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The Shaper V.2.0
The Shaper V.2.0
The Shaper V.2.0
2 Legal Considerations
Shaper Changelog V.1.1
Syntax, WoTC wording everywhere!
Better wording all around, tweaked a few
descriptions to better represent what the abilities are
supposed to do. Ex. Signs of Power, Sharp Winds, Subclass Changes
Fire Punch, Command: Change, and many more. Living Fire now lasts for a minute or until doused,
Skills now in alphabetical order (please kill me) and its damage is reduced to 1d4. No more counting
WoTC wording on Proficiencies, Equipment, rounds!
Commands, and others. You Cannot Catch the Wind’s scaling was getting out
Command clarification: they can only be used on of control. Changed to +2 AC at all levels. Also,
your turn, and not outside of it. changes to wording.
Ascended Will now has a duration.
General Balancing
Command Adjustments
Changed saving throws proficiencies to STR (from Changed Commands Known progression.
DEX). Change has been changed (lol) to have some
Spellslot progression changed; now more closely additional clarifications.
resembles the Ranger’s. Forget has been removed (sorry wordbearer, you
Command damage now “cannot be reduced or already a bit too strong!).
prevented in any way other than by a shaper class Wind command now has a saving throw. No longer
feature.”. will you be able to lay the Pit Fiend or Iron Golem
Changed the progression of some features (check low with a word…
the Shaper Class Table for more information) Fire command has been revamped to scale with self
Greater Recovery is now a 13th level feature damage.
Timeless Body is now a 17th level feature
Unwavering Resolve is now an 18th level feature Sign Adjustments
Force Step has better wording now :D
Changed Features Sharp Winds now deal slashing damage instead of
“Limit Break” is no more. Changed the feature to the cold damage. They slash, my dude.
15th level ability “Breaking point”. Credits to Additional Sign for all! Use more of them, become a
Overdrive2000 for coming up with the idea! true Witcher! Wait, wrong franchise.
Elemental Shape specific Signs of Power are now
part of the level 3 Elemental Shape feature instead Special thanks to u/Overdrive2000
of having to be chosen. This means you get an The Shaper needed an expert look, and we found it by pure
additional Sign! chance! Thank you, kind stranger, for your cool suggestions
Greater Recovery now grants your level in temporary and comments!
hit points at every dawn. Go get them, tiger!
Elemental Blessing now makes all available Signs
known.
Changelog 3
Shaper Changelog V.2.0
General Balancing
Changed some commands to be more explicit in
their wording (Change, Stop, Drop)
Changed Features
Changed the Command feature to be simpler in its
progression; now you can use a single command per
long rest, then two at 9th level, and finally three at
17th level.
Subclass Changes
Wordbearer can now use an additional command
from the start, but loses the additional command
word known.
Worbearer’s Tenacious Voice has been changed to
nullify the self-damage inflicted by Commands.
Flamecaller nerfed! Chaotic Ignition no longer treats
immunity as if it were resistance (up until 14th level)
Fire Punch scales with d6! The d8s were a type ngl.
Changed 14th level Flamecaller feature.
Windchaser 14th level feature no longer gives
proficiency in Dex saves. It was a bit too much.
Command Adjustments
Changed Commands Known progression.
Sign Adjustments
Better wording all around!
Changed some sings to be more straight forward.
New Stuff!
We got two bran new subclasses for you to explore:
the Waterdancer and the Earthbreaker! They are
probably a bit overpowered… would love some
feedback!
A bunch of new signs for all levels and subclasses!
Arrest Momentum, Zone of Power, Purge Infusion,
Elemental Boon, Quicken, Extend Infusion,
Interruption.
New Commands: Disappear, Jump, Fall, Water, and
Earth
Added the Resolve Rules at the end of the Shaper
Document, for ease of access.
4 Changelog
The Shaper
mysterious shaman clad in black furs walks A stalwart warrior falls to his knees, exhausted. The
A
amidst the snowstorm, head held high, the battle rages on: a new regiment has joined the opposing
terrible elements barely a nuisance to his side. Their situation is desperate. The warrior takes a
unknowable march. Motes of fire gingerly deep breath and calls upon the very earth. As he raises
float around him, inexplicably linked to his his hands, he imprints his will upon the land, and
very soul, making him impervious to the commands it to break. A chasm opens where the
stasis storm around them. The flame spirits reinforcements were to arrive, breaking the battlefield
grow bigger, fueled by the shaman’s resolve. He in two. The warrior smiles, sweating with exertion,
continues his determined pilgrimage. hammer in hand. They might still have a chance.
On a luxurious balcony, an Elf of high birth plays with These are the Shapers, resolute warriors connected to
the wind. Small spheres of brume and smoke surround the essence of matter and energy. Powered by the
her as she prepares to give her speech. The elements elemental planes, they have no God, nor any particular
empower not only her body, but also her iron will and alignment. They are the chosen, those willful enough to
determination. As she grips the golden handrails of the impose their wishes onto the laws of nature. The
Palace of Autumn, her voice is carried effortlessly by the chaotic elements do not respond to reverence, but to
wind and into the crowd below, as if she was whispering tenacity – your elemental power stems from your force
into their ears. of mind, body and soul.
Commands
In your hardships, you have learned to impose your will
upon the world and shape it with a command. These
words of power feed off your resolve and exhaust you
the moment you utter them. After using a command,
your vocal chords bleed and you suffer 1d6 force
damage that cannot be reduced in any way other than
by a Shaper Class feature. This damage increases to Resolve, Wisdom, and the Nature of
2d6 at level 5, 3d6 at level 9, 4d6 at level 13, and 5d6 at Homebrew classes
level 17. You cannot speak for a round after you use a This class is meant to be played alongside the Resolve
command. If you cannot speak for whatever reason, you optional rules listed in this expansion (Soulfrost Expanse:
cannot use commands. Threadmaster’s Vault). A Shaper is first and foremost a
determined warrior, which is exemplified by the addition of
At 1st level, you gain a single command of your choice. the Resolve score. If you do not want to add this ability score
Your command options are detailed at the end of the to your games, you can replace Resolve with Wisdom at
class description. When you gain certain shaper levels, every point in this class description.
you gain additional commands of your choice, as shown The Shaper shares a spell list with the Druid, not the Ranger,
in the Commands Known column of the Shaper table. even though they are a half-caster. It is in the nature of
homebrew classes that we cannot add a full spell list for a
You can use a single Command per long rest. You gain spellcaster, unless we create it from the ground up.
an additional use of this feature at 9th and 17th level. Regardless, every spell added in this entry is considered a
Druid spell, hence part of the Shaper’s list.
Shape of Fire
When you take this Shape at 3rd level, you gain the
following features:
Living Fire. You gain resistance to fire damage. In
addition, whenever you hit a creature with a fire
infusion from your Imbue Weapon feature, you set them
on fire. A creature that is set on fire takes 1d4 fire
damage at the end of their turn for a minute or until
doused. If the creature takes fire damage while on fire,
the effect is refreshed. A creature can use an action to
put out the flames on their turn. Creatures that cannot
be set on fire are not affected by this ability.
Fire Control. You learn the Control Flames cantrip.
Shape Sign: Fire Punch
When you take this Shape at 3rd level, you
learn the following sign.
Casting Time: 1 bonus action
Range: Touch
The Path of Flame
Components: S
Duration: Instantaneous
We are the first and the last. We are the Callers, those that stood
before the infernal gates and sealed them shut. We are the
Make a melee spell attack against a creature you can Guardians, in eternal vigil we watch. We are the lost and the
reach. On a hit, the target takes 1d6 fire damage plus found. The naive and the sage. Oh, to be both the sin and the
your strength modifier. A flammable object hit by this virtue… We are the Flame.
spell ignites if it isn’t being worn or carried. This spell’s
damage increases by 1d6 when you reach 5th level Be Fire. Burn what stands before you. Walk the path no other
(2d6), 11th level (3d6), and 17th level (4d6). will. Do it alone, if you have to. Be unwavering. Be
unstoppable. Be like fire.
Chaotic Ignition Protect your Flame. Strive to maintain the delicate equilibrium
Beginning at 6th level, your fire takes a form that is of the chaotic energies that course through your veins. There
unique to you and cannot be resisted by normal means. is a way forward within you. Never forsake yourself for
You ignore resistance to fire damage (but not someone else’s dream, or worse, their cause.
immunity!). Control the Blaze. Recognize that to be irresponsible with
Flame of Determination power is to not be worthy of it. Only in your own guidance
Starting at 10th level, once per turn, if your weapon is will you find true control. If you cannot trust yourself, you are
imbued with fire, it deals extra fire damage equal to truly lost.
your Resolve modifier when it hits. Walk in the Light. There is a path of light, to start, but it won’t
get you to the end. Half-way through, you will have to make
Blazing Soul your own. Mark the way, trust your instincts. Seek guidance
At 14th level, you become a master Flamecaller and from those that came before and let their light illuminate
gain the following benefits: your path.
Your Living Fire damage die is increased to 1d6 Be the Sun. Fill your soul with true power. Do not let your
You gain immunity to fire damage. potential be wasted. Become a beacon for those who are lost.
You treat immunity to fire damage as if it were May your light guide others find their own.
Shape of Wind
When you choose this Shape at 3rd level, you gain the
following features:
Unarmored Defense. While you are wearing no armor
and not using a shield, your AC equals 10 + your
Dexterity modifier + your Resolve modifier.
You cannot catch the Wind. Your speed is increased by
10 feet. After you move at least 20 feet on your turn, you
gain a +2 bonus to AC. This bonus lasts until you end a
turn in which you haven’t moved at least 20 feet.
Shape Sign: Wind Thrust
When you take this Shape at 3rd level, you learn the
following sign.
Casting Time: 1 bonus action
Range: 30 feet
Components: S
Duration: Instantaneous
Resolve of the Windchaser
A gust of wind shoots forth from your hands in a 30 feet
A curious man is not a naive one. Not all who wander are lost.
long, 5 feet wide line in front of you. The first creature it
Do not underestimate the power of the wind. It can take you to
places you never even thought of, just as it can raise your city to encounters in that area must make a Strength saving
the ground in a catastrophic storm. throw or be pushed back 10 feet. If this sign hits a
medium or smaller object, it pushes it back 10 feet. As a
Smile in the face of Danger. There is no reason to pout like part of this spell, you can fly 10 feet back in the
you’re taking a shit. Laugh! Any moment may be your last! opposing direction of the sign. This sign can be used to
You can’t leave this world with a frown, can you? gain advantage on acrobatics checks performed with
Help those in Need. We are powerful. That does not give us your action.
the right to forgo decency. Lend a hand to those less
Twinned Infusion
fortunate. One day, the winds will change, and you may find
yourself in a difficult spot. Starting at 6th level, if you are wielding two finesse
weapons, you can infuse both with the same use of the
Explore the World. You are blessed by the wind. You cannot Imbue Weapon feature. They count as a single weapon
stay locked inside. Go forth towards adventure! The wind will infused for the purposes of Heightened Infusion. You
guide you, and you’ll soon find, you’re right were you’re
can use this feature to enchant throwing weapons and
supposed to be.
ammunition.
Be Untamable. The wind does not bend nor break, nor will
you. You will never kneel. You will never be bound to an oath.
Wind’s Fury
You will be untamable. Starting at 10th level, you gain an additional attack with
your off-hand weapon whenever you take the Attack
Chase the Wind. There is no destination without the journey.
The path is what gives you purpose. Follow the way. Never
action on your turn.
stop chasing the wind. Like a Breeze
Maxims of the Clouds by Stormrider Felda, Year 782. At 14th level, you gain a flying speed of 60 feet.
Shape of Water
When you take this Shape at 3rd level, you gain the
following features:
Flowing Water. Your body can become partially water,
allowing you to move without restrictions. You can
move through creatures and objects as if they were
difficult terrain as long as there is at least 5 feet of open
space in any direction around them. You cannot end
your turn inside an object or creature, instead reforming
in the nearest unoccupied space.
Killer Dance. While moving through a creature, the first
attack you make against it has advantage and deals an
additional 1d8 cold damage. This ability cannot affect
the same creature twice until a minute has passed.
Shape Sign: Water Bolt
When you take this Shape at 3rd level, you
learn the following sign.
Casting Time: 1 bonus action
Range: 60 feet
Components: S
Duration: Instantaneous
You launch a powerful bolt of water and ice from your
hand. Make a spell attack against a creature you can see The Dance of the Currents
within range. On a hit, the target takes 1d8 cold
damage. This spell’s damage increases by 1d8 when Beautiful, calm, relaxed. Be like the current. Through our will,
you reach 5th level (2d8), 11th level (3d8), and 17th we change the world. We tame the untamable. That majestic,
level (4d8). eternal beauty of the sea… is what you must become. Cold and
deadly. Irrepressible. We can never be chained. Avoid
stagnation… at all costs.
Water Affinity
Beginning at 6th level, you gain resistance to cold Everflow. Never stop moving. Continue your path, like water
damage and a swim speed equal to twice your walking from the mountain. The ocean awaits at the end of your
speed. In addition, you gain the ability to breathe water. quest. You must not keep it waiting.
Liquid Form Dance between Blades. In the art of combat, emulate the
Starting at 10th level, once per round, you can use your fluidity of water. Let your movements be graceful,
reaction to phase through an attack. A weapon attack unpredictable, and ever-changing. A mindful warrior is
that would hit you instead cleaves through you as you always on the move.
become water, dealing no slashing, piercing, nor Weather the Storm Just as a river navigates through turbulent
bludgeoning damage. waters, face adversity with resilience. Stand firm against the
currents of challenges, for within the storm lies the
Flow Unbound opportunity for growth.
At 14th level, you become immune to cold damage and
to the grappled, prone, and restrained conditions. In Celebrate the Cycle Acknowledge the cyclical nature of life,
addition, while moving, you may float 5 feet above- mirroring the water’s journey from source to sea and back
ground and move on any surface without falling during again. Embrace each stage of your journey, understanding
that every drop contributes to the grand adventure that is
the move. You can become water, moving through a life.
space as narrow as 1-inch without squeezing. Maxims of Waterfowl by Sage Irina, Year 782
12 Threadmaster’s Vault: Waterdancer
Earthbreaker
Elemental Shape
Shape of Earth
When you choose this Shape at 3rd level, you gain the
following features:
Earthly Barrier. Your skin hardens and creates a barrier
that grants you 10 temporary hit points. After it is
broken, this barrier regrows on you if you haven’t taken
damage in the last minute.
Immovable. If you haven’t moved in the last round, you
gain +1 to your AC and have advantage on strength
saving throws.
Shape Sign: Blessing of Stone
When you take this Shape at 3rd level, you learn the
following sign.
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: 1 minute
You steel yourself with the power of the earth and
become resistant to one of the following damage types:
bludgeoning, slashing, piercing. In addition, if you cast
this sign when bellow half your total hit points, your
Of Earth and Iron Earthly Barrier is immediately regrown.
As disciples of the earth, we embody the unyielding strength of
stone. Stand firm in the face of adversity, for our foundation is Shattering Strike
unshakable. Let the weight of the earth guide your resolve. We Starting at 6th level, after your Earthly Barrier is
are immovable. broken, you can immediately take an attack of
opportunity against a creature within your melee range.
Stone’s Endurance. When faced with the trials of your journey,
This attack deals additional force damage equal to your
Earthly Barrier to all creatures in a 15-foot cone in front
channel the endurance of our earthly mother. Just as a
boulder withstands the ravages of time, so too shall you
endure. The hardships of the present pave the way for the of you. A creature hit by this attack must succeed on a
strength of the future. Strength saving throw or be knocked prone.
Protect those in Need. We are powerful. That is a duty, not a Greater Barrier
boon. As the boulder to the stones, we shall protect those Starting at 10th level, your Earthly Barrier grants you
who cannot protect themselves. It is the way of the earth… to 15 temporary hit points. In addition, after your barrier is
ensure a brighter tomorrow.
broken, you gain +2 to your Strength score until the end
Gratitude to the Earth. Give thanks. Honor the earth beneath of your next turn.
your feet, for it sustains and nurtures. Honor the people you
encounter, for they nourish your soul and fuel your
Earthbreaker Boulder Throw
determination. In every step, express appreciation for the At 14th level, you gain the ability to break and control
solid foundation that supports your journey. huge chunks of rock. Once per long rest, as an action,
you can hit the ground and heave a great boulder, before
Honor in Hardship. There is greatness in strife. Endure. magically launching it at your enemies. Choose a point
Overcome. But never fall to pettiness and spite. Respect all…
within 120 feet of you. Each creature in a 10-foot radius
even those you hate, so long as they fight.
sphere around that point must make a Dexterity saving
Maxims of the Mountain by Stonewarden Dak’ta, Year 782. throw. On a failure, they take 5d12 bludgeoning
damage, half as much on a success.
Threadmaster’s Vault: Windchaser 13
Wordbearer
Elemental Shape
Shape of Words
When you take this Shape at 3rd level, you gain the
following features:
Improved Commands. You gain an additional use of
your Command feature per long rest.
Expanded Spellbook. You gain the ability to learn spells
from any class’s spell list, not just the druid’s.
Shape Sign: Soothe Mind
When you take this Shape at 3rd level, you learn the
following sign.
Casting Time: 1 bonus action
Range: 60 feet
Components: S
Duration: 1 round
You shape a sign of soothing. A creature within 60 feet
must succeed on a Resolve saving throw or have
disadvantage on their next saving throw for the
duration. A creature is not aware that it has been the
target of this spell.
Greater Arcana
Beginning at 6th level, you gain the ability to cast spells Words of Power
using your resolve as a spellcasting focus. You no longer It is always so perplexing to me… some people don’t even know
need an imbued weapon (nor any other spellcasting what reality is made of. Some of them even know magic, wield
focus) to cast spells. In addition, you may cast a spell of powerful artifacts, battle against creatures so terrible they are
2nd level or lower without expending a spell slot by better left to the imagination! Yet, they just don’t know. Ignorant
expending a use of your Imbue Weapon feature. to their core, they wander around like they’re detached from the
whole, like they are special, in some way.
When you reach 10th level, you may cast spells of 3rd They are not. No one is exempt from the fundamental laws of
level or lower using this feature. reality. No one, but us. We are the Shapers of existence, my
friend. Even the gods envy us, for mortality should not be
Tenacious Voice experienced with such power.
Starting at 10th level, you no longer damage yourself
when uttering a command and are no longer silenced Rule. You are meant for greatness. Shape the world around
afterwards. you, determine the course of history, take your rightful place
of power, and rule.
Ascended Will
At 14th level, your resolve is so powerful you can weed Understand. Do not be ignorant. Strive to understand the
intricacies of your own reality. Why can you bend it? Why are
out the weak of will with a glance. As an action, a you special? Never stop wondering.
number of creatures of your choice equal to your
proficiency modifier within 60 feet must make a Resolve Change. The world itself resists change. It resists us. You
saving throw against your spellcasting ability. On a must persevere. You must endure. Only the strongest of wills
failure, they are stunned until the end of their next turn. can claim true power, and with it, bring change.
If they are of CR 4 or lower, they fall unconscious. You Written in &$(!)(@# by The Wordsmith, Year 782
can use this feature once per long rest.
14 Threadmaster’s Vault: Wordbearer
Arrest Momentum
Casting Time: 1 reaction, which you take when a
creature or object in motion is about to crash.
Range: 30 feet
Components: S
Signs of Power Duration: 1 round
You can choose to take a Sign of Power instead of a You extend a wave of gravitational power from your
druid cantrip from the options below when you reach outstretched hand in the hopes of mitigating a fall or
3rd, 6th, 10th, and 14th level. Remember that signs stopping a projectile. A single medium or smaller
have cooldowns! After you cast a Sign, you cannot cast creature/object has its momentum nullified, dropping its
that same sign again for a minute. speed to 0 and hanging in the air for the duration,
inches before the surface it was about to hit. When the
Disturbance sign fades, the target drops to the ground.
Casting Time: 1 bonus action
Range: Self (15-foot cone) Zone of Power
Components: S Casting Time: 1 bonus action
Duration: Instantaneous Range: Self (10-foot radius sphere)
You summon a shockwave of force. All creatures that Components: S
are medium size or smaller in the area must succeed on Duration: Concentration, up to 1 minute
a Strength saving throw or be pushed 5 feet back and You summon a zone of iridescent power in a 10-foot
take 1d4 force damage. radius sphere centered on you. While inside the area,
you gain a number of temporary hit points equal to your
Elemental Protection Resolve modifier at the start of each of your turns.
Casting Time: 1 bonus action
Range: Self Purge Infusion
Components: S Casting Time: 1 bonus action
Duration: 1 round Range: Self (30-foot area)
Choose a damage type from acid, cold, fire, lightning, or Components: S
thunder damage. You are resistant to that type of Duration: Instantaneous
damage for the duration. You end the Infusion on your weapon in a violent flash
of energy that sheds bright light out to 30 feet, and dim
Force Shift light for an additional 30 feet. All creatures within 30
Casting Time: 1 bonus action feet of you that did not avert their gaze must succeed on
Range: Self a Constitutions saving throw or be blinded until the end
Components: S of their next turn.
Duration: 1 round
Elemental Boon
You become semi-ethereal. You gain resistance to non- 1 bonus action
magical slashing, piercing, and bludgeoning damage for Casting Time:
30 feet.
the duration. Range:
Components: S
Reinforce Body Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action You harness the power of a particular element within
Range: Touch range.
Components: S
Duration: Concentration, up to 1 minute Fire: you gain an additional 1d6 fire damage on your
You wave a sign of physical strength. A creature within next weapon attack.
range gains advantage on the next Strength, Dexterity, Earth: you gain resistance to bludgeoning, piercing,
or Constitution saving throw. and slashing damage dealt by the next attack that
hits you.
Water: if you are bellow half your total hit points, you
heal 1d6 hit points.
Air: your next ranged weapon attack doubles its
range.
18 Shaper: Commands
Optional Rules: The Resolve Score
ello, hello! I’m overjoyed to see you in one sense, no? Resolve is supposed to represent your force
H
of our favorite sections to write in the entire of character, which makes anything that would try to
Codex of Strings: optional rules, sculpted by subdue it a Resolve save. This leaves wisdom with
years of experience and playtesting. In sleep, transformation, and paralysis effects, such as
those years, we’ve noticed many things in Hold Person or Polymorph, for example.
the 5e system that could use a revision or
two. This way, Wisdom is still important enough as to not
become irrelevant (it determines your Perception!) and
Picture this: your dwarf barbarian stands up to the you can diversify your saves.
bandits in front of the whole town, trying to inspire the
commoners to fight back! He gives the best speech you Also a Spellcasting Ability!
have ever heard from your murder-hobo of a player; Isn’t it weird for our friend the Paladin to be so damn
you’ve never been prouder! With a smile on your face, good at seducing people and performing at taverns?
you ask him to roll a persuasion check with advantage… Isn’t it weird for him to be so bad at religion checks?
and he rolls an 8 and a 13, which of course, becomes a With Resolve, you can more accurately represent the
lackluster 11 because Charisma is his dump stat. Paladin’s unwavering conviction and faith.
This situation is what prompted us to create a whole Resolve can be used as a spellcasting ability for Clerics,
new ability score to represent integrity, honor, Paladins, and even Warlocks. It’s a good option to have
faithfulness, and veracity in the truest sense: Resolve! as a player, so you can more accurately represent the
Here goes my attempt at explaining this optional rule… character. Who knows? Maybe your paladin is going
Charisma for the Uncharismatic around seducing people and pole dancing on taverns.
The famous Oath of Throwing it Back!
What is Resolve? Plain and simple: a secondary social
score. The Strength to your Dex! The Wisdom to your Other than that, Resolve functions as any other ability
Intelligence! The Constitution to your… well, there goes score. You can change some feats to give +1 RES as you
my metaphor. It’s a score that represents the strength of see fit (instead of Charisma or Wisdom) and start
your character. A military officer may be absolute crap making those bad guys roll will saves – Pathfinder was
at persuasion, but he sure knows how to intimidate. Is onto something, let me tell you!
letting him use his Strength score instead of his
Charisma really the best we can think of?
I say, let the old soldier be! Let him have a skill to prove
how good he is at bullying others! Resolve allows you
and your players to create social interactions in which
an uncharismatic character can still have an impact in
social situations – as they well should!
Get o’ your High Horse Wisdom!
Ever realized how many saving throws require
Wisdom? How rarely Intelligence is used? How game-
ending Charisma saves tend to be? Well, we’ve got a
solution to some of those problems. Resolve represents
the strength of your character, your will, your resilience
– your stubbornness. As such, let Resolve take some of
the weight of our friend Wisdom’s shoulders.
This is our proposition: effects that would fear, charm,
or act upon your will now require Resolve (RES) saves
instead of Wisdom. Hideous Laughter, Suggestion,
Dominate Monster, all become Resolve saves. It makes
Optional Rules: Resolve
19
Unforeseen Consequences
You know what’s cool? Standard Humans (not Variant)
are buffed by adding the Resolve score. In addition,
rogues are nerfed, as they’ll most likely have a low
Resolve score, which makes them easier to neutralize.
Isn’t it wonderful?
In all honesty, Resolve brings great change to your
table, and as a DM, you have to be prepared to handle it.
Most players will ignore it, until they start failing
Resolve saves and ending up charmed or dominated for
the entire fight.
Resolve fills the role of a Charisma-Wisdom hybrid, that
allows stern and stoic characters to impact social
situations, but also to be more resilient in fights. A
barbarian with a high Resolve score will no longer be
charmed and become useless! He’s got grit.
A little game-breaking. You will often find yourself
asking the question: “this feature/ability gives
advantage/bonus/proficiency on Wisdom saves, should
Resolve get it instead?” Think about what is intended
Resolve in Character Creation for said feature or effect. Is it related to your will, your
It’s not that hard. Just roll another statistic. strength of character, your mental fortitude? Or is it
referring to your knowledge, your lived experience, your
I’m kidding, of course. It is hard. But not really. What if instinct? Most of the time, it’s not a hard call to make.
Slippery Mind, for example, should now give proficiency
you are using point buy? What if you are using standard on Resolve saves instead of Wisdom.
ability scores? What if you are using another system
that no one ever heard of? When it comes to monsters and other stat sheets that
Every group has a way to create characters that is do not have a Resolve score, just use their Wisdom
slightly different, so we’ll go step by step. The most used instead.
the more
The more you play with Resolve in your games,
you’ll be able to come up with a believable
method of character creation is to roll for stats. Great! Resolve score for your NPCs and creatures on the spot.
Just roll another one and proceed as usual. If you are Ancient Red dragon? Give it a 24. Behir? 12. Lich? 20.
using point buy, add 12 additional points. If you are
using standard ability scores, add another 12. That’s the Keep in mind, if this gets to complicated for you, you
number we found most comfortable. can always disregard this segment in its entirety, keep
Starting scores are not that important. Yes, this could
Wisdom as the monumentally important ability score it
make it possible to get to 20 on an ability score at level is, and just take the following Resolve rules as an
addition to roleplay (which is its main purpose!).
1 for all you minmaxers out there, but come on, are you
gonna put a 7 on your Resolve score? Have you no
dignity? Well, maybe that’s your gist… Regardless,
Charlie over there rolled three 18s and made it to 20
anyways, so who’s counting?
Bonuses to Resolve. We recommend treating it like
Wisdom for the purposes of race and subrace points
allocation. The Firbolg has a +2 to their Wisdom score.
Give them the option to put that +2 on their Resolve
score instead. Goliaths, for example, would make
amazing Resolve users. Experiment! Having Resolve
makes the game feel so much more than it is, let me tell
you. We have been playing with this new score for about
three years and we cannot fathom going back to regular
old Charisma.
A motivational speech.
A poignant threat that makes the enemies back
down.
A student of the blade trying to convince a master
swordsman to take them as their apprentice by
showing determination.
An honorable act that ends a fight without further
bloodshed.
A show of resolve that convinces people to join the
cause.
Intimidation? Now where does this leave the
Intimidation skill? In the dumpster, to be honest. It is
not a skill that a silver-tongued persuader would have
anyways, and won’t be missed. It never made sense for
the Bard to have +18 to their intimidation skill while the
Barbarian barely had a +1 on their good days.
Regardless, there is an argument to be made as to
maintain this skill: use it exclusively as social
intimidation. To subdue someone in conversation, not
by force but by status, prestige, or social expertise.
The manipulative push of a savvy merchant that knows
how to negotiate. The threat of an employer to fire their
employees. The mockery of a popular girl at school.
It just so happens that we play in a high fantasy world,
where everyone just goes to town after an argument.
Intimidation can be cool in more modern settings,
where violence isn’t the answer 99% of the time. You
can keep it, if you want. Just warn your players it will
come up once in a blue moon.
Picture a climb through the mountains. You would have proficiency doesn’t depend on whether you’re a Sorcerer
or not, and you can actually have a shot at succeeding
your players roll Constitution saves, of course, it’s cold them.
out there. You would have them make athletics checks
to advance. But what makes them go on? What fuels Death Saves: come on, how lame is it to die on a coin flip?
their actions? What maintains their grip and pushes Allow your characters to cling to life with fervor depending
them forward? Their perseverance. on how determined they are.
players roll perseverance? Many scenarios come to minute, but this mechanic is a blast. Whenever a creature
would go unconscious, make a Perseverance check of DC
mind. While on downtime, for example, when a player 10 + the damage that creature took beyond 0 hit points.
tries to perform the same action repeatedly. On a On a success, the creature does not fall unconscious. This
failure, their character gives up, and they can’t try again. only happens once per long rest. Hear me out, okay?
We all get frustrated sometimes! You can also do this
when players start dog-piling skills (everyone tries the Example: a goblin arrow deals 8 damage, you have 4 hit
same sleight of hand check). points. Make a DC 14 Perseverance check. On a success, you
do not fall unconscious until you take another instance of
A Few Examples of Perseverance: damage. You can choose to make this a player only rule or a
To determine how much training the fighter can get will become much more important.