Use Opportunist on the plot die of a willing ally within 20 feet.
Get'Em Talking
.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.
Quick Analysis
.Quick Analysis
Spend 2 focus to gain for cognitive tests with Use a Skill, Gain Advantage, or an Agent talent.
Baleful
.Baleful
To resist your influence, a character must spend additional focus equal to your tier.
Gather Evidence
.Gather Evidence
Gain Legal Codes expertise. When you succeed on a cognitive test against a target, you become Focused.
Hardy
.Hardy
Gain +1 max health per level (including previous levels).
Sleuth's Instincts
.Sleuth's Instincts
Gain an advantage on cognitive tests against characters whose motivation you know. You know when those characters lie to you.
Close the Case
.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.
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Opportunist
.Opportunist
Once per round, you can reroll your plot die.
Sure Outcome
.Sure Outcome
When you use Opportunist, spend 2 focus to change to
, or change any
to
Plausible Excuse
.Plausible Excuse
Gain Sleight of Hand expertise. When discovered skulking, spend 2 focus to feign innocence.
Collected
.Collected
Increase your Cognitive and Spiritual defenses by 2
Cover Story
.Cover Story
Gain a false identity and a relevant cultural expertise.
Subtle Takedown
.Subtle Takedown
Make an unarmed attack with Insight vs. an unsuspecting target's Cognitive, raising the stakes. On a hit, they can't communicate.
Mighty
.Mighty
When you hit with a weapon or unarmed attack, for each spent, deal extra damage equal to 1 + your tier.
High Society Contacts
.High Society Contacts
Gain High Society expertise. Spend 2 focus to add to a test to interact in high society.
Mercurial Facade
.Mercurial Facade
Disguise yourself using Deception without needing physical supplies. The first character to see through your disguise is Surprised.
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Opportunist
.Opportunist
Once per round, you can reroll your plot die.
Risky Behavior
.Risky Behavior
Spend 1 focus to raise the stakes on your test.
Cheap Shot
.Cheap Shot
Spend 1 focus to make an unarmed attack with Thievery vs. Cognitive, raising the stakes. On a hit, the target is'Stunned.
Double Down
.Double Down
You can reroll again with Opportunist, but on
, you lose 2 focus.
Surefooted
.Surefooted
Your movement increases by 10. Reduce damage from falling and dangerous terrain by twice your tier.
Underworld Contacts
.Underworld Contacts
Gain Criminal Groups expertise. Spend 2 focus to add to a social test against criminals.
Fast Talker
.Fast Talker
Spend 2 focus to gain for spiritual tests with Use a Skill, Gain Advantage, or an Agent talent.
Shadow Step
.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.
Trickster's Hand
.Trickster's Hand
Spend 2 focus to gain for physical tests with Use a Skill, Gain Advantage, or an Agent talent.
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Rousing Presence
.Rousing Presence
An ally becomes Determined until end of scene.
Steadfast Challenge
.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.
Collected
.Collected
Increase your Cognitive and Spiritual defenses by 2
Withering Retort
.Withering Retort
Use your Steadfast Challenge before an attack and increase your deflect against the attack by your ranks in Discipline.
Well Dressed
.Well Dressed
Gain Fashion expertise. While wearing Presentable armor or fashionable clothing, gain an advantage on your first Deception, Leadership, or Persuasion test.
Calm Appeal
.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.
High Society Contacts
.High Society Contacts
Gain High Society expertise. Spend 2 focus to add to a test to interact in high society.
Peaceful Solution
.Peaceful Solution
If all non-minion enemies are pacified, you ease tensions and end combat.
Practiced Oratory
.Practiced Oratory
When you use Rousing Presence or Steadfast Challenge, spend focus up to your ranks in Persuasion to add that many targets.
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Rousing Presence
.Rousing Presence
An ally becomes Determined until end of scene.
Customary Garb
.Customary Garb
While wearing Presentable armor or appropriate clothing, increase your Physical and Spiritual defenses by 2.
Galvanize
.Galvanize
An ally rolls their recovery die and recovers that much focus.
Devoted Presence
.Devoted Presence
When you use Rousing Presence, spend 1 focus to remove Prone, Slowed, Stunned, and Surprised from your target.
Composed
.Composed
Incease your max and current focus by your tier.
Applied Motivation
.Applied Motivation
When you cause a character to recover focus, they recover additional focus equal to half your ranks in Lore.
Stalwart Presence
.Stalwart Presence
When you use Rousing Presence, spend 1 focus to increase one of the target's defenses by 2.
Sage Counsel
.Sage Counsel
When you Aid a character, spend 1 focus to grant them Rousing Presence.
Inspired Zeal
.Inspired Zeal
When an ally uses Determined, choose other allies to recover 1 focus, up to your ranks in Discipline.
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Rousing Presence
.Rousing Presence
An ally becomes Determined until end of scene.
Sound Advice
.Sound Advice
Spend 1 focus to use Rousing Presence on an ally who failed a skill test.
Practical Demonstration
.Practical Demonstration
When you Gain Advantage or hit with an attack, use your Rousing Presence as
.
Lessons in Patience
.Lessons in Patience
Gain Motivational Speech expertise. When you use Rousing Presence, your target recovers 1 focus.
Mighty
.Mighty
When you hit with a weapon or unarmed attack, for each spent, deal extra damage equal to 1 + your tier.
Instill Confidence
.Instill Confidence
Rousing Presence can make an ally Focused instead of Determined.
Guiding Oration
.Guiding Oration
After you gain Advantage, an ally within 10 feet of your target gains an advantage on their next test against your target.
Foresight
.Foresight
Gain an additional each turn.
Rallying Shout
.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.
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Seek Quarry
.Seek Quarry
Choose a character to be your quarry, gaining an advantage on tests to find, attack, and study them.
Tagging Shot
.Tagging Shot
Move 5 feet and make a ranged attack. On a hit or a graze, the target becomes your quarry.
Combat Training
.Combat Training
Gain expertise in a weapon, an armor, and Military Life. Once per round, graze without spending focus.
Sharp Eye
.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.
Steady Aim
.Steady Aim
Increase your weapon range by half and deal extra damage equal to your ranks in Perception.
Exploit Weakness
.Exploit Weakness
Gain Advantage on your quarry without spending
Backstep
.Backstep
After making a ranged attack, spend 2 focus to Disengage without spending , and Brace if you enter cover or obscured area.
Hardy
.Hardy
Gain +1 max health per level (including previous levels).
Unrelenting Salvo
.Unrelenting Salvo
You can Strike your quarry more than once per turn with the same ranged weapon.
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Seek Quarry
.Seek Quarry
Choose a character to be your quarry, gaining an advantage on tests to find, attack, and study them.
Startling Blow
.Startling Blow
Make an unarmed or improvised weapon attack vs. Cognitive. On a hit or graze, the target is Surprised.
Killing Edge
.Killing Edge
Gain Knives and Slings expertises. These weapons gain the Deadly and Quickdraw expert traits.
Fatal Thrust
.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.
Shadowing
.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.
Cold Eyes
.Cold Eyes
After you defeat your quarry, recover 1 focus and choose a new quarry.
Sidestep
.Sidestep
Gain an additional to Dodge when you're not wearing armor with deflect of 2 or higher.
Mighty
.Mighty
When you hit with a weapon or unarmed attack, for each spent, deal extra damage equal to 1 + your tier.
Swift Strikes
.Swift Strikes
Spend 1 focus to make a second Strike with the same weapon.
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Seek Quarry
.Seek Quarry
Choose a character to be your quarry, gaining an advantage on tests to find, attack, and study them.
Deadly Trap
.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].
Animal Bond
.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.
Experienced Trapper
.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.
Protective Bond
.Protective Bond
Your animal companion protects an ally within 30 feet of you, and that ally gains your Animal Bond bonus instead of you.
Hunter's Edge
.Hunter's Edge
Your animal companion gains an advantage against your quarry. Your Deadly Traps increase to 2d8 damage and 3 rounds duration.
Surefooted
.Surefooted
Your movement increases by 10. Reduce damage from falling and dangerous terrain by twice your tier.
Feral Connection
.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.
Pack Hunting
.Pack Hunting
Spend 1 focus to add your ranks in Survival to your ally's attack or damage roll against your quarry.
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Decisive Command
.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.
Combat Coordination
.Combat Coordination
After you Strike, use Decisive Command without spending . If your Strike didn’t hit, you also don’t spend focus.
Valiant Intervention
.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.
Imposing Posture
.Imposing Posture
After an enemy resists your influence while in your weapon’s reach, they are Disoriented.
Hardy
.Hardy
Gain +1 max health per level (including previous levels).
Mighty
.Mighty
When you hit with a weapon or unarmed attack, for each spent, deal extra damage equal to 1 + your tier.
Resolute Stand
.Resolute Stand
Valiant Intervention prevents Reactive Strikes. Spend focus up to your ranks in Leadership to add that many targets for Valiant Intervention.
Resilient Hero
.Resilient Hero
Before your health drops to 0, it instead becomes equal to your Athletics modifier.
Demonstrative Command
.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.
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Decisive Command
.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.
Composed
.Composed
Increase your max and current focus by your tier.
Through the Fray
.Through the Fray
An ally within 20 feet can Disengage or Gain Advantage as .
Well Supplied
.Well Supplied
Gain Military Logistics expertise. Spend 2 focus to add to your test to requisition resources.
Customary Garb
.Customary Garb
While wearing Presentable armor or appropriate clothing, increase your Physical and Spiritual defenses by 2.
Confident Command
.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.
Relentless March
.Relentless March
Decisive Command increases your target’s movement by 10 feet, and they ignore Exhausted, Slowed, and Surprised.
Authority
.Authority
Double the range of Leader talents that affect allies, and double the number of allies affected.
Synchronized Assault
.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 .
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Decisive Command
.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.
Cutthroat Tactics
.Cutthroat Tactics
Your ally can raise the stakes instead of rolling your command die; if they roll
, you recover 1 focus.
Tactical Ploy
.Tactical Ploy
Test Deception vs. Cognitive to make your target lose one and gain a disadvantage on their next cognitive or spiritual test.
Rumormonger
.Rumormonger
Gain Scandal expertise. Spend 2 focus to add when you make a test to spread misinformation or gather rumors.
Well Dressed
.Well Dressed
Gain Fashion expertise. While wearing Presentable armor or fashionable clothing, gain an advantage on your first Deception, Leadership, or Persuasion test.
Shrewd Command
.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.
Baleful
.Baleful
To resist your influence, a character must spend additional focus equal to your tier.
Grand Deception
.Grand Deception
Spend 3 focus to test Deception (DC 15) to reveal a ruse that changes a detail.
Set at Odds
.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.
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Erudition
.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.
Efficient Engineer
.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.
Prized Acquisition
.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.
Deep Study
.Deep Study
Erudition grants you an additional cultural or utility expertise and two additional non-surge cognitive skills.
Fine Handiwork
.Fine Handiwork
When crafting, advanced features cost one upgrade instead of two.
Inventive Design
.Inventive Design
Your Prized Acquisition fabrial can have an effect 1 tier higher than the tier you’re currently crafting.
Overcharge
.Overcharge
Once per turn, you can raise the stakes on a fabrial attack, then spend to Strike with that fabrial as
.
Experimental Tinkering
.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.
Overwhelm with Details
.Overwhelm with Details
Spend 2 focus to use your Lore modifier on another cognitive or spiritual test.
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Erudition
.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.
Strategize
.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.
Mind and Body
.Mind and Body
Gain a weapon expertise. Gain an additional skill from Erudition. You can now choose physical skills with Erudition.
Composed
.Composed
Increase your max and current focus by your tier.
Know Your Moment
.Know Your Moment
Your defenses increase by 2 from the start of each round until you take your turn.
Contingency
.Contingency
Spend 2 focus to remove from the test of an ally within 20 feet.
Deep Contemplation
.Deep Contemplation
Reassign up to 2 skills and expertises from Erudition.
Turning Point
.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.
Keen Insight
.Keen Insight
After you Gain Advantage, the target must resist your influence or gain a disadvantage on their next test.
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Erudition
.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.
Field Medicine
.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.
Emotional Intelligence
.Emotional Intelligence
Gain Diagnosis expertise. Gain an additional skill from Erudition. You can now choose spiritual skills with Erudition.
Anatomical Insight
.Anatomical Insight
When you hit with an unarmed attack, spend 1 focus or to make the target Exhausted [− half your ranks in Medicine].
Swift Healer
.Swift Healer
Use Field Medicine as
. Your healing abilities restore additional health equal to your ranks in Medicine.
Collected
.Collected
Increase your Cognitive and Spiritual defenses by 2.
Ongoing Care
.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.
Resuscitation
.Resuscitation
Spend 3 focus when using Field Medicine to revive an Unconscious character or one who died recently.
Applied Medicine
.Applied Medicine
Your healing abilities restore additional health equal to your ranks in Lore.
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Vigilant Stance
.Vigilant Stance
Enter Vigilant Stance: Reduce the focus cost of Dodge and Reactive Strike by 1, and you can enter other stances as
.
Practiced Kata
.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.
Flamestance
.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.
Ironstance
.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.
Feinting Strike
.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.
Signature Weapon
.Signature Weapon
Gain a weapon expertise. Choose one of your weapon expertises, expanding its Opportunity range by 1.
Surefooted
.Surefooted
Your movement increases by 10. Reduce damage from falling and dangerous terrain by twice your tier.
Vinestance
.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.
Wit's End
.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.
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Vigilant Stance
.Vigilant Stance
Enter Vigilant Stance: Reduce the focus cost of Dodge and Reactive Strike by 1, and you can enter other stances as
.
Shard Training
.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.
Stonestance
.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.
Windstance
.Windstance
Enter Windstance: Gain an advantage on Agility. While you can reach multiple enemies, use
to gain to Disengage or attack.
Mighty
.Mighty
When you hit with a weapon or unarmed attack, for each spent, deal extra damage equal to 1 + your tier.
Shattering Blow
.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.
Bloodstance
.Bloodstance
Enter Bloodstance: Your Opportunity range for attacks and physical tests expands by 2, but your Physical, Cognitive, and Spiritual defenses decrease by 2.
Precise Parry
.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.
Meteoric Leap
.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.
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Vigilant Stance
.Vigilant Stance
Enter Vigilant Stance: Reduce the focus cost of Dodge and Reactive Strike by 1, and you can enter other stances as
.
Cautious Advance
.Cautious Advance
Move up to half your movement, ignoring difficult terrain, then gain to Brace or Gain Advantage.
Combat Training
.Combat Training
Gain expertise in a weapon, armor, and Military Life. Once per round, graze without spending focus.
Defensive Position
.Defensive Position
The Brace action adds two disadvantages to attacks against you, instead of one, and allies can Brace behind your shield.
Hardy
.Hardy
Gain +1 max health per level (including previous levels).
Devastating Blow
.Devastating Blow
Make a melee weapon attack vs. Physical, rolling an extra 2d8 damage.
Formation Drills
.Formation Drills
Allies within 10 feet who Brace gain the benefits of your Defensive Position.
Wary
.Wary
You can’t be Surprised while you have focus. When you lose focus involuntarily, reduce the amount lost by your ranks in Discipline.
Swift Strikes
.Swift Strikes
Spend 1 focus to make a second Strike with the same weapon.
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Change Form
.Change Form
During a highstorm, you can change into dullform, mateform, or another one of your singer forms.
Forms of Finesse
.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.
Forms of Wisdom
.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.
Forms of Resolve
.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.”
Ambitious Mind
.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.
Forms of Destruction
.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.
Forms of Expansion
.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.
Forms of Mystery
.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.
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First Ideal
.First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Abrasion and Division skills.
Second Ideal
.Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
Searing Dust Storm
.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.
Third Ideal
.Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
Invested
.Invested
Your max Investiture increases by your tier.
Fourth Ideal
.Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
Deepened Bond
.Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Take Squire
.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.
Wound Regeneration
.Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
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First Ideal
.First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Abrasion and Progression skills.
Second Ideal
.Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
Edgedancer's Grace
.Edgedancer's Grace
While you have Investiture, gain an additional to Avoid Danger or Dodge without spending focus.
Third Ideal
.Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
Invested
.Invested
Your max Investiture increases by your tier.
Fourth Ideal
.Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
Deepened Bond
.Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Take Squire
.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.
Wound Regeneration
.Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
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First Ideal
.First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Transportation and Transformation skills.
Second Ideal
.Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
Elsecaller’s Perspicacity
.Elsecaller’s Perspicacity
While you have Investiture, gain an advantage on reactions, Deduction tests, and tests to peer between realms.
Third Ideal
.Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
Invested
.Invested
Your max Investiture increases by your tier.
Fourth Ideal
.Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
Deepened Bond
.Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Take Squire
.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.
Wound Regeneration
.Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
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First Ideal
.First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Illumination and Transformation skills.
Second Ideal
.Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
Invested
.Invested
Your max Investiture increases by your tier.
Third Ideal
.Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
Wound Regeneration
.Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
Fourth Ideal
.Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
Deepened Bond
.Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Take Squire
.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.
Physical Illusion
.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.
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First Ideal
.First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Division and Gravitation skills.
Second Ideal
.Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
Soaring Destruction
.Soaring Destruction
After you Move with a Basic Lashing, spend 1 focus to gain for Division or its talents.
Third Ideal
.Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
Invested
.Invested
Your max Investiture increases by your tier.
Fourth Ideal
.Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
Deepened Bond
.Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Take Squire
.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.
Wound Regeneration
.Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
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First Ideal
.First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Cohesion and Tension skills.
Second Ideal
.Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
Cohesive Teamwork
.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.
Third Ideal
.Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
Invested
.Invested
Your max Investiture increases by your tier.
Fourth Ideal
.Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
Deepened Bond
.Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Take Squire
.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.
Wound Regeneration
.Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
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First Ideal
.First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Progression and Illumination skills.
Second Ideal
.Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
Spiritual Healing
.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.
Third Ideal
.Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
Invested
.Invested
Your max Investiture increases by your tier.
Fourth Ideal
.Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
Deepened Bond
.Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Take Squire
.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.
Wound Regeneration
.Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
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First Ideal
.First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Transportation and Cohesion skills.
Second Ideal
.Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
Spiritual Cohesion
.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.
Third Ideal
.Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
Invested
.Invested
Your max Investiture increases by your tier.
Fourth Ideal
.Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
Deepened Bond
.Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Take Squire
.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.
Wound Regeneration
.Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
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First Ideal
.First Ideal
Gain Investiture score, Breathe Stormlight, Enhance, and Regenerate. When you complete the goal “Speak the First Ideal,” gain Gravitation and Adhesion skills.
Second Ideal
.Second Ideal
When you complete the goal “Speak the Second Ideal,” you become Empowered and can use Enhance as without spending Investiture.
Reverse Lashing
.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.
Third Ideal
.Third Ideal
When you complete the goal “Speak the Third Ideal,” you become Empowered and can manifest your spren as a Radiant Shardblade.
Invested
.Invested
Your max Investiture increases by your tier.
Fourth Ideal
.Fourth Ideal
When you complete the goal “Speak the Fourth Ideal,” you become Empowered and can manifest Radiant Shardplate.
Deepened Bond
.Deepened Bond
Your spren bond range increases to 100 feet, and giving your spren a task costs 1 fewer focus.
Take Squire
.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.
Wound Regeneration
.Wound Regeneration
When you Regenerate, spend 2 Investiture to recover from a temporary injury, or spend 3 Investiture to recover from a permanent one.
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Frictionless Motion
.Frictionless Motion
While infused with Abrasion, increase your movement by 10 and ignore Slowed.
Reverse Abrasion
.Reverse Abrasion
You can increase the friction of an object or area, canceling difficult terrain and giving an advantage to interact with it.
Graceful Skating
.Graceful Skating
When you Skate and use its Move free action, you aren’t restricted to moving in a straight line.
Stormlight Reclamation
.Stormlight Reclamation
At the start of your turn, you can end any number of infusions to regain their remaining Investiture.
Distant Surgebinding
.Distant Surgebinding
Use your surges and their talents as though your reach is 20 feet.
Slippery Target
.Slippery Target
While infused with Abrasion, attacks can’t graze you and Reactive Strikes against you gain a disadvantage.
Slick Combatant
.Slick Combatant
While infused with Abrasion, you can interrupt a Move with other actions. Deal extra damage on a mid-movement attack.
Smooth Operator
.Smooth Operator
While you have Investiture, you are infused with Abrasion and it costs you 1 fewer focus to Skate.
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Stormlight Reclamation
.Stormlight Reclamation
End Adhesion infusions within reach and recover their remaining Investiture.
Binding Strike
.Binding Strike
You can use Binding Strike when you hit with a ranged attack.
Distant Surgebinding
.Distant Surgebinding
Use your surges and their talents as though your reach is 20 feet.
Binding Shot
.Binding Shot
You can use Binding Strike when you hit with a ranged attack.
Extended Adhesion
.Extended Adhesion
Your Full Lashings only expend 1 Investiture per number of rounds equal to your ranks in Adhesion.
Adhesive Trap
.Adhesive Trap
You can infuse Adhesion into surfaces. Characters who touch the infused surface become Fully Lashed to it.
Living Adhesion
.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.
Superior Bond
.Superior Bond
Automatically succeed on an opposed test to maintain Full Lashings against characters with Strength no higher than your ranks in Adhesion.
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Stone Spear
.Stone Spear
Spend 1 Investiture to make a ranged Cohesion attack vs. Physical of a target within 60 feet, rolling 2d4 impact damage.
Memories of Stone
.Memories of Stone
Spend 1 Investiture to communicate with stone you’re touching. If this requires interpretation, test Cohesion (DC determined by the GM).
Sinkhole
.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.
Through the Stone
.Through the Stone
Use your surges and their talents as though your reach is 20 feet.
Tunneling
.Tunneling
Spend 1 Investiture to move through stone as if through difficult terrain, leaving a 5-foot tunnel behind you.
Unbound Cohesion
.Unbound Cohesion
Use Cohesion on any solid material that isn’t alive, Invested, or infused with Stormlight.
True Stoneshaping
.True Stoneshaping
Intricately and extensively shape stone without using additional actions or time.
Flowing Earth
.Flowing Earth
After using Cohesion, shape the stone beneath your feet, pushing yourself in any direction up to 5 feet × your ranks in Cohesion.
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Bodily Decay
.Bodily Decay
When you hit with a Division attack, you can spend to cause one target of that attack to suffer an injury.
Eroding Escape
.Eroding Escape
Spend 1 or more Investiture to end that many effects inflicting the Restrained or Immobilzed condition.
Igniting Division
.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.
Spark Sending
.Spark Sending
When there’s a solid surface between you and target, use Division as though your reach is 20 feet.
Gout of Flame
.Gout of Flame
Spend 3 Investiture to make a Division attack vs. Physical against each target in an area one size larger than normal.
Inescapable 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.
Devastating Division
.Devastating Division
When you roll damage for Division, roll an additional damage die.
Unleashed Entropy
.Unleashed Entropy
It costs you one fewer to use the Division skill. Your Division Under Pressure DC is reduced by 5.
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Flying Ace
.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.
Gravitational Slam
.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.
Stable Flight
.Stable Flight
While maintaining a Basic Lashing on yourself, your ranged attacks don’t gain a disadvantage due to flying or unstable footing.
Lashing Shot
.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.
Multiple Lashings
.Multiple Lashings
When you move an unwilling character with Gravitation, you can infuse Investiture up to your ranks in Gravitation to prolong the effect.
Group Flight
.Group Flight
When you use a Basic Lashing out of combat, infuse additional characters up to your ranks in Gravitation without spending additional Investiture.
Aerial Squadron
.Aerial Squadron
You can use your Group Flight in combat.
Master of the Skies
.Master of the Skies
While you have Investiture, you’re always infused with Gravitation.
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Distracting Illusion
.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.
Lingering Lightweaves
.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.
Disorienting Flash
.Disorienting Flash
Spend 1 Investiture to project light in an area, testing Illumination vs. Cognitive of each character to make them Disoriented.
Stormlight Reclamation
.Stormlight Reclamation
End Illumination infusions within spren bond range and recover their remaining Investiture.
Spiritual Illumination
.Spiritual Illumination
Spend 2 Investiture to cause an ally to become Determined and Focused.
Multiplicative Lightweaving
.Multiplicative Lightweaving
You can Lightweave additional illusions, up to your ranks in Illumination, with no additional Investiture.
Painful Truth
.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.
Endless Illusions
.Endless Illusions
You can maintain illusions indefinitely. While you have Investiture, Illumination infusions in your spren bond range don’t expend Investiture.
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Injury Regrowth
.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.
Explosive Growth
.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.
Swift Regeneration
.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.
Overgrowth
.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.
Extended Regrowth
.Extended Regrowth
Your Regrowth infusions only expend 1 Investiture per rounds equal to your ranks in Progression.
Reliable Progression
.Reliable Progression
When you roll a Progression die, make the result equal your ranks in Progression.
From the Brink
.From the Brink
Spend 3 Investiture to restore life to a willing character who died within the last minute.
Font of Life
.Font of Life
It costs you one fewer to use Progression and its talents.
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Tension Parry
.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.
Stormlight Reclamation
.Stormlight Reclamation
End Tension infusions within reach and recover their remaining Investiture.
Rigged Weaponry
.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.
Extended Tension
.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.
Cloth Mastery
.Cloth Mastery
Use Tension to instantly create intricate and complex objects.
Surface Tension
.Surface Tension
Use Tension to increase a liquid’s surface tension and walk on it like solid ground.
Fine Control
.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.
Clothsmith
.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.
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Soulcast Defense
.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.
Living Soulcasting
.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.
Soulcast Parry
.Soulcast Parry
You can use Soulcast Defense on melee weapon attacks.
Bloodcasting
.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.
Distant Surgebinding
.Distant Surgebinding
Use your surges and their talents as though your reach is 20 feet.
Flamecasting
.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.
Persistent Transformation
.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.
Expansive Transmuter
.Expansive Transmuter
Soulcasting non-living material costs 2 fewer Investiture.
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Cognitive Farsight
.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.
Realmic Evasion
.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.
Cognitive Vision
.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.
Realmic Step
.Realmic Step
Test Transportation (DC 15) and spend 2 Investiture to transport yourself to a space within spren bond range.
Elsecalling
.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.
Shared Transportation
.Shared Transportation
When you transport yourself, spend 1 Investiture or more to bring that many additional characters with you.
Realmwalker
.Realmwalker
When you test Transportation for a talent, you automatically succeed.
Elsegate
.Elsegate
Transport yourself and up to ten companions to an Oathgate or permanent perpendicularity you’ve visited before.
Artists of duplicity and sabotage, Agents grasp the threads of fate in the palms of their hands, waiting for the perfect moment to pull and unravel the carefully laid plans of others.
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Envoy
Diplomat
Faithful
Mentor
Prominent organizations throughout Roshar appoint Envoys who vie for resources, curry favor, or offer service on the organization’s behalf.
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Hunter
Archer
Assassin
Tracker
The thrill of the chase thrums in a Hunter’s mind as they patiently surveil.
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Leader
Champion
Officer
Politico
Beacons of encouragement and direction, leaders oversee the efforts of others.
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Scholar
Artifabrian
Strategist
Surgeon
Creativity, acumen, and patience are hallmarks of legendary Scholars.
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Warrior
Duelist
Shardbearer
Soldier
Roshar is a world riven by conflict, and many of its people follow the path of the Warrior, whether for good or ill.
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Singer
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Dustbringer
Dustbringers enjoy engineering and taking things apart to learn how they work.
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Edgedancer
An Edgedancer’s core duty is to provide service and assistance to the common people.
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Elsecaller
Elsecallers have the strongest connection to the Cognitive Realm of all the Radiant Orders.
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Lightweaver
The Order of Lightweavers includes many painters, musicians, sculptors, thespians, and practitioners of similar arts.
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Skybreaker
Skybreakers are justice incarnate, ensuring that power is never abused and that order never devolves into chaos.
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Stoneward
The Order of Stonewards are the heavy infantry of the Knights Radiant, standing side by side with their allies as an unflinching vanguard.
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Truthwatcher
Truthwatchers live to uncover and solve as many secrets as possible, acting as the researchers and investigative reporters of the Knights Radiant.
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Truthwatcher (Enlightened)
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Willshaper
Willshapers embody freedom.
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Windrunner
In the modern era, when the average person thinks of the archetypal Knight Radiant, they picture a Windrunner: a hero soaring through the sky who stops at nothing to see others safe.
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Abrasion
The surge of Abrasion alters the frictional force on an object’s surface, usually by nearly eliminating it.
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Adhesion
The surge of Adhesion binds things together.
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Cohesion
The surge of Cohesion allows you to alter objects down to their very axi—the particles that make up all matter.
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Division
The surge of Division allows you to destroy and decay, causing your target to atrophy, crumble into dust, or fall apart in other ways.
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Gravitation
The surge of Gravitation can change the direction and magnitude of an object’s gravitational attraction.
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Illumination
The surge of Illumination can create convincing illusions, both visual and auditory.
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Progression
The surge of Progression controls the growth and healing of living things.
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Tension
The surge of Tension alters the rigidity of objects.
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Transformation
The surge of Transformation transforms one material into another.
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Transportation
The surge of Transportation allows you to transition yourself and others between the different realms.