


Great job, can’t wait for you to do more, since I’d love to play with these. I think the class is generally well-balanced, and both of the things I pointed out are honestly nit picky. Then you can start stacking spells and the like, Haste and Longstrider, but that’s physically crafting a character to be speedy, and the surge of Gravitation gives it for free. You take 15 monk levels, 5 barbarian, and the mobile feat and you still only have 75 movement. When you do the math for movement that fast where you can still interact and pretty much exist, you have to do hefty min-maxing to get anywhere even close. Allowing a class like the Windrunners and Skybreakers, heavy hitting DPSs, that sort of flying speed makes them pretty insane. The only way to go that fast in flying is the 6th level Druid spell Wind Walk that takes a minute to cast and a minute to turn off, and the players are incorporeal while they’re flying. 60 ft should be the fastest a surgebinder can go in the air, because as a hard and fast rule, players don’t go that fast, especially not in flight. That’s just an incredible amount of speed that gives those surgebinders the ability to totally control anything, in and especially out of combat. At 6th level their flight speed is 80 ft.

The other thing, and a little bigger I’d say, is the flight of Windrunners and Skybreakers. So giving the Surgebinders both Con and Wis is an edge that a class of people with access to Shardblades shouldn’t have. Wis, Con, and Dex are by far the most useful and common throws, which is why they’re the only throws in older editions. Every single class in 5e has 1 core throw(Wis, Con, Dex) and one auxiliary throw(Str, Int, Cha). I looked over real quickly and 2 things caught my eye, when it comes to balancing issues. You’ve poured a bunch of effort into this, and it’s super comprehensive.
