Subsystem: Surrender Thermometer — morale in Three Thresholds
Objective
Cut down indecisive slugfests and give a visible, rules-forward path to surrender 5e outcomes. This subsystem turns the pulse of combat into clear signals—when a side hesitates, negotiates, or runs—while rewarding nonlethal play and tactical showmanship in social combat 5e terms.
How to Use at the Table
- Player intent → “Break their will without killing them.”
- DM frames → place a 0–10 Thermometer; set Hesitation 6 and Break 9.
- Timing → adjust at the end of each round and on key triggers.
- Interaction → push the needle with Charisma (Intimidation), Charisma (Persuasion), or striking tactics.
- Outcome → on thresholds, foes make group Wisdom saving throws or choose to parley, flee, or surrender.
Callout: State the cost
Before the first social roll, announce the failure cost (e.g., “On a failure, they counterattack with Advantage this round.”)
Step-by-Step Instructions
- Set the Thermometer (0–10). Start 3 for confident foes; 2 if outnumbered; 4 if they look favored. Mark Hesitation = 6, Break = 9.
- Morale Triggers (each round’s end). Adjust:
- +2 if the leader drops to 0 HP or is incapacitated.
- +1 if they lose half their number or suffer a notable area effect.
- +1 if the party seizes dominant cover or blocks escape.
- −1 if reinforcements arrive or the foes visibly rally by foiling intimidation.
- Social Push (action). Make Charisma (Intimidation) or Charisma (Persuasion) vs DC 8/13/18 (brave/typical/fanatic). Success: +1 (+2 on success by 5+). Failure: −1.
- Advantage/Disadvantage. Grant Advantage for credible leverage (overwhelming force, fire, shattered banner, thunderous magic). Impose Disadvantage for clumsy threats, zealotry, or lack of line of sight.
- Tactical Feats. Cinematic setbacks—critical dropping a foe to 0 HP, destroying cover, slamming a gate—award +1 (cap +2 from tactics per round). No extra roll; judge by impact.
- Hesitation Check (6+). At 6 or more, the target side makes a group Wisdom saving throw (DC 12). On failure, they have Disadvantage on the next morale save and allow parley for one round (brief negotiation; no Opportunity Attacks during it).
- Break Check (9+). At 9 or more, they make a group Wisdom saving throw (DC 15). On failure, they drop weapons, flee in disorder (provoking Opportunity Attacks), or negotiate immediately—DM picks the logical outcome.
- How to Roll “Group.” Use the best Wisdom save bonus among the foes (include proficiency bonus if trained soldiers/veterans). For hordes, roll twice; if either fails, the group fails.
- Morale Rebound. If they flee or surrender and later gain reinforcements or a sudden edge, they may retry the Break save at a round’s end (once).
Callout: Keep morale visible
Use a big die or dial. morale 5e is public—everyone should see the needle move.
Guided Example
- Setup. Four bandits hold a bridge against four adventurers. The Thermometer starts at 3 (moderately confident).
- Round 1. The barbarian crits a bandit to 0 HP (tactics +1 → 4). The sorcerer’s thunderwave blasts two off the planks (+1 → 5).
- End of Round 1. Losses aren’t half; no threshold.
- Round 2—Social Push. The bard shouts: “Drop the blades or swim!” With height and spectacle, Advantage applies. d20 + 6 = 17 → success (+1 → 6).
- Hesitation. At 6, the DM calls a group Wisdom save DC 12 using the sergeant’s +1. 10 → failure: the bandits waver; the party gets one round of parley.
- Parley. The heroes offer safe passage if the bandits walk away. The sergeant snarls; no change.
- Round 3—Turning Point. The ranger downs the sergeant (leader 0 HP: +2 → 8). The cleric booms with thaumaturgy and a clear promise of mercy; Charisma (Persuasion) with Advantage rolls 21 (beat by 5+) → +2 → 10.
- Break. At 10, group Wisdom save DC 15: 12 → failure. Two bandits drop scimitars; two bolt, provoking Opportunity Attacks. Combat ends via surrender 5e with clean consequences.
DM Quick Guide
- Price the stakes. Set the failure cost before the first social roll.
- Move the dial. Adjust every round and on triggers—don’t hand-wave.
- Reward signals. Grant Advantage for strong, visible leverage; cap tactics at +2/round.
- Pick the logical exit. Flee if there’s a route; surrender when encircled; parley when leverage or loot exists.
- Use fanatics sparingly. For zealots, use DC 18 and expect fewer parleys.
Common Questions

Do you need more packed mechanics?
Want more free stuff?

