Worldly Might

An alternative to Legendary resistances and Recharging abilities.

The stated goal of this system is to create more engaging encounters with players in ways that cannot typically be achieved by utilising Legendary Resistances, and rechargeable attacks. Imposing saving throws will instead become a way for players to reduce the frequency of rechargeable attacks, while the creatures can stay effective and engaged in a fight. This also provides a narrative reason for specific encounter-ending spells to be negated, while also providing some benefit to the players.

Deific Charges

When Initiative is rolled, any creature with the Worldly Might feature gains 5 charges of Worldly Might. At the start of the creature's turn, the creature will gain an additional number of charges of Worldly Might as seen on the table below.        
Tier Example Monsters Charges gained per turn.
1 Adult Dragons 3
2 Ancient Dragons, Saints 4
3 Named Dragons, Demon Lords, Arch-Devils, Avatars, Angels 5

Spending Deific Charges

The creature can choose to spend 1 Deific charge to succeed at a saving throw it has failed. The creature can also choose to spend 2 deific charges end a magical effect imposed on it or its surroundings, but not on other creatures.

Rechargeable Ability

When a creature with this ability reaches ten or more charges, they gain magical resistance and must use its rechargeable ability on its turn. After using their rechargeable ability, their number of accumulated deific charges are then reduced by five.  

Example

Ancient Black Dragon - Corrosive Presence

The Ancient Black Dragon starts every initiative with 5 charges of Corrosive Presence. At the start of every turn they gain four charges. Whenever they are subject to an effect or a saving throw, they can choose to end the effect or suceed in the savingthrow by spending one charge of Corrosive Presence.   They can also end a magical effect within their attack range by spending two charges of Corrosive Presence to melt it away.   When the Ancient Black Dragon reaches ten charges of Corrosive Presence, they gain Magical Resistance and must consume 5 charges of Corrosive presence to use their Acid Breath as their next action.