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Willshapers are humans linked to the Will, the energy of the Spirit Plane that connects all life. The Will can be used to alter memories, persuade others, and anticipate incoming danger. Willshapers can also call into being Will energy weapons that are thematically linked to them. Most willshapers try to maintain a neutral balance.

Those who become obsessed with order become Templars, and those obsessed with chaos become Sinarchs. Neutral willshapers are known as Graycloaks. Willshapers can also sense imbalance in the Will.


Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. As humans, though some willshapers, by attuning to the Will, have been able to slow their aging process and live centuries longer.

Alignment. A true willshaper strives to be neutral and is known as a Greycloak. Those who become tempted by power become imbalanced, with Templars being lawful good and Sinarchs being chaotic evil.

Rarity. Unknown.

Size. Willshapers arise from humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Will Sense. You have blindsight with a range of 5 feet. In addition, you sense major changes in reality with a range proportional to the change. It’s up to the GM what triggers this trait. However, the arrival of an extraplanar creature or casting of a powerful spell 60 feet away should do so, while the death of thousands or the arrival of a godlike entity might be sensed from hundreds of miles away.

Willed Weapon. As a bonus action, you can cause a luminous weapon of force to spring from a wand you are holding. The weapon has an appearance you choose, and you have proficiency with it. It deals ld6 force damage, has the light and finesse weapon properties, and it is versatile (ld8). This weapon sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Once manifested, the weapon lasts 1 minute, until you use this trait again, until you use a bonus action to extinguish the weapon, or until you let go of the wand from which the weapon springs.

Willshaper Magic. You know the friends and mage hand can trips. When you reach 3rd level, you can cast command (as a 1st-level spell) and levitate each once per day. Starting at 5th level, you regain the ability to cast these spells each time you finish a short or long rest. You can also cast the suggestion spell once per day. At 9th level, you regain the ability to cast suggestion each time you finish a short or long rest. Charisma is your spellcasting ability for these spells, and you need no material components for them.

Languages. You speak, read, and write Common and one other language of your choice.

Willshaper Ascension. When your character dies in a heroic or meaningful way, you can work with your GM to make your character an otherworldly NPC. If your GM agrees, your willshaper becomes one with the Will and is a guiding force in the campaign world, possibly acting as a source of power for and influence on future PCs. The ascended willshaper gives only vague information and guidance in this way. In very rare instances, possibly limited to once a campaign, an ascended willshaper manifests as an ethereal being to communicate with future PCs. The NPC willshaper acts much as you roleplayed your character during the campaign. You are encouraged to add the Will Sense, Willed Weapon, and Willshaper Magic traits to other races if your GM allows it. Work with your GM to adjust abilities and statistics to create your nonhuman Willshaper.

Section 15: Copyright Notice
Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims