```metadata
title: The Shaper Class + Resolve Rules - Ariadne's Codex of Strings
description: ''
tags: []
systems: []
renderer: V3
theme: 5ePHB
```
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# The Shaper V.2.0
## by Ariadne's Codex of Strings
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In command of the elements, these warriors force their will upon reality itself!
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### Legal Mumbo-Jumbo
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- 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.
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## Contact Information
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### Shaper Changelog V.1.1
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##### 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*, *Fire Punch*, *Command: Change*, and many more.
* Skills now in alphabetical order (please kill me)
* WoTC wording on *Proficiencies*, *Equipment*, *Commands*, and others.
* Command clarification: they can only be used on your turn, and not outside of it.
:
##### General Balancing
* Changed saving throws proficiencies to STR (from DEX).
* Spellslot progression changed; now more closely resembles the Ranger's.
* Command damage now "cannot be reduced or prevented in any way other than by a shaper class feature.".
* Changed the progression of some features (check the Shaper Class Table for more information)
* Greater Recovery is now a 13th level feature
* Timeless Body is now a 17th level feature
* Unwavering Resolve is now an 18th level feature
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##### Changed Features
* "Limit Break" is no more. Changed the feature to the 15th level ability "Breaking point". Credits to Overdrive2000 for coming up with the idea!
* Elemental Shape specific Signs of Power are now part of the level 3 Elemental Shape feature instead of having to be chosen. This means you get an additional Sign!
* Greater Recovery now grants your level in temporary hit points at every dawn. Go get them, tiger!
* *Elemental Blessing* now makes all available Signs known.
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##### Subclass Changes
* Living Fire now lasts for a minute or until doused, and its damage is reduced to 1d4. No more counting rounds!
* You Cannot Catch the Wind's scaling was getting out of control. Changed to +2 AC at all levels. Also, changes to wording.
* Ascended Will now has a duration.
##### Command Adjustments
* Changed Commands Known progression.
* Change has been changed (lol) to have some additional clarifications.
* Forget has been removed (sorry wordbearer, you already a bit too strong!).
* Wind command now has a saving throw. No longer will you be able to lay the Pit Fiend or Iron Golem low with a word...
* Fire command has been revamped to scale with self damage.
##### Sign Adjustments
* Force Step has better wording now :D
* Sharp Winds now deal slashing damage instead of cold damage. They slash, my dude.
* Additional Sign for all! Use more of them, become a true Witcher! Wait, wrong franchise.
{{note
##### Special thanks to u/Overdrive2000
The Shaper needed an expert look, and we found it by pure chance! Thank you, kind stranger, for your cool suggestions and comments!
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### Shaper Changelog V.2.0
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##### General Balancing
* Changed some commands to be more explicit in their wording (Change, Stop, Drop)
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##### 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.
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# The Shaper
A mysterious shaman clad in black furs walks amidst the snowstorm, head held high, the terrible elements barely a nuisance to his unknowable march. Motes of fire gingerly float around him, inexplicably linked to his very soul, making him impervious to the stasis storm around them. The flame spirits grow bigger, fueled by the shaman's resolve. He continues his determined pilgrimage.
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On a luxurious balcony, an Elf of high birth plays with the wind. Small spheres of brume and smoke surround her as she prepares to give her speech. The elements empower not only her body, but also her iron will and determination. As she grips the golden handrails of the Palace of Autumn, her voice is carried effortlessly by the wind and into the crowd below, as if she was whispering into their ears.
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A stalwart warrior falls to his knees, exhausted. The battle rages on: a new regiment has joined the opposing side. Their situation is desperate. The warrior takes a deep breath and calls upon the very earth. As he raises his hands, he imprints his will upon the land, and commands it to break. A chasm opens where the reinforcements were to arrive, breaking the battlefield in two. The warrior smiles, sweating with exertion, hammer in hand. They might still have a chance.
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These are the Shapers, resolute warriors connected to the essence of matter and energy. Powered by the elemental planes, they have no God, nor any particular alignment. They are the chosen, those willful enough to impose their wishes onto the laws of nature. The chaotic elements do not respond to reverence, but to tenacity -- your elemental power stems from your force of mind, body and soul.
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### Chosen by the Elements
The elemental forces of the universe are chaotic in nature. To think they can be controlled is madness. Shapers are those that understand this fundamental truth and call upon the elements to aid them knowing they might not answer. A Shaper expects nothing, but acts anyways. One cannot negotiate with the elements.
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That is why, in the end, it's the very essence of the world that recognizes a Shaper's will, resolute and unwavering, and chooses to follow. Fire, wind, water, and earth; these elements are called from beyond to aid a Shaper's purpose, and they do it with glee and excitement. They do not respond to logic. They follow, like moths to a flame, the bright light that is a Shaper's soul.
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Shapers are often those in contact with the elemental realms, but not always. A Shaper can be fueled by the energies of other planes of existence, such as the Shadowfell or the Feywild. At heart, a Shaper relies on their innate magical prowess and their resolve, a profound conviction, beyond logic, that theirs is the way, and there cannot be another.
### Tenacious Warriors
Shapers are capable and deadly warriors. Some of them give themselves fully to their more esoteric abilities, but most are highly skilled martial combatants first. The powers of a Shaper are often unlocked in a moment of great stress, a breaking point, in which their resolve is pushed to its ultimate test. What separates a Shaper from a madman is often a single event, from which they came out stronger---and a little bit stranger.
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Their profound convictions make them well suited to adventuring, since they often have an impossible quest or goal they preach about. Among groups of other adventurers, they take the role of great leaders. Their resolve allows them to connect deeply with others, usually inspiring them with their sheer force of determination.
### Creating a Shaper
When creating a shaper, you must consider your relationship with your unexplained powers. The fact is, you're a half-druid, much like a ranger, but your powers are volatile, directly linked to your personal resolve, and came to you as a direct result of your actions.
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How do you feel about the strange fiery energies that enhance your physical abilities? Do you summon the elements willingly, or do they manifest without explanation to aid you in battle? Are you connected with the energies of the world, or are you indifferent, focused solely on your own purpose? A Shaper is not necessarily a nature-loving shaman. The elements follow the strongest of wills, not the most respectful or benevolent. Thanos would have made one hell of a Shaper.
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The second thing you must keep in mind while creating a shaper is your breaking point. What drove you to snap and call upon the elements for aid? What event made you so profoundly resolute as to be able to impose your will upon the world itself? What is the source of your determination? A Shaper knows, at heart, the difference between them and a broken soul was a single moment of extreme tension, in which they prevailed where others didn't. What was that moment for you? What was your lowest point, and what made you push forward?
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##### The Shaper
| Level | Proficiency | Features | Commands | Spells | --- Spell Slots Per Spell Level ---|||||||||
| ^| Bonus ^| ^| Known ^| 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
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#### 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
**Hit Points at 1st Level:** :: 8 + your Constitution modifier
**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 2d6 at level 5, 3d6 at level 9, 4d6 at level 13, and 5d6 at level 17. You cannot speak for a round after you use a command. If you cannot speak for whatever reason, you cannot use commands.
:
At 1st level, you gain a single command of your
choice. Your command options are detailed at the end
of the class description. When you gain certain shaper
levels, you gain additional commands of your choice,
as shown in the Commands Known column of the
Shaper table.
:
You can use a single Command per long rest. You gain an additional use of this feature at 9th and 17th level.
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##### Resolve, Wisdom, and the Nature of Homebrew classes
This class is meant to be played alongside the Resolve optional rules listed in this expansion (Soulfrost Expanse: Threadmaster's Vault). A Shaper is first and foremost a determined warrior, which is exemplified by the addition of the Resolve score. If you do not want to add this ability score to your games, you can replace Resolve with Wisdom at every point in this class description.
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The Shaper shares a spell list with the Druid, not the Ranger, 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 spellcaster, unless we create it from the ground up. Regardless, every spell added in this entry is considered a Druid spell, hence part of the Shaper's list.
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### Fighting Style
At 2nd level, you adopt a style of fighting as your
specialty. Choose one of the following options. You can’t
take a Fighting Style option more than once, even if you
later get to choose again.
:
#### Defense
While you're wearing armor, you gain a +1 bonus to AC.
#### Dueling
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
#### Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with
two hands, you can reroll the die and must use the new
roll. The weapon must have the two-handed or versatile
property for you to gain this benefit.
#### Two-Weapon Fighting
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.
### Imbue Weapon
Beginning at 2nd level, you have learned the ways of the elements, and know you can call upon them for aid. You gain the ability to enchant a weapon you are carrying as a bonus action on your turn. If your weapon leaves your hand for an entire round, the infusion is dispelled. You can only imbue one weapon at a time.
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Choose an elemental damage from the following: acid, cold, fire, lightning, or thunder damage. For the duration, your weapon gains an additional 1d4 damage of the chosen type. This enchantment lasts for a minute.
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***Improved Infusion***. Your Elemental Damage die changes when you reach
certain levels in this class. The 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
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these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you
finish a long rest.
#### Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the
druid spell list.
:
The Spells Known column of the Shaper table shows
when you learn more druid spells of your choice. Each
of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this
class, you can learn one new spell of 1st or 2nd level.
:
Additionally, when you gain a level in this class,
you can choose one of the druid spells you know
and replace it with another spell from the druid
spell list, which also must be of a level for which you
have spell slots.
#### Spellcasting Ability
Resolve is your spellcasting ability for your druid
spells, since your magic draws upon your determination and
attunement to the elements. You use your Resolve whenever
a spell refers to your spellcasting ability. In addition,
you use your Resolve modifier when setting the saving
throw DC for a druid spell you cast and when making an
attack roll with one.
{{text-align:center
**Spell save DC**:: = 8 + your proficiency bonus + your Resolve modifier
**Spell attack modifier**:: = your proficiency bonus + your Resolve modifier
}}
#### Spellcasting Focus
Your imbued weapon is your spellcasting focus for your spells. **Without your weapon in hand, you cannot cast spells. If your weapon is not imbued, you cannot cast spells.** Only with a conduit to the elements at hand can you manifest your latent magical talent.
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### 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 additional Sign at 6th, 10th and 14th level.
:
***Signs are not cantrips!*** After you cast a Sign, you cannot cast that same sign again for a minute.
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
### Unwavering Resolve
At 7th level, your resolve becomes so powerful few things can affect your will. Your Resolve score is increased by 1, up to a maximum of 20. In addition, your proficiency bonus is doubled in Resolve (or Wisdom) saving throws. When you reach 18th level, your Resolve score is increased by 2, and your maximum for that score becomes 22.
:
### Heightened Infusion
Beginning when you reach 11th level, you can imbue two weapons instead of one when you use your *Imbue Weapon* feature. You must be holding both weapons when infusing them. In addition, the infusion is maintained for the duration even if you drop the weapon 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.
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### Greater Recovery
Beginning at 13th level, finishing a long rest reduces your exhaustion level by 3 instead of 1. In addition, at dawn, you gain your level in temporary hit points as you feel energized and ready to face the day.
:
### Breaking Point
Starting at 15th level, you've learned to recreate the surge of energy you felt when you first reached your breaking point. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. If you do, you regain all of your spellslots and may immediately use your reaction to cast a spell with a casting time of 1 action. You can’t use this feature again until you finish a long rest.
:
After you use this ability, gain a point of exhasution. If you have at least one point of exhaustion, you cannot use this ability.
### Timeless Body
Starting at 17th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. In addition, you can't be aged magically and you suffer none of the frailty of old age.
:
### Elemental Blessing
Starting at 20th level, when you roll for initiative and have no uses of your *Imbue Weapon* feature, you regain two uses.
:
In addition, you learn all Signs and Commands available to you as per your Elemental Shape.
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## Flamecaller
*Elemental Shape*
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:
*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 {{width:50px}} learn the following sign.
**Casting Time:** :: 1 bonus action
**Range:** :: Touch
**Components:** :: S
**Duration:** :: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d6 fire damage plus your strength modifier. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
#### Chaotic Ignition
Beginning at 6th level, your fire takes a form that is unique to you and cannot be resisted by normal means. You ignore resistance to fire damage (but not immunity!).
#### Flame of Determination
Starting at 10th level, once per turn, if your weapon is imbued with fire, it deals extra fire damage equal to your Resolve modifier when it hits.
#### Blazing Soul
At 14th level, you become a master Flamecaller and gain the following benefits:
* Your *Living Fire* damage die is increased to 1d6
* You gain immunity to fire damage.
* You treat immunity to fire damage as if it were resistance.
}}
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#### The Path of Flame
*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 Guardians, in eternal vigil we watch. We are the lost and the found. The naive and the sage. Oh, to be both the sin and the virtue... We are the Flame.*
:
***Be Fire.*** Burn what stands before you. Walk the path no other will. Do it alone, if you have to. Be unwavering. Be unstoppable. Be like fire.
:
***Protect your Flame.*** Strive to maintain the delicate equilibrium of the chaotic energies that course through your veins. There is a way forward within you. Never forsake yourself for someone else's dream, or worse, their cause.
:
***Control the Blaze.*** Recognize that to be irresponsible with power is to not be worthy of it. Only in your own guidance will you find true control. If you cannot trust yourself, you are truly lost.
:
***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 your own. Mark the way, trust your instincts. Seek guidance from those that came before and let their light illuminate your path.
:
***Be the Sun.*** Fill your soul with true power. Do not let your potential be wasted. Become a beacon for those who are lost. May your light guide others find their own.
:
*Maxims of Emberstone by Firelord Alexei, Year 782*
}}
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{{footnote Threadmaster's Vault: Flamecaller}}
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#### Resolve of the Windchaser
*A curious man is not a naive one. Not all who wander are lost. 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 the ground in a catastrophic storm.*
:
***Smile in the face of Danger.*** There is no reason to pout like you're taking a shit. Laugh! Any moment may be your last! You can't leave this world with a frown, can you?
:
***Help those in Need.*** We are powerful. That does not give us the right to forgo decency. Lend a hand to those less fortunate. One day, the winds will change, and you may find yourself in a difficult spot.
:
***Explore the World.*** You are blessed by the wind. You cannot stay locked inside. Go forth towards adventure! The wind will guide you, and you'll soon find, you're right were you're supposed to be.
:
***Be Untamable.*** The wind does not bend nor break, nor will you. You will never kneel. You will never be bound to an oath. You will be untamable.
:
***Chase the Wind.*** There is no destination without the journey. The path is what gives you purpose. Follow the way. Never stop chasing the wind.
:
*Maxims of the Clouds by Stormrider Felda, Year 782.*
}}
}}
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## 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
A gust of wind shoots forth from your hands in a 30 feet long, 5 feet wide line in front of you. The first creature it encounters in that area must make a Strength saving throw or be pushed back 10 feet. If this sign hits a medium or smaller object, it pushes it back 10 feet. As a part of this spell, you can fly 10 feet back in the opposing direction of the sign. This sign can be used to gain advantage on acrobatics checks performed with your action.
#### Twinned Infusion
Starting at 6th level, if you are wielding two finesse weapons, you can infuse both with the same use of the *Imbue Weapon* feature. They count as a single weapon infused for the purposes of *Heightened Infusion*. You can use this feature to enchant throwing weapons and ammunition.
#### Wind's Fury
Starting at 10th level, you gain an additional attack with your off-hand weapon whenever you take the Attack action on your turn.
#### Like a Breeze
At 14th level, you gain a flying speed of 60 feet.
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{{footnote Threadmaster's Vault: Windchaser}}
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## 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 {{width:50px}} 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 within range. On a hit, the target takes 1d8 cold damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
#### Water Affinity
Beginning at 6th level, you gain resistance to cold damage and a swim speed equal to twice your walking speed. In addition, you gain the ability to breathe water.
#### Liquid Form
Starting at 10th level, once per round, you can use your reaction to phase through an attack. A weapon attack that would hit you instead cleaves through you as you become water, dealing no slashing, piercing, nor bludgeoning damage.
#### Flow Unbound
At 14th level, you become immune to cold damage and to the *grappled*, *prone*, and *restrained* conditions. In addition, while moving, you may float 5 feet above-ground and move on any surface without falling during the move. You can become water, moving through a space as narrow as 1-inch without squeezing.
}}
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#### The Dance of the Currents
*Beautiful, calm, relaxed. Be like the current. Through our will, we change the world. We tame the untamable. That majestic, eternal beauty of the sea... is what you must become. Cold and deadly. Irrepressible. We can never be chained. Avoid stagnation... at all costs.*
:
***Everflow.*** Never stop moving. Continue your path, like water from the mountain. The ocean awaits at the end of your quest. You must not keep it waiting.
:
***Dance between Blades.*** In the art of combat, emulate the fluidity of water. Let your movements be graceful, unpredictable, and ever-changing. A mindful warrior is always on the move.
:
***Weather the Storm*** Just as a river navigates through turbulent waters, face adversity with resilience. Stand firm against the currents of challenges, for within the storm lies the opportunity for growth.
:
***Celebrate the Cycle*** Acknowledge the cyclical nature of life, mirroring the water's journey from source to sea and back again. Embrace each stage of your journey, understanding that every drop contributes to the grand adventure that is life.
:
*Maxims of Waterfowl by Sage Irina, Year 782*
}}
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#### Of Earth and Iron
*As disciples of the earth, we embody the unyielding strength of stone. Stand firm in the face of adversity, for our foundation is unshakable. Let the weight of the earth guide your resolve. We are immovable.*
:
***Stone's Endurance.*** When faced with the trials of your journey, 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 strength of the future.
:
***Protect those in Need.*** We are powerful. That is a duty, not a boon. As the boulder to the stones, we shall protect those who cannot protect themselves. It is the way of the earth... to ensure a brighter tomorrow.
:
***Gratitude to the Earth.*** Give thanks. Honor the earth beneath your feet, for it sustains and nurtures. Honor the people you encounter, for they nourish your soul and fuel your determination. In every step, express appreciation for the solid foundation that supports your journey.
:
***Honor in Hardship.*** There is greatness in strife. Endure. Overcome. But never fall to pettiness and spite. Respect all... even those you hate, so long as they fight.
:
*Maxims of the Mountain by Stonewarden Dak'ta, Year 782.*
}}
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## 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 *Earthly Barrier* is immediately regrown.
#### Shattering Strike
Starting at 6th level, after your *Earthly Barrier* is broken, you can immediately take an attack of opportunity against a creature within your melee range. This attack deals additional force damage equal to your *Earthly Barrier* to all creatures in a 15-foot cone in front of you. A creature hit by this attack must succeed on a Strength saving throw or be knocked prone.
#### Greater Barrier
Starting at 10th level, your *Earthly Barrier* grants you 15 temporary hit points. In addition, after your barrier is broken, you gain +2 to your Strength score until the end of your next turn.
#### Earthbreaker Boulder Throw
At 14th level, you gain the ability to break and control huge chunks of rock. Once per long rest, as an action, you can hit the ground and heave a great boulder, before magically launching it at your enemies. Choose a point within 120 feet of you. Each creature in a 10-foot radius sphere around that point must make a Dexterity saving throw. On a failure, they take 5d12 bludgeoning damage, half as much on a success.
}}
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{{footnote Threadmaster's Vault: Windchaser}}
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## 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 using your resolve as a spellcasting focus. You no longer need an imbued weapon (nor any other spellcasting focus) to cast spells. In addition, you may cast a spell of 2nd level or lower without expending a spell slot by expending a use of your *Imbue Weapon* feature.
:
When you reach 10th level, you may cast spells of 3rd level or lower using this feature.
#### Tenacious Voice
Starting at 10th level, you no longer damage yourself when uttering a command and are no longer silenced afterwards.
#### Ascended Will
At 14th level, your resolve is so powerful you can weed out the weak of will with a glance. As an action, a number of creatures of your choice equal to your proficiency modifier within 60 feet must make a Resolve saving throw against your spellcasting ability. On a failure, they are stunned until the end of their next turn. If they are of CR 4 or lower, they fall unconscious. You can use this feature once per long rest.
}}
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#### Words of Power
*It is always so perplexing to me... some people don't even know what reality is made of. Some of them even know magic, wield powerful artifacts, battle against creatures so terrible they are better left to the imagination! Yet, they just don't know. Ignorant to their core, they wander around like they're detached from the whole, like they are special, in some way.*
:
*They are not. No one is exempt from the fundamental laws of reality. No one, but us. We are the Shapers of existence, my friend. Even the gods envy us, for mortality should not be experienced with such power.*
:
***Rule.*** You are meant for greatness. Shape the world around you, determine the course of history, take your rightful place of power, and rule.
:
***Understand.*** Do not be ignorant. Strive to understand the intricacies of your own reality. *Why* can you bend it? Why are *you* special? Never stop wondering.
:
***Change.*** The world itself resists change. It resists us. You must persevere. You must endure. Only the strongest of wills can claim true power, and with it, bring change.
:
*Written in &$(!)(@# by The Wordsmith, Year 782*
}}
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{{footnote Threadmaster's Vault: Wordbearer}}
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## Signs of Power
You can choose to take a Sign of Power instead of a druid cantrip from the options below when you reach 3rd, 6th, 10th, and 14th level. Remember that signs have cooldowns! After you cast a Sign, you cannot cast that same sign again for a minute.
:
#### Disturbance
**Casting Time:** :: 1 bonus action
**Range:** :: Self (15-foot cone)
**Components:** :: S
**Duration:** :: Instantaneous
You summon a shockwave of force. All creatures that are medium size or smaller in the area must succeed on a Strength saving throw or be pushed 5 feet back and take 1d4 force damage.
:
#### Elemental Protection
**Casting Time:** :: 1 bonus action
**Range:** :: Self
**Components:** :: S
**Duration:** :: 1 round
Choose a damage type from acid, cold, fire, lightning, or thunder damage. You are resistant to that type of damage for the duration.
:
#### Force Shift
**Casting Time:** :: 1 bonus action
**Range:** :: Self
**Components:** :: S
**Duration:** :: 1 round
You become semi-ethereal. You gain resistance to non-magical slashing, piercing, and bludgeoning damage for the duration.
:
#### Reinforce Body
**Casting Time:** :: 1 bonus action
**Range:** :: Touch
**Components:** :: S
**Duration:** :: Concentration, up to 1 minute
You wave a sign of physical strength. A creature within range gains advantage on the next Strength, Dexterity, or Constitution saving throw.
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#### 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
**Duration:** :: 1 round
You extend a wave of gravitational power from your outstretched hand in the hopes of mitigating a fall or stopping a projectile. A single medium or smaller creature/object has its momentum nullified, dropping its speed to 0 and hanging in the air for the duration, inches before the surface it was about to hit. When the sign fades, the target drops to the ground.
:
#### Zone of Power
**Casting Time:** :: 1 bonus action
**Range:** :: Self (10-foot radius sphere)
**Components:** :: S
**Duration:** :: Concentration, up to 1 minute
You summon a zone of iridescent power in a 10-foot radius sphere centered on you. While inside the area, you gain a number of temporary hit points equal to your Resolve modifier at the start of each of your turns.
:
#### Purge Infusion
**Casting Time:** :: 1 bonus action
**Range:** :: Self (30-foot area)
**Components:** :: S
**Duration:** :: Instantaneous
You end the Infusion on your weapon in a violent flash of energy that sheds bright light out to 30 feet, and dim light for an additional 30 feet. All creatures within 30 feet of you that did not avert their gaze must succeed on a Constitutions saving throw or be blinded until the end of their next turn.
:
#### Elemental Boon
**Casting Time:** :: 1 bonus action
**Range:** :: 30 feet.
**Components:** :: S
**Duration:** :: Concentration, up to 1 minute
You harness the power of a particular element within range.
* Fire: you gain an additional 1d6 fire damage on your next weapon attack.
* Earth: you gain resistance to bludgeoning, piercing, 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.
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#### Preserve Infusion
*Prerequisite: 6th level*
:
**Casting Time:** :: 1 bonus action
**Range:** :: Self
**Components:** :: S
**Duration:** :: Concentration, up to 1 hour
You smother the enchantment of your weapon to preserve its power for later use. If your weapon infusion has more than half its duration left, you interrupt it for the duration of this spell. When you end the spell (no action required) your weapon infusion will resume with five rounds left.
:
#### Quicken
*Prerequisite: 6th level*
**Casting Time:** :: 1 bonus action
**Range:** :: Self
**Components:** :: S
**Duration:** :: Instantaneous
You magically quicken yourself and take one of the following actions as part of the casting of this sign: dodge, help, dash, shove, grapple, disengage.
#### Reinforce Will
*Prerequisite: 6th level*
:
**Casting Time:** :: 1 bonus action
**Range:** :: Touch
**Components:** :: S
**Duration:** :: Concentration, up to 1 minute
You wave a sign of mental strength. A creature within range gains advantage on the next Intelligence, Wisdom, Charisma, or Resolve saving throw.
:
#### Sharp Winds
*Prerequisite: 6th level, Windchaser Elemental Shape*
:
**Casting Time:** :: 1 reaction, which you take after a creature misses you with a melee attack
**Range:** :: Touch
**Components:** :: S
**Duration:** :: Instantaneous
You retaliate against a creature that missed you by blowing hitting them with gust of cutting wind. Make a melee spell attack against the creature. On a hit, they take 1d8 + your Resolve modifier slashing damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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#### Force Step
*Prerequisite: 10th level*
:
**Casting Time:** :: 1 bonus action
**Range:** :: Self
**Components:** :: S
**Duration:** :: 1 round
You make surfaces of any kind solidify under your feet. For the duration, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
:
#### Interruption
*Prerequisite: 10th level*
:
**Casting Time:** :: 1 reaction, which you take when a creature within range is about to cast a spell of 5th level or lower.
**Range:** :: Touch
**Components:** :: S
**Duration:** :: Instantaneous
You wave a sign of interruption, stopping the arcane powers of a creature by sending discordant signals from you palm. Make a melee spell attack. On a hit, the creature must succeed on a Constitution saving throw or fail to cast the spell. Spells of 6th level or higher are not affected by this sign.
:
#### Fire Wake
*Prerequisite: 10th level, Flamecaller Elemental Shape*
**Casting Time:** :: 1 bonus action
**Range:** :: Self
**Components:** :: S
**Duration:** :: Concentration, up to 1 minute
For the duration, you leave a trail of fire wherever you move. The trail is a 5-foot wide line and can be up to 60 feet long. Creatures within 5 feet of the fire at the start of their turn must make a Dexterity save or take 2d6 fire damage. A creature that traverses the line takes 2d6 fire damage.
:
#### Extend Infusion
*Prerequisite: 14th level*
:
**Casting Time:** :: 1 bonus action
**Range:** :: Self
**Components:** :: S
**Duration:** :: Instantaneous
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.
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## 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 movement, action, bonus action nor reaction to use a command, but you can only use them on your turn. Creatures that have legendary actions or a Resolve score higher than 19 are not affected by commands.
:
#### Attack
When you utter this command, a single creature of your choice that can hear you within 30 feet immediately uses its reaction to make an attack of opportunity against a creature of your choice within its range. If it has no reaction available, this command has no effect.
:
#### Brace
When you utter this command, a number of creatures equal to your Resolve modifier that can hear you within 60 feet gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
:
#### Change
When you utter this command, a non-magical object that is medium or smaller (that is not being worn or carried) that you are touching changes from one elements to another.
:
You can exclusively change objects to (and from) the following ten elements: fire, smoke, air, stone, sand, wood, water, ice, steel, iron. If the object you touch is larger, you can affect an area of up to 5 by 5 foot around the surface you touched.
:
For example, you can turn stone to water, wood to smoke, steel to fire; but you are unable to change iron to gold, paper to diamonds, or wine to crystal.
:
#### Drop
When you utter this command, a number of creatures equal to your Resolve modifier that can hear you within 30 feet must drop whatever they are carrying in their hands.
:
Items that are held but also attached to a creature, such as shields with straps, are not dropped.
:
#### Endure
When you utter this command, a single creature of your choice that can hear you within 30 feet automatically succeeds all saving throws until the end of its next turn.
}}
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{{
#### Stop
When you utter this command, a single creature of your choice that can hear you within 60 feet must stop dead in their tracks. Their speed becomes 0 and they cannot move of their own volition until the end of their next turn.
:
#### Fall
When you utter this command, a single creature of your choice that can hear you within 60 feet immediately falls to the ground and is proned. Flying creatures fall 30 feet down at great speed. If they hit the ground, they suffer 6d6 bludegoning damage and cannot take to the air again until the end of their next turn.
:
#### Jump
When you utter this command, you immediately jump 30 feet in a direction of your choice. You can jump vertically or horizontally, or a mix of the two; for example, you can make a jump 20 feet high and 10 feet long to get on top of a building.
:
#### Disappear
When you utter this command, you silently shift into the Ethereal Plane for a minute. You can reappear on the material plane at the start of any of your turns. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.
:
While on the Ethereal Plane, you move at half your speed and can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
:
When the effect ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
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#### Water
*Prerequisite: 6th level, Waterdancer Elemental Shape*
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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 appear as a tunnel through the ocean floor, a road of ice through the surface of a lake, or a waterslide through a river.
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The passage lasts for an hour, or until you choose to dispel it.
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#### Wind
*Prerequisite: 6th level, Windcaller Elemental Shape*
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You command the wind to lay down your enemies. A number of medium creatures equal to your Resolve modifier (or a single large creature) within 60 feet of you must make a DC 20 Strength saving throw or be knocked prone.
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#### Earth
*Prerequisite: 6th level, Earthbreaker Elemental Shape*
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You command earth to bless your party, as it has done for you. If your *Earthly Barrier* feature is active, a number of creatures up to your Resolve modifier within 60 feet of you gain its benefits.
#### Fire
*Prerequisite: 6th level, Flamecaller Elemental Shape*
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You command the flame to aid you. Creatures of your choice that you can see within 60 feet of you burst into flames. The number of creatures you can affect is equal to twice your proficiency bonus. Each creature suffers 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.
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#### Break
*Prerequisite: Wordbearer Elemental Shape*
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When you use this command, a medium or smaller non-magical object within 30 feet of you breaks irreparably. A sword is cut in half, an armor falls apart, a shield turns to splinters.
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#### Run
*Prerequisite: Wordbearer Elemental Shape*
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When you use this command, a number of creatures equal to your Resolve modifier within 30 feet that can hear you must use their reaction to move half their speed away from you. If they have no reaction available, they do not move.
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#### Shift
*Prerequisite: Wordbearer Elemental Shape*
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When you use this command, you magically teleport to an unoccupied space you can see within 120 feet. You may take a medium creature with you if it is willing.
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#### Mend
*Prerequisite: Wordbearer Elemental Shape*
When you use this command, a medium or smaller non-magical object within 30 feet of you returns to a previous version of itself. A book recovers its lost pages, an eaten apple is made whole again, a broken key regrows its missing half...
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# Optional Rules: The Resolve Score
Hello, hello! I'm overjoyed to see you in one of our favorite sections to write in the entire Codex of Strings: optional rules, sculpted by years of experience and playtesting. In those years, we've noticed many things in the 5e system that could use a revision or two.
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Picture this: your dwarf barbarian stands up to the bandits in front of the whole town, trying to inspire the commoners to fight back! He gives the best speech you have ever heard from your murder-hobo of a player; you've never been prouder! With a smile on your face, you ask him to roll a persuasion check with advantage... and he rolls an 8 and a 13, which of course, becomes a lackluster 11 because Charisma is his dump stat.
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This situation is what prompted us to create a whole new ability score to represent integrity, honor, faithfulness, and veracity in the truest sense: Resolve! Here goes my attempt at explaining this optional rule...
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### Charisma for the Uncharismatic
What is Resolve? Plain and simple: a secondary social score. The Strength to your Dex! The Wisdom to your Intelligence! The Constitution to your... well, there goes my metaphor. It's a score that represents the strength of your character. A military officer may be absolute crap at persuasion, but he sure knows how to intimidate. Is letting him use his Strength score instead of his Charisma *really* the best we can think of?
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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.
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**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 sense, no? Resolve is supposed to represent your force of character, which makes anything that would try to subdue it a Resolve save. This leaves wisdom with sleep, transformation, and paralysis effects, such as Hold Person or Polymorph, for example.
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This way, Wisdom is still important enough as to not become irrelevant (it determines your Perception!) and you can diversify your saves.
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### Also a Spellcasting Ability!
Isn't it weird for our friend the Paladin to be so damn good at seducing people and performing at taverns? Isn't it weird for him to be so bad at religion checks? With Resolve, you can more accurately represent the Paladin's unwavering conviction and faith.
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Resolve can be used as a spellcasting ability for Clerics, Paladins, and even Warlocks. It's a good option to have as a player, so you can more accurately represent the character. Who knows? Maybe your paladin is going around seducing people and pole dancing on taverns. The famous Oath of Throwing it Back!
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Other than that, Resolve functions as any other ability score. You can change some feats to give +1 RES as you see fit (instead of Charisma or Wisdom) and start making those bad guys roll will saves -- Pathfinder was onto something, let me tell you!
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### Resolve in Character Creation
It's not that hard. Just roll another statistic.
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I'm kidding, of course. It is hard. But not really. What if you are using point buy? What if you are using standard ability scores? What if you are using another system that no one ever heard of?
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Every group has a way to create characters that is slightly different, so we'll go step by step. The most used method of character creation is to roll for stats. Great! Just roll another one and proceed as usual. If you are using point buy, add 12 additional points. If you are using standard ability scores, add another 12. That's the number we found most comfortable.
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***Starting scores are not that important.*** Yes, this could make it possible to get to 20 on an ability score at level 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?
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***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.
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### 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?
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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.
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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.
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***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 for said feature or effect. Is it related to your will, your strength of character, your mental fortitude? Or is it referring to your knowledge, your lived experience, your instinct? Most of the time, it's not a hard call to make. *Slippery Mind*, for example, should now give proficiency on Resolve saves instead of Wisdom.
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When it comes to monsters and other stat sheets that do not have a Resolve score, just use their Wisdom instead. The more you play with Resolve in your games, the more you'll be able to come up with a believable Resolve score for your NPCs and creatures on the spot. Ancient Red dragon? Give it a 24. Behir? 12. Lich? 20.
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Keep in mind, if this gets to complicated for you, you can always disregard this segment in its entirety, keep Wisdom as the monumentally important ability score it is, and just take the following Resolve rules as an addition to roleplay (which is its main purpose!).
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## A Bunch of New Skills!
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Resolve is here to offer an alternative to Charisma. As a new mental score, it introduces five new skills. These range from Charisma substitutes to totally new ways to challenge your players.
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Yes, adding five new skills will spread your player's proficiencies thin, so we recommend adding two additional proficiencies in character creation, regardless of class and background. To be honest, it's been a while since we played with restricted proficiencies. I personally feel like its better to just allow your players to put those proficiencies wherever and not have your background or class smother choice. We'll talk in depth about skills some other time -- we go over a fix to this problem in our previous edition's Optional Rules section (Citadel of Radiance: Revamped Proficiency).
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Keep in mind, the following skills are suggestions. Resolve doesn't need this many additional skills, and most of these can be added to already existing ability scores. Pick and choose which ones you like!
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#### Mettle
*Intimidation, for real this time!*
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This skill is the backbone of the Resolve optional rule, as Athletics is to Strength. Remember our dwarf barbarian? Now, that 13 he rolled becomes a 17 -- cause he's got proficiency, and the townsfolk rally behind him in a perilous charge against the bandit invaders!
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Mettle comes to take both Intimidation and Persuasion's place. It's an all in one skill for showing the strength of your character. Trying to put a scoundrel in their place? Roll a Mettle check. Trying to convince an old soldier to join your cause? Roll a Mettle check. Trying to inspire respect for you and your party in the middle of a den of criminals? You get the gist of it.
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Mettle is the social skill for those that are not inherently charismatic. An old commander that inspires his troops. A feared barbarian twice your size. A weathered soldier that has seen one too many battles. All these characters should have proficiency in Mettle.
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***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.
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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.
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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.
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***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.
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***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.
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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.
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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.
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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.
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#### Perseverance
*You are filled with {{width:px}} **D E T E R M I N A T I O N***
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Exactly what it sounds like. How industrious are you? How orderly? How diligent? This skill comes to represent that. While mettle could be compared to persuasion or intimidation, perseverance comes as a totally new game mechanic.
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Picture a climb through the mountains. You would have your players roll Constitution saves, of course, it's cold out there. You would have them make athletics checks to advance. But what makes them go on? What fuels their actions? What maintains their grip and pushes them forward? Their perseverance.
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***Perseverance Checks.*** When should you make your players roll perseverance? Many scenarios come to mind. While on downtime, for example, when a player
tries to perform the same action repeatedly. On a failure, their character gives up, and they can't try again. We all get frustrated sometimes! You can also do this when players start dog-piling skills (everyone tries the same sleight of hand check).
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***A Few Examples of Perseverance:***
* To maintain a particular rhythm while marching long distances.
* To endure pain for a prolonged amount of time.
* To stubbornly attempt the same action over and over.
* To determine how much time will the wizard be able to study that day.
* To determine how much training the fighter can get done before collapsing.
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##### Determination is Everywhere
This skill can be introduced in a variety of already existing game mechanics. I'll list of a few, you can pick and choose afterwards.
- *Concentration Checks:* stop making them Constitution saves. Make them Perseverance checks instead. This way, proficiency doesn't depend on whether you're a Sorcerer or not, and you can actually have a shot at succeeding them.
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- *Death Saves:* come on, how lame is it to die on a coin flip? Allow your characters to cling to life with fervor depending on how determined they are.
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- *Falling Unconscious:* yes, I'm getting more ludicrous by the minute, but this mechanic is a blast. Whenever a creature would go unconscious, make a Perseverance check of DC 10 + the damage that creature took beyond 0 hit points. On a success, the creature does not fall unconscious. This only happens once per long rest. Hear me out, okay?
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*Example:* a goblin arrow deals 8 damage, you have 4 hit points. Make a DC 14 Perseverance check. On a success, you do not fall unconscious until you take another instance of damage. You can choose to make this a player only rule or a universal one.
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It functions like the Death's Door mechanic in Darkest Dungeon, if you've ever played that game. This mechanic allows your players to get one last warning before they go down, which is often enough for them to rally and avoid disaster. This also works for your bad guys, though... so the amount of damage that makes someone fall unconscious will become much more important.
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#### Etiquette
*Conduct yourself with elegance.*
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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 performance and deception for those that have no points in Charisma. Give your players the choice!
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This skill came to mind while reading the Samurai subclass for the fighter. They gain a small bonus on persuasion checks, and I thought: well, that won't help the big ol' 7 I put on Charisma... With etiquette, you can now be a stoic stone-face knight, with good manners!
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***Etiquette Checks.*** The party has to present themselves properly to the court. Have them roll a general Etiquette check. Maybe they fumble a few customs, but the nobleman of the group saves them with a perfect bow and opening statement. Etiquette comes to play when following protocol or remembering traditions.
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Etiquette checks can also be used to deceive, like trying to maintain appearances when something has gone terribly wrong. A creature pretending to be someone else should make an etiquette check to determine how well they can emulate their disguise.
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This skilled is used about as much as performance and is generally up to the players to create the situation in which an Etiquette roll should be called. Did the pompous noble son make a dashing statement that left the bandits pondering whether it's worth the trouble to rob the party? Roll an Etiquette check.
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***A Few Examples of Etiquette:***
* To recall the proper procedure at a formal event.
* To style a new dress (slay).
* To follow a particularly tricky protocol.
* To determine how much attention you command with your mannerisms and ways of conducting yourself.
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#### Faith
*Because religion checks are dumb.*
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Picture this: the cleric sees a painting of their god, nods in reverence, and attempts to commune with their deity. You make them roll a religion check, because, of course, it's the only possible skill for them to roll. But religion is an Intelligence skill, and your cleric has a meager 12 on that score, so the most religious character you could ever build ends up rolling... a 7 + 4 (thank god for proficiency).
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Enter the Faith skill. It's not that I don't like Religion, in fact, I love the academic part of the Intelligence skills. Nature, History, and Religion are considered book smarts, knowledge found by studying. They are info skills that let the DM provide additional information to the players.
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Still, it would be nice to have a skill to contact the otherworldly, no? That is the role that faith comes to fill. A faith check is an esoteric attempt to connect with your deity... or whatever else. You'd think this skill would be pretty useless, until you've got a cleric, a paladin, or a warlock on your party.
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***A Few Examples of Faith***
* A warlock attempts a dark ritual to contact a devil.
* A cleric stumbles upon an artifact from their god and tries to commune with it..
* To inspire faith in others after a religious speech.
* A shaman attempts to commune with the spirits.
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#### Discernment
*Know thine enemy.*
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Let's start with a confession. I hate Insight checks. I hate that they are used as lie detectors. Like, dude, you are the one that decides that, not the roll. So in my homebrew game, there is no more Insight; there's discernment. What is this strange new skill, you ask? Basically, the same thing.
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I'm kidding. It's more than Insight. Discernment represents what you can gleam from a person's way of handling themselves. How put together they look. How fearsome. Maybe even how inoffensive. Discernment checks are Perception checks but for people's character and apparent intentions. It doesn't reveal whether a person is lying or not, just an deep read of their demeanor. How deep? Depends on your roll!
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This is another skill mainly prompted by the players. You'll have to ask them a couple of times, but as soon as that one player who trusted you and put their proficiency on Discernment starts to understand how this skill works, you'll never hear the end of it.
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Mechanically, discernment gauges the Resolve score of whoever you are watching. How likely they are to fight, to run away. How determined, how desperate; how selfish, how utilitarian, how evil, how selfless. It can tell you that a jailor enjoys hurting others or that a dragon feels pity for its victims. But it won't tell you about their lies nor truths.
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Discernment is often rolled against etiquette. The higher the etiquette roll, the less you can gleam from the target.
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***A Few Examples of Discernment***
* To learn how honorable a person seems.
* 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.
{{note
##### "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!
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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?)
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### When you put it all Together...
What does Resolve achieve? It gives alternatives. It allows for more diverse characters, with better, more precise specializations. Yes, you may not use these skills at first, they're hard to remember. You'll have to check this document often. That is fine.
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Resolve rules are meant to add to the game, not take away. Plus, the skills proposed here are not even half of all the additional skills we've been playing with. You'll get to see those someday! Maybe...
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The fact is, sometimes, characters fail at things they should be great at. A barbarian who can't intimidate? A cleric who doesn't know how to pray? We often just band-aid fix these problems by making the barbarian roll intimidation with their strength instead of charisma, or letting the cleric make a general wisdom check instead of an actual skill.
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Applying resolve skills to your game allows for these situations to feel earned and gives the players more customization options. I bet you are all tired of the same 6 proficiencies every time. Wisdom is way more important than Charisma or Intelligence. Now that Resolve has entered the table, all four saving throws will feel more balanced as a result.
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Now, without further ado, we present an edited version of an official 5e character sheet from WoTC. We added the Resolve statistic and every skill we talked about here. It's got a nice resistance and immunity table for all damages, too!
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Resolve is by far the biggest change we use in our own homebrew game, and at this point, we're unable to turn back. Playing without it feels strange, by now! We hope you enjoyed these optional rules as much as we loved playing with them throughout the years.
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# That's all, Folks!
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