DM's Screen in excal-heim | World Anvil

DM's Screen

FriendlyIndifferentHostile
0-9Helpful but won't take risksWon't help, but won't harmWill actively try to hinder the PCs
10-19Take minor risks to helpHelpful but won't take risksWon't help, but won't harm
20+Accept significant risk to helpTake minor risks to helpHelpful but won't take risks

Ability Use

Skill Checks Tools
  • (DEX)
  • (WIS)
  • (INT)
  • (STR)
  • (CHA)
  • (INT)
  • (DEX)
  • (WIS)
  • (CHA)
  • (INT)
  • (DEX+INT)
  • (WIS)
  • (INT)
  • (WIS)
  • (CHA)
  • (CHA)
  • (INT)
  • (DEX)
  • (DEX)
  • (WIS)

  • (STR)
  • (DEX)
  • (WIS)
  • Acrobatics
  • Anml Hndlng
  • Arcana
  • Athletics
  • Deception
  • History
  • Initiative
  • Insight
  • Intimidation
  • Investigation
  • Mechanics
  • Medicine
  • Nature
  • Perception
  • Performance
  • Persuasion
  • Religion
  • Sleight of Hand
  • Stealth
  • Survival
  • Other
  • Melee
  • Ranged
  • Sanity
  • (INT)
  • (WIS)
  • (INT)
  • (STR)
  • (INT)
  • (STR)
  • (WIS)
  • (CHA)
  • (WIS)
  • (CHA)
  • (WIS)
  • (INT)
  • (DEX)
  • (DEX)
  • (STR)
  • (CHA)
  • (INT)
  • (CHA)
  • (WIS)
  • (DEX)
  • (STR)
  • (DEX)
  • (DEX)
  • (DEX)
  • (STR)
  • Alchemist's Supplies
  • Brewer's Supplies
  • Calligrapher's Supplies
  • Carpenter's Tools
  • Cartographer's Tools
  • Cobbler's Tools
  • Cook's utensils
  • Disguise Kit
  • Forgery Kit
  • Gaming sets
  • Glassblower's Tools
  • Herbalism Kit
  • Jeweler's Tools
  • Leatherworker's Tools
  • Mason's Tools
  • Musical Instruments
  • Navigator’s Tools
  • Painter's Supplies
  • Poisoner's Kit
  • Potter's Tools
  • Smith's Tools
  • Thieves’ Tools
  • Tinker's Tools
  • Weaver's Tools
  • Woodcarver's 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.


    SubstanceACFragileResilient
    Cloth, paper, rope11Tiny2 (1d4) HP5 (2d4) HP
    Crystal, glass, ice13Small3 (1d6) HP10 (3d6) HP
    Wood, bone15Medium4 (1d8) HP18 (4d8) HP
    Stone17Large5 (1d10) HP27 (5d10) HP
    Iron, steel19Huge6 (1d12) HP39 (6d12) HP
    Mithral21Giant7 (1d14) HP52 (7d14) HP
    Adamantine23Gargan.8 (1d16) HP68 (8d16) HP

    Deem Leem's Misc Rules

    Misc

  • Roll Ties. Succeed in favor of the person that rolled.
  • Bag of holding. Explode contents when ruptured. Crafted with 6th-level spells.
  • Temp HP. Temp HP stacks.
  • Removed Feats. The Alert, Sentinel, and all UA skill feats.
  • The Magic Initiate is unavailable to casters.
  • Removed Races. Orcs and Aasimar.
  • Falling damage. You take 1/2 damage if you land on "soft" objects or creatures.
  • Attack
  • Nonlethal Melee. Melee weapons can deal lethal or nonlethal damage at will.
  • Nonlethal Ranged. Ranged weapons requier special sleeper ammunition.
  • Plunging Attack. You must be falling at normal speeds above the target. Deals 1 level of crit per 10ft.
  • Bomb Attacks. Creatures make a Dex save to move out of AOE if they have movement left.
  • Dual typing. All weapons and/or spells with two damage types will use the 1st type, unless the target
    is resistant or immune, in which case the 2nd type will be used.
  • Non-Nat Crits. If attack roll ≥ target AC*2, it's a critical hit. Does not apply to spells.
  • Using creatures as clubs Deals 1d8 BLD + 1 PSY. Full to target, half to "club".
  • Battle Master Parry. As a reaction, Add your Str/Dex to your AC for an incoming attack that you can see.
  • Parry stacking. AC bonus from multiple items/abilities with/named parry can stack.
  • Oppertunity Attacks. Auto hits the target. Can't add sneak atk, smite, spells, or use weapon arts.
  • Disengage Action. No longer uses a creature's action, instead uses 5 ft of movement.
  • Parry. Successfully parrying an attack triggers an opp atk.
  • Spell
  • Ascended Spells. Require 2 slots to cast. Can be learned by any caster with the needed spell slots.
  • Must be learned from a tome or scroll.
  • Draws more attention than normal spells.
  • Counter Spell v Ascended Spells. Combine required spell slots and use that. Ie: 4+3=7th level.
  • Spell Casting Time. 1 Spell above 0th level per turn, not per round.
  • Out of spell slots Casters can continue casting but gain 1 exhaustion per spell level.
  • 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 ActionEffect
    Plunging AttackMelee attack towards a target that is below you. See Deem Leem's Misc Rules.
    RetrievalGet a meduim or larger object from your bag.
    Ship RepairRepair a part of the ship. See Sky-ship Combat V.2.
    Flee2x move speed, advantage on saves, and attacking creatures have disadvantage.
    Flee can only be used to run away from a fight.
    Action
    AttackRoll to hit, add Ability mod and prof. On a hit, roll dmg, add Ability mod.
    CastCast a Spell with a casting time of 1 action.
    *DashMove twice your movement speed in a straight line.
    DodgeUntil the start of your next turn, gain advantage on Dex saves and attacking creatures have disadvantage.
    HelpAny creature you aid gains advantage on the next ability check/Attack it makes.
    HideYour stealth roll will be checked against the (passive) perception of nearby creatures.
    LoadFully load/reload a crossbow or firearm.
    SearchMake a Perception or Investigation Check
    Weapon ArtPseudo attack used by Soulcraft Weapons.
    Bonus Action
    BashShield Slam.
    *PotionDrink a potion.
    Quick SpellCast a spell with a casting time of 1 bonus action.
    Quick LoadLoad 1 piece of ammunition into a weapon with a loading score above 1.
    Offhand AttackMake an offhand weapon attack.
    Reaction
    SpellCast a Spell with a casting time of 1 reaction.
    *BM ParryAdd Str/Dex to AC for incoming attack you can see. Parry triggers opp attacks.
    Wep ParryGain AC for incoming attack you can see. Parry triggers opp attacks.
    *Opp attackStandard attack a fleeing or passing creature. Auto hits the target.
    Free action
    Switch GearDraw and/or stow a weapon.
    Use ObjectPush a button, pull an easy lever, or drop a brick. Something like that.
    DisengageUses 5 ft of movement to become immune to opp attacks.
    *OtherAnything 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 ⚧⚧
    Standard Array: 15, 14, 13, 12, 10, 8

    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
    1178 Trinkets | Improved Wild Magic | Auto Monster

    Random Gender Chart

    Note: An attraction disparity will give the seducer disadvantage. Do whatever you want.


    1d6 AttractionGender
    1GirlsFem-Female
    2BoysMasc-Female
    3BiFem-Non-bianary
    4PanMasc-Non-bianary
    5AceFem-Male
    6DemiMasc-Male

    Quick Monster

    Group LVLSetbackDangerousDeadly
    1-41d8 hp2d8 hp4d8 hp
    5-102d8 hp4d8 hp10d8 hp
    11-164d8 hp10d8 hp18d8 hp
    17-2010d8 hp18d8 hp24d8 hp
    Dmg/TurnSetbackDangerousDeadly
    1-41d102d104d10
    5-102d104d1010d10
    11-164d1010d1018d10
    17-2010d1018d1024d10

    Custom Exhaustion Effects


    LevelEffect
    1Speed halved
    2Disadvantage on Ability Checks
    3Disadvantage on Attack Rolls and Saving Throws
    4Hit point maximum halved
    5Speed reduced to 0
    6Death

    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.


    RemovedWhy / Notes
    Alert FeatOP AF.
    UA Skill FeatsBorring/OP.
    Magic Init FeatUnavailable to casters.
    Sentinel FeatDeem Leem's Misc Rules.
    Disengage ActDeem Leem's Misc Rules.
    Aasimar RaceReplaced.
    Orc RaceNot in world lore.
    Ready ActionReactions 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)