The Shaper V.2.0

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 25

Legal Mumbo-Jumbo

Read the following considerations if you are interested


in using our content as a part of a commercial venture,
or if you want to understand how Ariadne’s Codex of
Strings ties in with the content / software published by
Wizards of the Coast, Midjourney Inc. and NaturalCrit.
If none of this is of relevance to you, feel free to skip this
page and move on to the content you came for!
The content here contains references to Wizards of
the Coast’s 5th edition SRD, and is indeed shaped
for compatibility with the rules and content there
described. Everything we use from the SRD belongs
squarely and completely to WoTC and Hasbro: we
offer an expansion upon that content, by the terms of
the CC-BY-4.0​license under which the SRD was
published by WoTC.
As a paying customer, you may use our expanded
ruleset, our features, our spells, our monster –all our
original content, in sum– in any way you see fit, so
long as it’s non-commercial. If you want to use the
content as a part of a commercial venture, you must
give proper credit to “Ariadne’s Codex of Strings” for
the content you make use of. You can claim
compatibility with our expanded ruleset, but not
affiliation to our enterprise – your content remains
yours (and your responsibility), even if you use
fragments Ariadne’s Codex.
All the artwork featured in Ariadne’s Codex of
Strings is made using a Midjourney paid
membership, and published under their General
Commercial Terms. This means the artwork
featured in Ariadne’s Codex of Strings is not owned
by us (or anyone, for that matter), and we are not
endorsed by Midjourney. Likewise, we do not claim
ownership of the artwork, which may be used,
commercially or otherwise, by all individuals or
enterprises that own a Midjourney paid membership.
The name “Ariadne’s Codex of Strings”, as well as
“Ariadne Stringweaver”, “City of Strings”, “Runo
Fylsworth”, and “Guilliam Fallow” are copyright
2023 by Alvar Mallo and Marcelo Fosco. You may Contact Information
use them verbatim (as they are written in this entry)
under the conditions of point two, but you may not You may email us at support@codexofstrings.com if you
sell content that significantly expands upon their have any questions, collaboration proposals, or, truth be told,
character and attributes as described here. anything you want to tell us at all!

If you want a great deal on all our publications, find us on


The formatting of Ariadne’s Codex of Strings is Patreon and subscribe to one of our amazing (limited) tiers!
made using the Hombrewery software by www.patreon.com/codexofstrings
NaturalCrit, licensed under an MIT license. As such,
we express our profound thanks to them for For a full list on where to find us, check out our planar travel
providing this wonderful tool, and we hereby hub at www.codexofstrings.com, which will direct you
recommend it to anyone in the process of making anywhere you need – socials, selling sites, etc!
professional-looking homebrew content for TTRPGs.

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.

Threadmaster’s Vault: The Shaper 5


Chosen by the Elements Their profound convictions make them well suited to
The elemental forces of the universe are chaotic in adventuring, since they often have an impossible quest
nature. To think they can be controlled is madness. or goal they preach about. Among groups of other
Shapers are those that understand this fundamental adventurers, they take the role of great leaders. Their
truth and call upon the elements to aid them knowing resolve allows them to connect deeply with others,
they might not answer. A Shaper expects nothing, but usually inspiring them with their sheer force of
acts anyways. One cannot negotiate with the elements. determination.
Creating a Shaper
That is why, in the end, it’s the very essence of the world
that recognizes a Shaper’s will, resolute and When creating a shaper, you must consider your
unwavering, and chooses to follow. Fire, wind, water, relationship with your unexplained powers. The fact is,
and earth; these elements are called from beyond to aid you’re a half-druid, much like a ranger, but your powers
a Shaper’s purpose, and they do it with glee and are volatile, directly linked to your personal resolve, and
excitement. They do not respond to logic. They follow, came to you as a direct result of your actions.
like moths to a flame, the bright light that is a Shaper’s How do you feel about the strange fiery energies that
soul. enhance your physical abilities? Do you summon the
Shapers are often those in contact with the elemental elements willingly, or do they manifest without
realms, but not always. A Shaper can be fueled by the explanation to aid you in battle? Are you connected with
energies of other planes of existence, such as the the energies of the world, or are you indifferent, focused
Shadowfell or the Feywild. At heart, a Shaper relies on solely on your own purpose? A Shaper is not necessarily
their innate magical prowess and their resolve, a a nature-loving shaman. The elements follow the
profound conviction, beyond logic, that theirs is the way, strongest of wills, not the most respectful or benevolent.
and there cannot be another. Thanos would have made one hell of a Shaper.
Tenacious Warriors The second thing you must keep in mind while creating
Shapers are capable and deadly warriors. Some of them a shaper is your breaking point. What drove you to snap
give themselves fully to their more esoteric abilities, but and call upon the elements for aid? What event made
most are highly skilled martial combatants first. The you so profoundly resolute as to be able to impose your
powers of a Shaper are often unlocked in a moment of will upon the world itself? What is the source of your
great stress, a breaking point, in which their resolve is determination? A Shaper knows, at heart, the difference
pushed to its ultimate test. What separates a Shaper between them and a broken soul was a single moment
from a madman is often a single event, from which they of extreme tension, in which they prevailed where
came out stronger—and a little bit stranger. others didn’t. What was that moment for you? What was
your lowest point, and what made you push forward?
The Shaper
— Spell Slots Per Spell Level —
Level Proficiency Bonus Features Commands Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Commands 1 — — — — — —
2nd +2 Fighting Style, Imbue Weapon, Spellcasting 1 2 2 — — — —
3rd +2 Elemental Shape, Signs of Power 1 3 3 — — — —
4th +2 Ability Score Improvement 1 3 3 — — — —
5th +3 Extra Attack, Improved Infusion (d6) 2 4 3 2 — — —
6th +3 Elemental Shape Feature, Additional Sign 2 4 4 2 — — —
7th +3 Unwavering Resolve 2 5 4 3 — — —
8th +3 Ability Score Improvement 2 5 4 3 — — —
9th +4 Improved Infusion (d8), Commands (x2) 3 6 4 3 2 — —
10th +4 Elemental Shape Feature, Additional Sign 3 6 4 3 2 — —
11th +4 Heightened Infusion 3 7 4 3 3 — —
12th +4 Ability Score Improvement 3 7 4 3 3 — —
13th +5 Greater Recovery, Improved Infusion (d10) 4 8 4 3 3 1 —
14th +5 Additional Sign 4 8 4 3 3 1 —
15th +5 Breaking Point 4 9 4 3 3 2 —
16th +5 Ability Score Improvement 4 9 4 3 3 2 —
17th +6 Timeless Body, Commands (x3) 5 10 4 3 3 3 1
18th +6 Unwavering Resolve x2 5 10 4 3 3 3 1
19th +6 Ability Score Improvement 5 11 4 3 3 3 2
20th +6 Elemental Blessing All 11 4 3 3 3 3

6 Threadmaster’s Vault: The Shaper


Quick Build
You can make a shaper quickly by following these
suggestions. First, Resolve (or Wisdom, if you are not
using the optional rules listed further down) should be
your highest ability score, followed by Strength or
Dexterity, depending on which weapons you use.
Second, choose the hermit background.
Class Features
As a Shaper, you gain the following class features.
Hit Points
Hit Dice:1d8 per shaper level
8 + your Constitution modifier
Hit Points at 1st Level:
Hit Points at Higher Levels:1d8 (or 5) + your
Constitution modifier per shaper level after 1st
Proficiencies
Armor: Light Armor, Medium Armor, shields
Weapons: Simple weapons, martial weapons
Tools: Choose one type of artisan’s tools, herbalism kit
Saving Throws: Strength, Resolve (or Wisdom)*
Skills: Choose two from Athletics, Insight, Nature,
Persuasion, and Survival. If using the Resolve rules,*
choose three between Athletics, Discernment, Mettle,
Nature, Perseverance, and Survival.
Equipment
You start with the following equipment, in addition to
the equipment granted by your background:
(a) a scale mail or (b) a leather armor
(a) a martial weapon and a shield or (b) two martial
weapons
(a) five javelins or (b) any simple melee weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack

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.

Threadmaster’s Vault: The Shaper 7


Fighting Style these spells, you must expend a slot of the spell’s level
At 2nd level, you adopt a style of fighting as your or higher. You regain all expended spell slots when you
specialty. Choose one of the following options. You can’t finish a long rest.
take a Fighting Style option more than once, even if you Spells Known of 1st Level and Higher
later get to choose again. You know two 1st-level spells of your choice from the
Defense druid spell list.
While you’re wearing armor, you gain a +1 bonus to AC. The Spells Known column of the Shaper table shows
Dueling when you learn more druid spells of your choice. Each
When you are wielding a melee weapon in one hand of these spells must be of a level for which you have
and no other weapons, you gain a +2 bonus to damage spell slots. For instance, when you reach 5th level in
rolls with that weapon. this class, you can learn one new spell of 1st or 2nd
level.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack Additionally, when you gain a level in this class, you can
you make with a melee weapon that you are wielding choose one of the druid spells you know and replace it
with two hands, you can reroll the die and must use the with another spell from the druid spell list, which also
new roll. The weapon must have the two-handed or must be of a level for which you have spell slots.
versatile property for you to gain this benefit. Spellcasting Ability
Two-Weapon Fighting Resolve is your spellcasting ability for your druid spells,
When you engage in two-weapon fighting, you can add since your magic draws upon your determination and
your ability modifier to the damage of the second attack. attunement to the elements. You use your Resolve
whenever a spell refers to your spellcasting ability. In
Imbue Weapon addition, you use your Resolve modifier when setting
Beginning at 2nd level, you have learned the ways of the the saving throw DC for a druid spell you cast and when
elements, and know you can call upon them for aid. You making an attack roll with one.
gain the ability to enchant a weapon you are carrying as Spell save DC = 8 + your proficiency bonus + your
a bonus action on your turn. If your weapon leaves your Resolve modifier
hand for an entire round, the infusion is dispelled. You Spell attack modifier = your proficiency bonus + your
can only imbue one weapon at a time. Resolve modifier
Choose an elemental damage from the following: acid, Spellcasting Focus
cold, fire, lightning, or thunder damage. For the Your imbued weapon is your spellcasting focus for your
duration, your weapon gains an additional 1d4 damage spells. Without your weapon in hand, you cannot cast
of the chosen type. This enchantment lasts for a minute. spells. If your weapon is not imbued, you cannot cast
Improved Infusion. Your Elemental Damage die spells. Only with a conduit to the elements at hand can
changes when you reach certain levels in this class. The you manifest your latent magical talent.
die becomes a d6 at 5th level, a d8 at 9th level and a
d10 at 13th level.
You use this feature a number of times equal to your
proficiency modifier and regain all expended uses after
you finish a long rest. Your imbued weapon is very
important; know that without it, you cannot cast spells
nor use some features of this class. Imbue your weapon
wisely!
Spellcasting
By the time you reach 2nd level, you have learned to use
the magical essence of the earth to cast spells, much as
a druid does. If you are silenced – after uttering a
command, for example, you cannot cast spells that
require verbal components.
Spell Slots
The Shaper table shows how many spell slots you have
to cast your spells of 1st level and higher. To cast one of
8 Threadmaster’s Vault: The Shaper
Elemental Shape
At 3rd level, you connect with the primordial energies of
the world, learning to channel a particular elemental
shape of your choice: the Flamecaller, the Windchaser,
the Waterdancer, the Earthbreaker, or the Wordbearer.
Three of these subclasses are detailed at the end of the
class description. Your choice grants you features at 3rd
level and again at 6th, 10th, and 14th level.
Signs of Power
At 3rd level, you gain the ability to influence the world
through small disruptions – a weaker, easier version of
your commands. You learn the druidcraft cantrip. You
can cast these cantrips with only somatic components,
even if they would normally require verbal or material
components.
Instead of an additional druid cantrip, you can choose
one from several special signs unique to the Shaper,
detailed at the end of the class description. You gain an Greater Recovery
additional Sign at 6th, 10th and 14th level. Beginning at 13th level, finishing a long rest reduces
Signs are not cantrips! After you cast a Sign, you cannot your exhaustion level by 3 instead of 1. In addition, at
cast that same sign again for a minute. dawn, you gain your level in temporary hit points as you
feel energized and ready to face the day.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, Breaking Point
and 19th level, you can increase one ability score of Starting at 15th level, you’ve learned to recreate the
your choice by 2, or you can increase two ability scores surge of energy you felt when you first reached your
of your choice by 1. As normal, you can’t increase an breaking point. When you are reduced to 0 hit points
ability score above 20 using this feature. Using the but not killed outright, you can drop to 1 hit point
optional feats rule, you can forgo taking this feature to instead. If you do, you regain all of your spellslots and
take a feat of your choice instead. may immediately use your reaction to cast a spell with a
Extra Attack casting time of 1 action. You can’t use this feature again
until you finish a long rest.
Beginning at 5th level, you can attack twice, instead of After you use this ability, gain a point of exhasution. If
once, whenever you take the Attack action on your turn. you have at least one point of exhaustion, you cannot
Unwavering Resolve use this ability.
At 7th level, your resolve becomes so powerful few Timeless Body
things can affect your will. Your Resolve score is Starting at 17th level, the primal magic that you wield
increased by 1, up to a maximum of 20. In addition, your
proficiency bonus is doubled in Resolve (or Wisdom) causes you to age more slowly. For every 10 years that
saving throws. When you reach 18th level, your Resolve pass, your body ages only 1 year. In addition, you can’t
score is increased by 2, and your maximum for that be aged magically and you suffer none of the frailty of
score becomes 22. old age.
Heightened Infusion Elemental Blessing
Beginning when you reach 11th level, you can imbue Starting at 20th level, when you roll for initiative and
two weapons instead of one when you use your Imbue have no uses of your Imbue Weapon feature, you regain
Weapon feature. You must be holding both weapons two uses.
when infusing them. In addition, the infusion is In addition, you learn all Signs and Commands
maintained for the duration even if you drop the weapon available to you as per your Elemental Shape.
or someone else carries it. You can have a maximum of
2 simultaneous infusions active at any given time. If you
infuse a third weapon, the first weapon you imbued
loses its enchantment.
Threadmaster’s Vault: The Shaper
9
Flamecaller
Elemental Shape

Flamecallers exemplify the values of a true Shaper:


tenacity, determination, and purpose. They are often
solemn in nature, maybe because their inner fire burns
so bright it demands an iron will just to keep it
contained. They focus on controlled chaos, as strange as
that may sound. They believe strength is useless
without both the will to tame it and the determination to
wield it.

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.

resistance. Maxims of Emberstone by Firelord Alexei, Year 782

10 Threadmaster’s Vault: Flamecaller


Windchaser
Elemental Shape

Windchasers are the most adventurous of all Shapers.


They are curious in nature and often gravitate towards
the breeze by sheer happenstance. They are fueled by
profound desires and incomprehensible, often absurd
quests they never even think of abandoning. The wind is
a fleeting thing, much like life itself, and these warriors
know it. They are not afraid to loosen up a little, but
never underestimate their resolve.

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.

Threadmaster’s Vault: Windchaser 11


Waterdancer
Elemental Shape

Waterdancers are… quiet. They move with unnatural


grace, their flowing gait almost otherworldly in nature.
Cold as ice, these Shapers call forth the very depths and
impose their will onto the untamable ocean. Beneath
their elegant demeanor lurks a terrible, unrelenting
temper, capable of overpowering the storm and
unleashing the seas upon their enemies.

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

Earthbreakers are… stubborn. Like their chosen


element, they are unmoving, brash, and profoundly
determined. In their resolve, they find a sort of… peace.
Oddly, they happen to be the most gentle of all Shapers,
in tune with nature and the elements. In a fight,
however, they are unstoppable.

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

Wordbearers are the most mysterious of all Shapers


and by far the rarest. They do not master the elements,
but reality itself. These warriors have trained their
resolve to such a degree they impose their will on all
that is. Wordbearers are either fabled kings and sage
prophets, or wretched outcasts and wanted criminals –
there is no in-between.

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.

Shaper: Signs of Power 15


Preserve Infusion Force Step
Prerequisite: 6th level Prerequisite: 10th level

Casting Time: 1 bonus action Casting Time: 1 bonus action


Range: Self Range: Self
Components: S Components: S
Duration: Concentration, up to 1 hour Duration: 1 round
You smother the enchantment of your weapon to You make surfaces of any kind solidify under your feet.
preserve its power for later use. If your weapon infusion For the duration, you gain the ability to move along
has more than half its duration left, you interrupt it for vertical surfaces and across liquids on your turn without
the duration of this spell. When you end the spell (no falling during the move.
action required) your weapon infusion will resume with
five rounds left. Interruption
Prerequisite: 10th level
Quicken
Prerequisite: 6th level Casting Time: 1 reaction, which you take when a
1 bonus action creature within range is about to cast a spell of 5th
Casting Time:
Self level or lower.
Range: Range: Touch
Components: S Components: S
Duration: Instantaneous Duration: Instantaneous
You magically quicken yourself and take one of the You wave a sign of interruption, stopping the arcane
following actions as part of the casting of this sign: powers of a creature by sending discordant signals from
dodge, help, dash, shove, grapple, disengage. you palm. Make a melee spell attack. On a hit, the
Reinforce Will creature must succeed on a Constitution saving throw
or fail to cast the spell. Spells of 6th level or higher are
Prerequisite: 6th level
not affected by this sign.
Casting Time: 1 bonus action
Range: Touch Fire Wake
Components: S Prerequisite: 10th level, Flamecaller Elemental Shape
Duration: Concentration, up to 1 minute Casting Time: 1 bonus action
You wave a sign of mental strength. A creature within Range: Self
range gains advantage on the next Intelligence, Components: S
Wisdom, Charisma, or Resolve saving throw. Duration: Concentration, up to 1 minute
For the duration, you leave a trail of fire wherever you
Sharp Winds move. The trail is a 5-foot wide line and can be up to 60
Prerequisite: 6th level, Windchaser Elemental Shape feet long. Creatures within 5 feet of the fire at the start
1 reaction, which you take after a of their turn must make a Dexterity save or take 2d6 fire
Casting Time:
creature misses you with a melee attack damage. A creature that traverses the line takes 2d6 fire
Range: Touch
damage.
Components: S Extend Infusion
Duration: Instantaneous
Prerequisite: 14th level
You retaliate against a creature that missed you by
blowing hitting them with gust of cutting wind. Make a Casting Time: 1 bonus action
melee spell attack against the creature. On a hit, they Range: Self
take 1d8 + your Resolve modifier slashing damage. This Components: S
spell’s damage increases by 1d8 when you reach 5th Duration: Instantaneous
level (2d8), 11th level (3d8), and 17th level (4d8). You channel the elements into your weapon
enchantment, extending its duration. When you cast this
sign, the duration of an imbued weapon’s enchantment
is extended to 10 minutes. This sign can only be used
once per infusion.
Commands
These are the words that shape reality. When you utter
a command, you are unable to talk for the next round.
Afterwards, your voice is raspy and harsh, and it hurts
to use. These words of power represent the energies of
the world itself, and as such, cannot be resisted by
normal means. Your word is law. Whatever you say will
be so. That is the true power of a Shaper.
A command is only a spoken word. To use a command,
you must be able to speak. You do not need to use your Stop
When you utter this command, a single creature of your
movement, action, bonus action nor reaction to use a choice that can hear you within 60 feet must stop dead
command, but you can only use them on your turn.
Creatures that have legendary actions or a Resolve in their tracks. Their speed becomes 0 and they cannot
score higher than 19 are not affected by commands. move of their own volition until the end of their next
turn.
Attack
When you utter this command, a single creature of your Fall
When you utter this command, a single creature of your
choice that can hear you within 30 feet immediately choice that can hear you within 60 feet immediately falls
uses its reaction to make an attack of opportunity to the ground and is proned. Flying creatures fall 30 feet
against a creature of your choice within its range. If it down at great speed. If they hit the ground, they suffer
has no reaction available, this command has no effect. 6d6 bludegoning damage and cannot take to the air
Brace again until the end of their next turn.
When you utter this command, a number of creatures
equal to your Resolve modifier that can hear you within Jump
When you utter this command, you immediately jump
60 feet gain resistance to bludgeoning, piercing, and 30 feet in a direction of your choice. You can jump
slashing damage until the end of your next turn. vertically or horizontally, or a mix of the two; for
Change example, you can make a jump 20 feet high and 10 feet
When you utter this command, a non-magical object long to get on top of a building.
that is medium or smaller (that is not being worn or
carried) that you are touching changes from one Disappear
When you utter this command, you silently shift into the
elements to another.
Ethereal Plane for a minute. You can reappear on the
You can exclusively change objects to (and from) the material plane at the start of any of your turns. You can
following ten elements: fire, smoke, air, stone, sand, see and hear the plane you originated from, but
wood, water, ice, steel, iron. If the object you touch is everything there looks gray, and you can’t see anything
larger, you can affect an area of up to 5 by 5 foot around more than 60 feet away.
the surface you touched. While on the Ethereal Plane, you move at half your
For example, you can turn stone to water, wood to speed and can only affect and be affected by other
smoke, steel to fire; but you are unable to change iron to creatures on that plane. Creatures that aren’t on the
gold, paper to diamonds, or wine to crystal. Ethereal Plane can’t perceive you and can’t interact
with you, unless a special ability or magic has given
Drop them the ability to do so. You ignore all objects and
When you utter this command, a number of creatures effects that aren’t on the Ethereal Plane, allowing you to
equal to your Resolve modifier that can hear you within move through objects you perceive on the plane you
30 feet must drop whatever they are carrying in their originated from.
hands. When the effect ends, you immediately return to the
Items that are held but also attached to a creature, such plane you originated from in the spot you currently
as shields with straps, are not dropped. occupy. If you occupy the same spot as a solid object or
creature when this happens, you are immediately
Endure shunted to the nearest unoccupied space that you can
When you utter this command, a single creature of your occupy and take force damage equal to twice the
choice that can hear you within 30 feet automatically number of feet you are moved.
succeeds all saving throws until the end of its next turn.
Water
Prerequisite: 6th level, Waterdancer Elemental Shape

You command water to part before you. You create a


passage between two stretches of land no more than a
mile apart separated by water. The passage can be up to
15-feet wide and can take any from you want. It can Break
appear as a tunnel through the ocean floor, a road of ice
through the surface of a lake, or a waterslide through a Prerequisite: Wordbearer Elemental Shape
river. When you use this command, a medium or smaller non-
The passage lasts for an hour, or until you choose to magical object within 30 feet of you breaks irreparably.
dispel it. A sword is cut in half, an armor falls apart, a shield
turns to splinters.
Wind
Run
Prerequisite: 6th level, Windcaller Elemental Shape
Prerequisite: Wordbearer Elemental Shape
You command the wind to lay down your enemies. A When you use this command, a number of creatures
number of medium creatures equal to your Resolve equal to your Resolve modifier within 30 feet that can
modifier (or a single large creature) within 60 feet of hear you must use their reaction to move half their
you must make a DC 20 Strength saving throw or be speed away from you. If they have no reaction available,
knocked prone. they do not move.
Earth
Shift
Prerequisite: 6th level, Earthbreaker Elemental Shape
Prerequisite: Wordbearer Elemental Shape
You command earth to bless your party, as it has done When you use this command, you magically teleport to
for you. If your Earthly Barrier feature is active, a an unoccupied space you can see within 120 feet. You
number of creatures up to your Resolve modifier within may take a medium creature with you if it is willing.
60 feet of you gain its benefits.
Fire Mend
Prerequisite: 6th level, Flamecaller Elemental Shape Prerequisite: Wordbearer Elemental Shape When you
use this command, a medium or smaller non-magical
You command the flame to aid you. Creatures of your object within 30 feet of you returns to a previous version
choice that you can see within 60 feet of you burst into of itself. A book recovers its lost pages, an eaten apple is
flames. The number of creatures you can affect is equal made whole again, a broken key regrows its missing
to twice your proficiency bonus. Each creature suffers half…
fire damage equal to twice the damage you took from
using this command. Each target also catches fire as
per the Living Fire feature of the Flamecaller subclass.

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.

Optional Rules: Resolve


20
A Bunch of New Skills! Mettle
Intimidation, for real this time!
Resolve is here to offer an alternative to Charisma. As a This skill is the backbone of the Resolve optional rule,
new mental score, it introduces five new skills. These as Athletics is to Strength. Remember our dwarf
range from Charisma substitutes to totally new ways to barbarian? Now, that 13 he rolled becomes a 17 – cause
challenge your players. he’s got proficiency, and the townsfolk rally behind him
Yes, adding five new skills will spread your player’s in a perilous charge against the bandit invaders!
proficiencies thin, so we recommend adding two Mettle comes to take both Intimidation and
additional proficiencies in character creation, Persuasion’s place. It’s an all in one skill for showing
regardless of class and background. To be honest, it’s the strength of your character. Trying to put a scoundrel
been a while since we played with restricted in their place? Roll a Mettle check. Trying to convince
proficiencies. I personally feel like its better to just allow an old soldier to join your cause? Roll a Mettle check.
your players to put those proficiencies wherever and not Trying to inspire respect for you and your party in the
have your background or class smother choice. We’ll middle of a den of criminals? You get the gist of it.
talk in depth about skills some other time – we go over a
fix to this problem in our previous edition’s Optional Mettle is the social skill for those that are not inherently
Rules section (Citadel of Radiance: Revamped charismatic. An old commander that inspires his troops.
Proficiency). A feared barbarian twice your size. A weathered soldier
Keep in mind, the following skills are suggestions. that has seen one too many battles. All these characters
Resolve doesn’t need this many additional skills, and should have proficiency in Mettle.
most of these can be added to already existing ability
scores. Pick and choose which ones you like!

Optional Rules: Resolve


21
Mettle Checks. When should a player roll Mettle? Well,
the easy answer is: whenever they would normally roll a
Persuasion or Intimidation check, but you know their
characters are absolute trash at those skills. It’s nice to
have the option. If you want them to fail, make them roll
persuasion. If you want them to succeed, make them
roll mettle.
The harder (and more rewarding) way is to truly
differentiate the two types of social interactions – which
can be done, you just need a little practice! Try to
determine the way your player is talking. Are they being
forceful when they speak? Are they putting themselves
forward? Are they looking for a fight? Are they
appealing to profound moral standards, such as duty,
honor, and faith? Well, you should probably have them
roll mettle.
It is possible to have both Resolve and Charisma mixed
in the same interaction, in which case, just have them
roll the skill they are better at.
A Few Examples of Mettle:

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.

Optional Rules: Resolve


22
Perseverance
You are filled with D E T E R M I N A T I O N
Determination is Everywhere
Exactly what it sounds like. How industrious are you? This skill can be introduced in a variety of already existing
How orderly? How diligent? This skill comes to game mechanics. I’ll list of a few, you can pick and choose
represent that. While mettle could be compared to afterwards.
persuasion or intimidation, perseverance comes as a
totally new game mechanic. Concentration Checks: stop making them Constitution
saves. Make them Perseverance checks instead. This way,

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.

Perseverance Checks. When should you make your


Falling Unconscious: yes, I’m getting more ludicrous by the

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 maintain a particular rhythm while marching long universal one.

distances. It functions like the Death’s Door mechanic in Darkest


To endure pain for a prolonged amount of time. Dungeon, if you’ve ever played that game. This mechanic
To stubbornly attempt the same action over and allows your players to get one last warning before they go
over. down, which is often enough for them to rally and avoid
To determine how much time will the wizard be able disaster. This also works for your bad guys, though… so the
to study that day. amount of damage that makes someone fall unconscious

To determine how much training the fighter can get will become much more important.

done before collapsing. Optional Rules: Resolve


23
Etiquette
Conduct yourself with elegance.

Etiquette? What does that mean? Well, simply, it’s the


way in which you conduct yourself. Do you know how to
dine properly? How to dance in a prestigious ball? How
to present yourself in front of the king? It’s another
social skill, and will come up considerably less than the
previous two, but it presents an alternative to Faith
performance and deception for those that have no Because religion checks are dumb.
points in Charisma. Give your players the choice!
Picture this: the cleric sees a painting of their god, nods
This skill came to mind while reading the Samurai in reverence, and attempts to commune with their deity.
subclass for the fighter. They gain a small bonus on You make them roll a religion check, because, of course,
persuasion checks, and I thought: well, that won’t help it’s the only possible skill for them to roll. But religion is
the big ol’ 7 I put on Charisma… With etiquette, you can an Intelligence skill, and your cleric has a meager 12 on
now be a stoic stone-face knight, with good manners! that score, so the most religious character you could
Etiquette Checks. The party has to present themselves
ever build ends up rolling… a 7 + 4 (thank god for
properly to the court. Have them roll a general Etiquette proficiency).
check. Maybe they fumble a few customs, but the Enter the Faith skill. It’s not that I don’t like Religion, in
nobleman of the group saves them with a perfect bow fact, I love the academic part of the Intelligence skills.
and opening statement. Etiquette comes to play when Nature, History, and Religion are considered book
following protocol or remembering traditions. smarts, knowledge found by studying. They are info
Etiquette checks can also be used to deceive, like trying skills that let the DM provide additional information to
to maintain appearances when something has gone the players.
terribly wrong. A creature pretending to be someone Still, it would be nice to have a skill to contact the
else should make an etiquette check to determine how otherworldly, no? That is the role that faith comes to fill.
well they can emulate their disguise. A faith check is an esoteric attempt to connect with your
This skilled is used about as much as performance and deity… or whatever else. You’d think this skill would be
is generally up to the players to create the situation in pretty useless, until you’ve got a cleric, a paladin, or a
which an Etiquette roll should be called. Did the warlock on your party.
pompous noble son make a dashing statement that left A Few Examples of Faith
the bandits pondering whether it’s worth the trouble to
rob the party? Roll an Etiquette check. A warlock attempts a dark ritual to contact a devil.
A cleric stumbles upon an artifact from their god and
A Few Examples of Etiquette: tries to commune with it..
To recall the proper procedure at a formal event. To inspire faith in others after a religious speech.
To style a new dress (slay). A shaman attempts to commune with the spirits.
To follow a particularly tricky protocol.
To determine how much attention you command
with your mannerisms and ways of conducting
yourself.

Optional Rules: Resolve


24
Discernment When you put it all Together…
Know thine enemy.
What does Resolve achieve? It gives alternatives. It
Let’s start with a confession. I hate Insight checks. I allows for more diverse characters, with better, more
hate that they are used as lie detectors. Like, dude, you precise specializations. Yes, you may not use these
are the one that decides that, not the roll. So in my skills at first, they’re hard to remember. You’ll have to
homebrew game, there is no more Insight; there’s check this document often. That is fine.
discernment. What is this strange new skill, you ask? Resolve rules are meant to add to the game, not take
Basically, the same thing. away. Plus, the skills proposed here are not even half of
I’m kidding. It’s more than Insight. Discernment all the additional skills we’ve been playing with. You’ll
represents what you can gleam from a person’s way of get to see those someday! Maybe…
handling themselves. How put together they look. How The fact is, sometimes, characters fail at things they
fearsome. Maybe even how inoffensive. Discernment should be great at. A barbarian who can’t intimidate? A
checks are Perception checks but for people’s character cleric who doesn’t know how to pray? We often just
and apparent intentions. It doesn’t reveal whether a band-aid fix these problems by making the barbarian
person is lying or not, just an deep read of their roll intimidation with their strength instead of charisma,
demeanor. How deep? Depends on your roll! or letting the cleric make a general wisdom check
This is another skill mainly prompted by the players. instead of an actual skill.
You’ll have to ask them a couple of times, but as soon as Applying resolve skills to your game allows for these
that one player who trusted you and put their situations to feel earned and gives the players more
proficiency on Discernment starts to understand how customization options. I bet you are all tired of the same
this skill works, you’ll never hear the end of it. 6 proficiencies every time. Wisdom is way more
Mechanically, discernment gauges the Resolve score of important than Charisma or Intelligence. Now that
whoever you are watching. How likely they are to fight, Resolve has entered the table, all four saving throws will
to run away. How determined, how desperate; how feel more balanced as a result.
selfish, how utilitarian, how evil, how selfless. It can tell Now, without further ado, we present an edited version
you that a jailor enjoys hurting others or that a dragon of an official 5e character sheet from WoTC. We added
feels pity for its victims. But it won’t tell you about their the Resolve statistic and every skill we talked about
lies nor truths. here. It’s got a nice resistance and immunity table for all
Discernment is often rolled against etiquette. The damages, too!
higher the etiquette roll, the less you can gleam from the Resolve is by far the biggest change we use in our own
target. homebrew game, and at this point, we’re unable to turn
A Few Examples of Discernment back. Playing without it feels strange, by now! We hope
you enjoyed these optional rules as much as we loved
To learn how honorable a person seems. playing with them throughout the years.
To understand what words affect someone the most.
To gleam how likely it is someone will fight or back
down.
To reveal lack of knowledge on a particular subject.
“Isn’t this Insight with extra steps?”
Yes, some of these examples also fall under the Insight
umbrella. Sue me. The fact is, Wisdom is way too important
and Resolve is cooler. Diversify your checks, people!

An honorable warrior should not have to put points nor


proficiencies on Wisdom for them to know if they are dealing
with a trustworthy person or a scoundrel. They can recognize
honor in others. That’s Resolve. The fact is, you can use this
skill interchangeably with insight if you want; what’s
important is that you are giving options. A very resolute
paladin will be able to sense that something is wrong just as
well as the druid (who, by the way, spent their whole life in
the wild, so who are they to comment on people’s behavior?)

Optional Rules: Resolve


25

You might also like