poison from the target and reduce one injury’s recovery time by 5 days.
While touching a character, spend 1 Investiture and make a DC 15 Transformation test to cleanse their blood. On a success, the effects of any poison end for the target, and you can reduce the recovery time of one of their injuries by 5 days.
     The GM can spend
from this test to reduce the target’s maximum health by twice their level until after the target’s next long rest.
Transportation
Cognitive Farsight
You can spot things in the Cognitive Realm up to a distance equal to 3 × your spren bond range. While you have Investiture, you can identify north and the direction to the nearest settlement.
When you peer into the Cognitive Realm with Transportation, you can spot things up to a distance equal to 3 × your spren bond range.
     Additionally, while you have 1 Investiture or more, you always know both which direction is north and which direction you must travel to reach the nearest settlement or gathering of people.
Cognitive Vision
When you use Transportation to look into the Cognitive Realm, you can learn an enemy’s intent by testing Transportation vs. Cognitive, and you can learn about your immediate environment.
The following entries are added to the list of things you can spot when you use Transportation to look into the Cognitive Realm:
    
     Learn Intent. Make a Transportation test as against the Cognitive defense of an enemy you can sense. On a success, you extrapolate their likely intentions based on the spren lurking around them, and you can share that information with your allies. That enemy gains a disadvantage on their next test against you or one of your allies.
    
     Locate Objects. By briefly reaching into Shadesmar, you can examine the various soul beads and their relative locations in the bead ocean. This might reveal nearby objects or other information about your immediate environment, depending on which beads you touch.
    
     As usual, spotting more difficult things might require a Transportation test at the GM’s discretion.
Realmic Evasion
Before you’re hit by an attack, spend 1 Investiture and test Transportation (DC equals triggering attack). On failure, the attack grazes. On success, the attack misses.
Before you’re hit by an attack, you can use this reaction and spend 1 Investiture to make a Transportation test. The DC of this test equals the triggering attack’s test result; you can choose whether to use this reaction after you learn the DC. On a failure, the attack grazes instead of hitting. On a success, the attack instead misses and can’t graze.
Realmic Step
Test Transportation (DC 15) and spend 2 Investiture to transport yourself to a space within spren bond range.
Make a DC 15 Transportation test. On a success, spend 2 Investiture to move through Shadesmar (along with each object you’re wearing or carrying), transporting yourself to an unoccupied space you can sense within your spren bond range. This movement doesn’t trigger Reactive Strikes.
     If you are on or above a large body of water, using this talent only costs 1 Investiture, as you don't have to shape the sea of beads beneath yourself to move around.
Elsecalling
Spend 1 Investiture to transport yourself from the Physical to the Cognitive Realm, or test Transportation (DC 20) and spend 2 Investiture to transport from the Cognitive to the Physical Realm.
You can transport yourself from the Physical Realm to the same location within the Cognitive Realm, or vice versa, along with each object you’re wearing or carrying. This movement doesn’t trigger Reactive Strikes.
     If you’re in the Physical Realm, spend 1 Investiture to transport yourself to the Cognitive Realm. Elsecalling in this way is simple, requiring no skill test.
     If you’re in the Cognitive Realm, make a DC 20 Transportation test. On a success, spend 2 Investiture to transport yourself to the Physical Realm. On a failure, you don’t spend Investiture or transport yourself; on a later turn, you can attempt to Elsecall again.
Shared Transportation
When you transport yourself, spend 1 Investiture or more to bring that many additional characters with you.
When you move yourself through Shadesmar with your Elsecalling or Realmic Step talent, you can spend additional Investiture to also transport willing characters within your reach, along with everything they’re wearing or carrying. Spend 1 Investiture per additional character you choose to transport.
Elsegate
Transport yourself and up to ten companions to an Oathgate or permanent perpendicularity you’ve visited before.
After a long rest, you can instantly transport yourself and up to ten more willing characters, along with each object the targets are wearing or carrying. Choose an Oathgate platform or permanent perpendicularity you’ve visited before. After spending Investiture as described below, you and the other targets are transported to that destination.
     This Transportation requires significant Investiture; you must have infused spheres worth twice as many marks as the number of characters you’re transporting, and when you arrive, those spheres all become dun.
     At the GM’s discretion, you might be able to choose other destinations that are highly Invested locations you’ve visited before.
Realmwalker
When you test Transportation for a talent, you automatically succeed.
When you make a Transportation test to use a Transportation talent, you automatically succeed.