1. SCALE BONUS
Overview
The Scale Bonus is the core numerical expression of Heroic Rank. It represents the raw advantage possessed by beings who exist above ordinary mortal limits. This advantage may come from overwhelming physical force, mythic presence, supernatural precision, divine authority, arcane intensity, or cosmic power.
At its most basic level, the Scale Bonus answers a simple question:
What happens when a character is not merely skilled, but fundamentally greater?
A high-level adventurer may already be impressive within the normal assumptions of D&D. A character with Heroic Rank goes further. Their actions carry more weight. Their blows hit harder. Their will is harder to break. Their presence changes the tone of the scene. The Scale Bonus is the mechanic that translates that superiority into play.
It is not intended to replace class features, proficiency, or ability modifiers. It exists as an additional layer placed over the normal D&D framework to represent heroic transcendence.
Scale Bonus by Rank
| Rank | Scale Bonus |
|---|---|
| Mortal | +0 |
| Minihero | +2 |
| Hero | +4 |
| Superhero | +6 |
| Megahero | +8 |
| Ultrahero | +10 |
These values are intentionally large enough to be felt at the table. Heroic Rank must feel significant. If a higher-rank being does not feel mechanically superior, the fantasy of heroic ascension collapses.
At the same time, the Scale Bonus is controlled through context. It is powerful, but it is not mindless. Its purpose is not to make the character better at literally everything. Its purpose is to make the character feel greater when acting within the scope of their epic nature.
Where the Scale Bonus Applies
The Scale Bonus is added to the following rolls and values when appropriate:
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attack rolls
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damage rolls
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saving throws
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initiative
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spell attack rolls
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spell save DC
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DC of abilities, powers, and special features
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ability checks in which Heroic Rank is relevant
When applied to a spell or feature DC, the Scale Bonus increases the final DC directly.
Example
If a Superhero caster has a normal spell save DC of 17, their Scale Bonus increases it to 23 when the spell falls within the scope of heroic application.
Core Rule of Application
The Scale Bonus does not automatically apply to every roll.
It applies only when the action being attempted falls within the character’s epic capability, heroic nature, or supernatural authority.
This is the most important rule in the entire section.
The Scale Bonus is not a universal passive modifier to all play. It is a rule for moments when the character is acting as the larger-than-life being they have become.
The Heroic Relevance Test
When deciding whether the Scale Bonus applies, use the following test:
The Scale Bonus applies if the action is:
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dramatically significant
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physically, mentally, magically, or socially extraordinary
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aligned with the character’s heroic theme or supernatural role
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beyond what an ordinary adventurer would be expected to do casually
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part of a meaningful conflict, challenge, or display of power
The Scale Bonus usually does not apply if the action is:
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trivial
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routine
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mundane
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disconnected from the character’s heroic nature
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already effortless without needing mechanical reinforcement
General Use Philosophy
The purpose of the Scale Bonus is not just to improve success rates. Its real design purpose is to communicate scale.
A Mortal can attack.
A Hero attacks like a legend.
A Superhero attacks like a force of nature.
An Ultrahero attacks like reality has made a decision.
This should be felt in the game.
The Scale Bonus makes higher-ranked characters:
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more reliable in high-stakes situations
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more dangerous in direct action
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harder to resist
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harder to stop
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more impressive in moments of dramatic tension
Used correctly, it changes not just outcomes, but tone.
Attack Rolls
The Scale Bonus applies to attack rolls when the attack reflects the character’s heroic scale.
This includes:
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weapon strikes
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natural attacks
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spell attacks
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improvised epic attacks
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empowered unarmed strikes
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mythic or cinematic offensive actions
Example
A Hero making a spear attack against a monstrous foe adds their Scale Bonus to the attack roll.
Example
A Megahero driving a flaming greatsword through a magical gate adds their Scale Bonus.
Example
A character flicking a pebble for no meaningful reason does not normally add the Scale Bonus.
Damage Rolls
The Scale Bonus applies to damage rolls when the attack or effect is part of a meaningful heroic action.
This includes:
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weapon damage
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spell damage
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power damage
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impact from special abilities
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destructive actions directed at creatures, structures, or terrain
This rule represents not only greater strength, but greater force of expression. A higher-rank being does not merely hit accurately. They hit with mythic consequence.
Example
A Superhero strikes with a warhammer and adds the Scale Bonus to damage.
Example
An Ultrahero unleashes a beam of divine force and adds the Scale Bonus to damage.
Saving Throws
The Scale Bonus applies to saving throws when resisting threats that interact meaningfully with the character’s scale.
This includes:
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resisting poison, fear, domination, paralysis, or magical destruction
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enduring environmental catastrophe
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surviving divine, arcane, or supernatural effects
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maintaining control under epic pressure
This rule reflects that higher-ranked beings are not only stronger offensively; they are also harder to break, move, dominate, or annihilate.
Example
A Minihero resisting poison adds the Scale Bonus.
Example
A Hero resisting petrification from a mythic creature adds the Scale Bonus.
Example
A Superhero resisting a collapsing tower or magical explosion adds the Scale Bonus.
Initiative
The Scale Bonus applies to initiative because higher-ranked beings act with superior instinct, supernatural reflex, combat intuition, or sheer narrative momentum.
This does not necessarily mean they are always physically faster. It means they enter conflict with greater force of presence.
A Speedster Hero may move first because of impossible reflexes.
A Divine Ultrahero may move first because the battlefield bends around their will.
Spell Save DC and Ability DC
When a character uses a spell, feature, aura, power, maneuver, or supernatural effect that calls for a saving throw, the Scale Bonus increases the DC if the effect reflects the character’s heroic nature.
This is especially important for:
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divine presence
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fear auras
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control powers
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mythic techniques
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supernatural domination
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battlefield-scale magic
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signature attacks and transformation abilities
Example
A Superhero with a thunder-based Domain casts a destructive spell. If that spell is part of their heroic expression, the Scale Bonus increases its DC.
Example
An Ultrahero uses a gaze of cosmic judgment. The save DC increases by the Scale Bonus.
Ability Checks
The Scale Bonus may be added to ability checks, but only when the check is relevant to the character’s heroic scale.
This is where the DM must exercise the most judgment.
Apply the Scale Bonus to ability checks when:
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the check involves a physically extraordinary feat
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the check is part of a dramatic challenge
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the action expresses the character’s mythic identity
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the action exceeds normal mortal expectations
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the scene is high-stakes and the character is acting heroically
Do not apply the Scale Bonus to ability checks when:
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the task is ordinary
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the task is administrative, routine, or low-stakes
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the task does not meaningfully involve the character’s power
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the action is already trivial
Guidance by Ability
Strength Checks
Often eligible for Scale Bonus.
Examples:
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lifting immense weight
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forcing open reinforced gates
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breaking chains
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stopping a charging beast
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holding up collapsing stone
Dexterity Checks
Eligible when expressed heroically.
Examples:
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crossing unstable rooftops during pursuit
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dodging through a storm of arrows
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balancing on a collapsing bridge
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reacting with supernatural agility
Constitution Checks
Eligible when resisting exhaustion, pain, poison, or environmental destruction beyond mortal norms.
Intelligence Checks
Usually more limited. Scale Bonus applies only when the character’s rank reflects cosmic knowledge, supernatural insight, divine awareness, or genius beyond mortal reason.
Wisdom Checks
Eligible when perception, intuition, awareness, or resistance is heightened by heroic scale, divine instinct, or supernatural attunement.
Charisma Checks
Eligible when the check is driven by overwhelming presence, legendary authority, divine judgment, terrifying aura, or world-shaping identity.
DM Guidance: Three Good Questions
If you are unsure whether the Scale Bonus applies, ask:
1. Is this action dramatically significant?
If yes, the bonus is more likely to apply.
2. Is this action beyond ordinary heroic expectation?
If yes, the bonus is more likely to apply.
3. Is this action an expression of the character’s larger-than-life nature?
If yes, the bonus probably applies.
If the answer to all three is no, the bonus usually should not apply.
Mortal
A Mortal has no Scale Bonus.
That does not mean Mortals are weak. A high-level Mortal may still be deadly, skilled, and formidable. A Mortal can still defeat monsters, cast powerful spells, and achieve great things. The difference is that a Mortal remains within the normal assumptions of D&D.
Mortal Examples
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Swinging a sword with training and discipline: no Scale Bonus
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Making a Perception check to search a room: no Scale Bonus
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Resisting poison using normal rules: no Scale Bonus
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Convincing a noble through ordinary persuasion: no Scale Bonus
The Mortal category serves as the baseline against which the higher ranks are measured.
Minihero
A Minihero has a +2 Scale Bonus.
A Minihero is clearly superior to the normal humanoid standard. They are not yet world-shaking, but they are visibly more than ordinary. At this rank, the Scale Bonus should often appear in moments of daring action, survival, mobility, and direct confrontation.
Minihero Examples
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Jumping across rooftops while under pursuit: apply
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Landing a brutal sword strike against a dangerous foe: apply
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Resisting poison in the middle of combat: apply
-
Sprinting through fire or rubble to save someone: apply
-
Trying to look impressive while ordering dinner: do not apply
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Opening an unlocked door: do not apply
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Making a casual History check with no supernatural relevance: do not apply
The Minihero feels like the first step beyond ordinary adventuring.
Hero
A Hero has a +4 Scale Bonus.
A Hero is no longer just impressive. A Hero is legendary. Their actions should routinely feel beyond mortal expectation. At this rank, the Scale Bonus should appear in physical feats, battle endurance, mythic force of personality, and heroic resistance.
Hero Examples
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Breaking down a reinforced gate under pressure: apply
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Holding a narrow pass against multiple enemies: apply
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Shouting down trained soldiers through sheer presence: apply
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Surviving a monster’s breath weapon by force of will and endurance: apply
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Pulling an ally from beneath a collapsing statue: apply
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Buying supplies at a market stall: do not apply
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Writing a letter, reading a simple map, or performing a basic task: do not apply
The Hero rank is where songs begin.
Superhero
A Superhero has a +6 Scale Bonus.
A Superhero acts on a clearly superhuman scale. At this level, the Scale Bonus should be felt strongly in combat, defense, intimidation, spell use, and impossible movement. The character is no longer simply a legend; they are an event.
Superhero Examples
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Forcing open a fortress gate as if it were nothing: apply
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Fighting several enemies at once with overwhelming force: apply
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Surviving a magical explosion and staying on their feet: apply
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Launching a spell that tears through a battlefield: apply
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Intimidating lesser foes through sheer aura: apply
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Making a normal low-stakes Investigation check in a quiet library: usually do not apply
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Performing mundane conversation with no power behind it: do not apply
A Superhero should feel like a being that bends the assumptions of normal play.
Megahero
A Megahero has a +8 Scale Bonus.
A Megahero exists on the scale of wars, cities, fortresses, and regions. Their bonus should apply not just in direct action, but in battlefield-altering effort, overpowering presence, and overwhelming acts of destruction or endurance.
Megahero Examples
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Tearing open a castle portcullis with raw strength: apply
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Holding back the collapse of a bridge, tower, or gatehouse: apply
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Crossing a battlefield under siege fire without slowing down: apply
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Smashing through magical fortifications by direct force: apply
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Driving fear into elite troops before the first blow is even struck: apply
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Resisting an effect that would crush or scatter ordinary warriors: apply
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Making a routine Perception check to notice a cup on a table in a calm room: do not apply
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Doing a simple piece of travel administration or bookkeeping: do not apply
A Megahero should feel like a walking siege engine or a living divine champion.
Ultrahero
An Ultrahero has a +10 Scale Bonus.
An Ultrahero does not simply exceed mortal norms. An Ultrahero begins to exceed ordinary heroic logic. Their actions are cosmic, divine, catastrophic, or world-shaping. The Scale Bonus should apply whenever they assert that impossible greatness in a meaningful scene.
Ultrahero Examples
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Intimidating a mortal king through divine or cosmic presence: apply
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Resisting a high-level spell through overwhelming supernatural will: apply
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Shattering a sacred barrier by direct force: apply
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Moving across the battlefield with impossible authority or speed: apply
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Unleashing a power that alters the structure of the scene: apply
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Enduring catastrophic damage that would annihilate lesser beings: apply
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Making casual conversation at a tavern with no dramatic stakes: do not apply
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Performing an ordinary low-pressure skill check unrelated to the Ultrahero’s scale: do not apply
An Ultrahero should feel like the arrival of destiny.
Social Application
The Scale Bonus may apply to Charisma-based checks when presence itself is part of the effect.
This is especially true for:
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intimidation through divine or mythic aura
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command backed by legendary status
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persuasion delivered with overwhelming nobility or radiance
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supernatural dread
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inspiring allies through epic authority
This does not mean every Charisma check gains Scale Bonus. A normal conversation, casual lie, or routine negotiation does not automatically become superhuman.
Example
An Ultrahero judging a defeated tyrant before an army: apply
Example
A Hero rallying broken soldiers in the final hour of a siege: apply
Example
A Superhero trying to haggle over apples in a market: usually do not apply
Narrative and Mechanical Balance
The Scale Bonus is intentionally large. Because of that, it must be tied to the logic of the fiction.
If applied carelessly to every roll, it can flatten challenge and remove texture from play.
If applied correctly, it creates exactly the desired effect:
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high-rank characters feel unmistakably superior
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scenes gain dramatic weight
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the game preserves meaningful contrast between routine actions and epic actions
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power feels earned and situational rather than robotic
The right question is never:
“Can I add my Scale Bonus here because I have it?”
The right question is:
“Is this one of the moments where my rank is supposed to matter?”
If the answer is yes, apply it boldly.
Optional Rule: Broad Application Mode
For groups that prefer faster play and less interpretation, use this optional variant:
Broad Application Mode: The Scale Bonus applies to all attack rolls, damage rolls, saving throws, initiative rolls, spell DCs, and ability checks except for clearly trivial or narrative-only actions.
This mode is good for:
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very high-powered campaigns
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anime-style pacing
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groups that want fast resolution
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tables that prefer consistency over nuance
Optional Rule: Focused Application Mode
For groups that want greater tactical control, use this optional variant:
At the start of each turn, a heroic character chooses one of the following categories:
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Offense: attack rolls, damage rolls, spell attack rolls, power DCs
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Defense: saving throws, defensive checks, initiative
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Utility: relevant ability checks, movement-based checks, social or environmental exertion
The Scale Bonus applies only to that category until the start of the character’s next turn.
This mode adds decision-making and can help contain power in more tactical campaigns.
Design Purpose
The Scale Bonus is the first and simplest expression of Heroic Rank, but it is also one of the most important. It establishes the emotional truth of the system.
A higher-rank character should not merely survive longer or deal slightly more damage. They should feel different in the hands of the player and in the eyes of everyone at the table.
That is what the Scale Bonus exists to do.
It turns superiority into gameplay.
Quick Reference Summary
Scale Bonus is a flat bonus based on Heroic Rank.
It applies to:
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attack rolls
-
damage rolls
-
saving throws
-
initiative
-
spell attacks
-
spell save DC
-
ability and power DC
-
relevant ability checks
It applies only when the action falls within the character’s epic capability, heroic identity, or supernatural authority.
Scale Bonus by Rank
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Mortal: +0
-
Minihero: +2
-
Hero: +4
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Superhero: +6
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Megahero: +8
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Ultrahero: +10