DM's Screen

FriendlyIndifferentHostile
0-9Helpful but no risksWon't help or harmActively try to hinder the PCs
10-19Take minor risks to helpHelpful but won't take risksWon't help, but won't harm
20+Accept large 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
  • Animal Handling
  • 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

  • Removed alert feat and the unearthed arcana feats.
  • Roll Ties. Succeed in favor of the person that rolled.
  • Bag of holding. Explode contents when ruptured. Crafted with 6th-level spells.
  • Falling damage. You take 1/2 damage if you land on "soft" objects or creatures.
  • Attack
  • Crits. Roll twice, double the highest.
  • Nonlethal. Melee weapons can deal lethal or nonlethal damage at will.
  • Plunging Attack. You must be falling at normal speeds above the target. Deals 1 level of crit per 10ft.
  • Non-Nat Crits. If attack roll ≥ target AC*2, it's a critical hit. Does not apply to spells.
  • Using creatures as clubs Deals 1d(size) BLD. 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.
  • Opportunity Attacks. Can't add sneak attack, smite, spells, or use weapon arts.
  • Parry. Successfully parrying an attack triggers an opportunity attacks.
  • Spell
  • Ascended Spells. Require 2 slots to cast, Can be learned by any class, but must be from a tome/scroll.
  • Counter Spell v Ascended Spells. Combine required spell slots and use that. Ie: 4+3=7th level.
  • Out of spell slots Casters can continue casting but gain 1 exhaustion per spell level.
  • 0. Order of Combat

    Verson 8.2. The following is a list of things you can do during a round of combat. All homebrew actions are underlined, All modified actions have a star.
    Definitions:

    • 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 medium or larger object from your bag.
    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.
    DashDouble your movement speed(after modifiers) until the end of your turn.
    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 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.
    *ParryIncrease your AC for incoming attack you can see. A successful parry will trigger an opportunity attack.
    Opportunity attackPreform an attack on a fleeing or passing creature.
    Free action
    Switch GearDraw and/or stow a weapon.
    Use ObjectPush a button, pull an easy lever, or drop a brick. Something like that.
    *DisengageUse half your total movement to become immune to Opportunity 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

    Random Gender Chart


    1d6 AttractionGender
    1HomoCis-Fem
    2HeteroTrans-Fem
    3BiAmab-Enby
    4PanAfab-Enby
    5AceCis-Masc
    6DemiTrans-Masc

    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.

     

    Unique Combat Actions

    All STR can be Athletics and 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.
    2Hand. The attacker has disadvantage if the target is two-handing the item.
    Falling: A fall from over 20 feet causes damage. When landing, 1d6 bld per 10 feet, max of 20d6.

    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)