Tempered Soul: Difference between revisions
Player-guide cleanup — dice-pool mechanics confirmed (10 charges, d4=4/d6=6, half on short rest), editorial/DM notes removed |
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=== Rulings === | === Rulings === | ||
* Any d20 roll is a legal target — including '''monster-harvesting checks''' ( | * Any d20 roll is a legal target — including '''monster-harvesting checks''' <ref name="s54">[[Session 54 - Serpents at Boareskyr Bridge (2026-08-30)|Session 54]] — with a long rest imminent in town, the entire party was allowed to spend on the same carcass.</ref>. | ||
* It may raise a save DC you impose on others — but '''( | * It may raise a save DC you impose on others — but '''<ref name="s53">[[Session 53 - The Battle of Nuts Deep (2026-08-09)|Session 53]].</ref> a save-DC boost applies to only ONE creature''' of a multi-target spell (Baelgrum's Fireball d4+1 raised the DC for the dragonborn alone). | ||
* '''The die may be added to damage''' ''(official ruling, 2026-08-09)'' — a legal, if less efficient, use of the surge (established by Keyleth's spends in S52 and S53). | * '''The die may be added to damage''' ''(official ruling, 2026-08-09)'' — a legal, if less efficient, use of the surge (established by Keyleth's spends in S52 and S53). | ||
* It may be applied to a check already rolled (retroactively), and you may spend it '''after''' you learn what you are facing — ''"the whole point is, like, you know whether or not you need to go bigger."'' | * It may be applied to a check already rolled (retroactively), and you may spend it '''after''' you learn what you are facing — ''"the whole point is, like, you know whether or not you need to go bigger."'' | ||
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[[Category:Campaign]] [[Category:Reference]] [[Category:Infernal]] | [[Category:Campaign]] [[Category:Reference]] [[Category:Infernal]] | ||
== References == | |||
<references /> | |||
[[Category:Feats]] | [[Category:Feats]] | ||
Latest revision as of 18:42, 15 September 2026
Tempered Soul
Tempered Soul is a feat granted to every member of Deez Nuts when their souls were reforged in the Hells and they signed A Compact of restoration and continuance in Session 50. It is as much a roleplaying device as a mechanic.
As of S52 (2026-07-12) the feat has evolved into Tempered Soul: Aspects — see the Aspects below. On D&D Beyond, the old Tempered Soul feat is deleted and Tempered Soul: Aspects added in its place, with your Aspect chosen from the drop-down. (If both feats linger on your sheet you'll see duplicate actions — remove the old feat and refresh.)
How it works
Immediately after you make a D20 Test, before you learn the outcome, you may add a soul die to the roll — or to a save DC you are imposing on another creature. Every spend must be narrated: tell the table the feeling, memory, or instinct you pour into the moment.
You hold two dice:
- The base d4 — usable on any roll, always. The universal floor.
- Your Aspect d6 — usable only on rolls inside your Aspect's domain (table below). In-domain use is also what grows the Aspect.
The charge pool. Your pool equals the total sides of every soul die you hold — currently 10 (base d4 + Aspect d6). Rolling a die costs charges equal to its sides: a d4 costs 4, a d6 costs 6. On a full pool that is one d6 and one d4, or two d4s. You may always roll the smaller die to spend less, even in-domain.
Recovery. A long rest refills the pool; a short rest restores half of your maximum. Camping overnight counts as a long rest.
The Aspects
Using the feat repeatedly in the same domain tempers the soul in that direction until it crystallizes into an Aspect. The DM: "you have used your tempered soul enough times in a single domain that you have… basically leveled up your soul a little bit." All six party Aspects crystallized during S52 — and Carl, reforged alongside the company, has one too.
| Character | Aspect | Domain (in-domain rolls may take the d6) |
|---|---|---|
| Shade | Arcane Certainty | Rolls made in unhesitating confidence of her own magical power — spell attack rolls and spell save DCs, especially destructive evocation; saving throws she faces down through sheer self-belief in her craft; Arcana wielded as a flex rather than a question. Out of domain: subtlety, humility, mundane skill, and anything attempted while genuinely unsure of herself. |
| Baelgrum | Protector's Debt | Anything done to shield, aid, heal, or rescue people under his care — attack or spell rolls that deliver protection or a cure, save DCs of warding spells, saves he must pass so that others stay safe, and checks made to set right a harm he shares responsibility for. Out of domain: plain aggression, self-enrichment, and — pointedly — pure vengeance. |
| Xanphina | Hellworn Fury | Rolls powered by rage sustained past all reason — attacks and feats of strength while raging, pressing a fight that has already outlasted her, refusing to drop. |
| Karma | Heartwood Resolve | Rolls where she plants herself and refuses to bend — saves against mental or emotional assault, spell DCs backed by total conviction, holding a form or a position past sense. |
| Keyleth | The Righteous Hunt | Rolls made against prey she has judged deserving — attacks on marked or hunted quarry, harvesting the deserving dead, acts of retributive judgment. |
| Gootcha | Raven's Remembrance | Rolls fueled by deliberate memory — of the dead, of dead skills, of moments the Raven Queen marked; acts done in her sight (silencing, stealing back, ending what should have ended). |
| Carl | Aye Aye, Captain | Any roll made while visibly afraid and doing the thing regardless — following an order or keeping a promise through the fear, staying at his post when leaving is an option, speaking up with the useful thing when silence would be safer. Out of domain: anything done boldly, acts of unrequested initiative, and — by party treaty rather than soul-mechanics — all attack rolls made with his bow. |
Growth
- An Aspect scales d6 → d8 → d10 → d12 → d20 with continued in-domain use — which is why the log tracks Aspect spends explicitly. A bigger Aspect die also enlarges the pool.
- One Aspect equipped. The character sheet shows three Aspect drop-down slots, but only one may be filled until a soul evolution (timing: the DM's call) unlocks the second. You can learn additional Aspects before you can equip them.
- Spreading across several Aspects makes any one of them harder to push high — "do you want to focus in one area, or do you want to branch it out so that you have broader domains?"
Rulings
- Any d20 roll is a legal target — including monster-harvesting checks [1].
- It may raise a save DC you impose on others — but [2] a save-DC boost applies to only ONE creature of a multi-target spell (Baelgrum's Fireball d4+1 raised the DC for the dragonborn alone).
- The die may be added to damage (official ruling, 2026-08-09) — a legal, if less efficient, use of the surge (established by Keyleth's spends in S52 and S53).
- It may be applied to a check already rolled (retroactively), and you may spend it after you learn what you are facing — "the whole point is, like, you know whether or not you need to go bigger."
- The DM adjudicates whether a roll is in-domain.
Intent
The DM (Wes Vaske) framed this as a deliberately open-ended, evolving feature rather than a flat bonus: "this is something that you should try to use every day… it will evolve over time." Each invocation is meant to deepen the character — a small, recurring window into who each survivor became after passing through death and the Hells. The Aspects are that evolution paying out: what you reach for under fire is what your soul becomes. More of the system exists than the players have seen — "there's kind of a bunch of other stuff around it that you don't know yet, that you're gonna find out in-universe."
Usage Log
Every use is recorded on Tempered Soul/Usage Log — which die was rolled (base d4 or the named Aspect d6), what was empowered, the math, the feeling channeled, and a verbatim quote. The log is how the feat's growth is tracked over time, and the DM uses it to decide when an Aspect advances — so name your die, narrate the spend, and record both.
Holders
All reforged members of Deez Nuts — Shade, Xanphina, Keyleth, Gootcha, Karma, and Baelgrum (the soul bound in Alexios's place) — and Carl.
References
- ↑ Session 54 — with a long rest imminent in town, the entire party was allowed to spend on the same carcass.
- ↑ Session 53.