DM's Screen
Friendly | Indifferent | Hostile | |
---|---|---|---|
0-9 | Helpful but won't take risks | Won't help, but won't harm | Will actively try to hinder the PCs |
10-19 | Take minor risks to help | Helpful but won't take risks | Won't help, but won't harm |
20+ | Accept significant risk to help | Take minor risks to help | Helpful but won't take risks |
Ability Use
Skill Checks | Tools | ||
---|---|---|---|
|
|
Average Stats By CR
25-32 | XP | DPR | HP | Prof. | DC |
---|---|---|---|---|---|
25 | 75,000 | 213-230 | 581-625 | 8 | 21 |
26 | 90,000 | 231-248 | 626-670 | 8 | 21 |
27 | 105,000 | 249-266 | 671-715 | 8 | 22 |
28 | 120,000 | 267-284 | 716-760 | 8 | 22 |
29 | 135,000 | 285-302 | 760-805 | 9 | 22 |
30 | 155,000 | 303-320 | 805-850 | 9 | 23 |
31 | 175,000 | 321-338 | 851-895 | 9 | 23 |
32 | 195,000 | 339-356 | 896-940 | 9 | 23 |
Object AC and Health
Given enough time and the right tools, characters can destroy any destructible object.
Damage Threshold(#). Big objects may have extra resilience called Damage Threshold.
The object can't take damage from a single Attack or Effect unless the attack's damage is greater than or equal to the object's Damage Threshold.
Substance | AC | Fragile | Resilient | |
---|---|---|---|---|
Cloth, paper, rope | 11 | Tiny | 2 (1d4) HP | 5 (2d4) HP |
Crystal, glass, ice | 13 | Small | 3 (1d6) HP | 10 (3d6) HP |
Wood, bone | 15 | Medium | 4 (1d8) HP | 18 (4d8) HP |
Stone | 17 | Large | 5 (1d10) HP | 27 (5d10) HP |
Iron, steel | 19 | Huge | 6 (1d12) HP | 39 (6d12) HP |
Mithral | 21 | Giant | 7 (1d14) HP | 52 (7d14) HP |
Adamantine | 23 | Gargan. | 8 (1d16) HP | 68 (8d16) HP |
Deem Leem's Misc Rules
Misc
is resistant or immune, in which case the 2nd type will be used.
Order of Combat
The following is a list of things you can do during a round of combat. It's meant to clarify how certain things work.
All homebrew actions are underlined and modified actions have a star.
Round. Each round lasts 6 seconds, starting at Initiative count 30 and ending at Initiative count 1.
Movement. A creature can move a number of feet per round equal to its speed once per turn.
Long Action. A Long action costs 1 Action and 1 Bonus Action.
Action. 1 per turn. Actions can also be used to perform any bonus action or free action.
Bonus Action. 1 per turn. Bonus actions can also be used to perform any free action.
Reaction. 1 per round, can't be taken on the creature's own turn.
Free Action. 6 per round. can be taken at any time.
Long Action | Effect |
---|---|
Plunging Attack | Melee attack towards a target that is below you. See Deem Leem's Misc Rules. |
Retrieval | Get a meduim or larger object from your bag. |
Ship Repair | Repair a part of the ship. See Sky-ship Combat V.2. |
Flee | 2x move speed, advantage on saves, and attacking creatures have disadvantage. Flee can only be used to run away from a fight. |
Action | |
Attack | Roll to hit, add Ability mod and prof. On a hit, roll dmg, add Ability mod. |
Cast | Cast a Spell with a casting time of 1 action. |
*Dash | Move twice your movement speed in a straight line. |
Dodge | Until the start of your next turn, gain advantage on Dex saves and attacking creatures have disadvantage. |
Help | Any creature you aid gains advantage on the next ability check/Attack it makes. |
Hide | Your stealth roll will be checked against the (passive) perception of nearby creatures. |
Load | Fully load/reload a crossbow or firearm. |
Search | Make a Perception or Investigation Check |
Weapon Art | Pseudo attack used by Soulcraft Weapons. |
Bonus Action | |
Bash | Shield Slam. |
*Potion | Drink a potion. |
Quick Spell | Cast a spell with a casting time of 1 bonus action. |
Quick Load | Load 1 piece of ammunition into a weapon with a loading score above 1. |
Offhand Attack | Make an offhand weapon attack. |
Reaction | |
Spell | Cast a Spell with a casting time of 1 reaction. |
*BM Parry | Add Str/Dex to AC for incoming attack you can see. Parry triggers opp attacks. |
Wep Parry | Gain AC for incoming attack you can see. Parry triggers opp attacks. |
*Opp attack | Standard attack a fleeing or passing creature. Auto hits the target. |
Free action | |
Switch Gear | Draw and/or stow a weapon. |
Use Object | Push a button, pull an easy lever, or drop a brick. Something like that. |
Disengage | Uses 5 ft of movement to become immune to opp attacks. |
*Other | Anything that says it doesn't require an action. |
DC | DC | Alt | ||||
---|---|---|---|---|---|---|
Trivial | 5 | Hard | 20 | 11 | ♂♂ | |
Easy | 10 | V. Hard | 25 | 12 | ♀♀ | |
Moderate | 15 | Extreme | 30 | 9895 | ⚧⚧ |
Player stats
LvL | Min XP | Prof | LvL | Min XP | Prof |
---|---|---|---|---|---|
1 | 0 | +2 | 11 | 85,000 | +4 |
2 | 300 | +2 | 12 | 100,000 | +4 |
3 | 900 | +2 | 13 | 120,000 | +5 |
4 | 2,700 | +2 | 14 | 140,000 | +5 |
5 | 6,500 | +3 | 15 | 165,000 | +5 |
6 | 14,000 | +3 | 16 | 195,000 | +5 |
7 | 23,000 | +3 | 17 | 225,000 | +6 |
8 | 34,000 | +3 | 18 | 265,000 | +6 |
9 | 48,000 | +4 | 19 | 305,000 | +6 |
10 | 64,000 | +4 | 20 | 355,000 | +6 |
Spellcasting Class | Ability |
---|---|
Artificer, Glass Cannon, Wizard | Int |
Cleric, Druid, Ranger | Wis |
Bard, Paladin, Sorcerer, Warlock | Cha |
Random Gender Chart
Note: An attraction disparity will give the seducer disadvantage. Do whatever you want.
1d6 | Attraction | Gender |
---|---|---|
1 | Girls | Fem-Female |
2 | Boys | Masc-Female |
3 | Bi | Fem-Non-bianary |
4 | Pan | Masc-Non-bianary |
5 | Ace | Fem-Male |
6 | Demi | Masc-Male |
Quick Monster
Group LVL | Setback | Dangerous | Deadly |
---|---|---|---|
1-4 | 1d8 hp | 2d8 hp | 4d8 hp |
5-10 | 2d8 hp | 4d8 hp | 10d8 hp |
11-16 | 4d8 hp | 10d8 hp | 18d8 hp |
17-20 | 10d8 hp | 18d8 hp | 24d8 hp |
Dmg/Turn | Setback | Dangerous | Deadly |
1-4 | 1d10 | 2d10 | 4d10 |
5-10 | 2d10 | 4d10 | 10d10 |
11-16 | 4d10 | 10d10 | 18d10 |
17-20 | 10d10 | 18d10 | 24d10 |
Custom Exhaustion Effects
Level | Effect |
---|---|
1 | Speed halved |
2 | Disadvantage on Ability Checks |
3 | Disadvantage on Attack Rolls and Saving Throws |
4 | Hit point maximum halved |
5 | Speed reduced to 0 |
6 | Death |
Death Bane
Creatures gain 1 Death Bane(DB) when they are healed or stabalize(d) from 0HP.
Each DB gives -1 to ability checks, attack rolls, saving throws, and spell save DC.
This effect stacks with itself all other debuffs.
A creature loses all DB's after a long rest.
Greater Restoration can remove up to 3 DB's.
Changed/Removed Rules
Controlling the actions of other players is not allowed.
Removed | Why / Notes |
---|---|
Alert Feat | OP AF. |
UA Skill Feats | Borring/OP. |
Magic Init Feat | Unavailable to casters. |
Sentinel Feat | Deem Leem's Misc Rules. |
Disengage Act | Deem Leem's Misc Rules. |
Aasimar Race | Replaced. |
Orc Race | Not in world lore. |
Ready Action | Reactions no longer need them. |
Unique Combat Actions
All STR can be Athletics.
All Dex can be Acrobatics.
Grapple (1 Action): Make a Str contested by the target's Str or Dex (target's choice). You can release the target at will.
Effect. A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
Escape As an action, make a Str or Dex contested by grapple's Str.
Restriction. The target must not be more than one size larger.
Moving them. When you drag or carry them, your speed is halved unless they are two or more sizes smaller than you.
Disarm (1 action): Makes an attack roll contested by the target’s Str or Dex.
Effect. On a success, the target takes no damage but drops the item.
Add/Dis. The attacker has disadvantage if the target is two-handing the item. The target has advantage if it's larger than the attacker, or disadvantage if smaller.
Enticed: Curse that bypassess charm immunity.
Enticed creatures follow the controller's orders.
They can repeat the wisdom save any time they take damage.
It's a major curse.
Spell Damage
Level | Solo | Group |
---|---|---|
Cantrip | 1d10 (5) | 1d6 (3) |
1 | 2d10 (11) | 2d6 (7) |
2 | 3d10 (16) | 4d6 (14) |
3 | 5d10 (27) | 6d6 (21) |
4 | 6d10 (33) | 7d6 (24) |
5 | 8d10 (44) | 8d6 (28) |
6 | 10d10 (55) | 11d6 (38) |
7 | 11d10 (60) | 12d6 (42) |
8 | 12d10 (66) | 13d6 (45) |
9 | 15d10 (82) | 14d6 (49) |