House Rules Physical / Metaphysical Law in excal-heim | World Anvil

House Rules

Using Ability Checks, Skills, and Tools.

I don't know how to describe this... so here are some examples
Example A:
  • Pick-pocketing requires a dexterity(Sleight of Hand) check.
  • Picking a lock requires a Dexterity(Thieve's Tools) check, not Sleight of Hand.
    Example B:
  • Discerning what a potion does requires an Intelligence(Arcana) check.
  • Brewing a health potion requires an Intelligence(Herbalism Kit) check, not Arcana.
    Example C:
  • Putting on a play requires a Charisma(Performance) check.
  • Playing a song requires a Charisma(Musical Instrument) check, not Performance.

    Which Ability each Skill or Tool relates to can be seen here:

    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

  • misc rules

    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

    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.

    Drinking

    Drinking

    Intoxication Threshold

    Your intoxication threshold is equal to your Con score + 1.
    Once a player reaches this threshold they gain Liquid Courage.
    A short rest will lower your intoxication level by 2 and a long rest will reset it.
    Lesser restoration removes 4 intoxication levels.  

    After the Threshold

    Make a Con saving throw save after each drink consumed past their threshold.
    The DC is equal to 8 + the strength of the drink + your level of exhaustion.
    If you fail, you gain 1 level of exhaustion. If you fail the save by 5 or more, you also fall unconscious for 1d4 hours.  

    Hangovers

    If you have 1 level of exhaustion gained from intoxication and no intoxication levels, you have a hangover.
    While hungover, you are vulnerable to thunder damage and have disadvantage against being blinded.
    You lose your hangover at the end of a long rest or from greater restoration (must be used after exhaustion is cured).   *failing the save puts you to sleep for 1d6*10 minutes.


    Drink strengthlevels of intoxicationLiquid Courage. Lasts 1 hour.
    (1)Watered Down0.55 temporary hit points
    (2)Weak1Advantage on saving throws made against fear.
    (3)Moderate2Advantage on Cha ability checks.
    (4)Strong3Disadvantage on Wis and Dex saving throws.
    (5)Very Strong4Disadvantage on Int and Wis ability checks.
    (6)Deadly5 + Con save*

    Insanity

    Sanity

    WIP

    Max psychic damage causes Wis save to gain a sanity effect till long rest. Rip off other charts Levels of insanity Permanent Insanity. Permanent Insanity is the most difficult to cure. It may be cured through powerful magical effects determined by your DM. Being an adventurer can be hard, and sometimes certain creatures and events can have a great effect on your mental health such as:
    • Witnessing a friend’s violent death
    • Meeting someone you know to be dead
    • Undergoing severe torture
    • Seeing a chaos deity
    • Seeing a corpse rise from its grave
    • Watching blood rain from the sky
    • Being resurrected
    When going through such encounters, your DM may ask you to make a Wisdom saving throw with a DC determined by your DM. On a failure, you gain 1 Level of Insanity, and a critical failure gives you 2 Levels of Insanity.

    Treating Insanity

    There are multiple ways to decrease a character's Insanity levels. A Lesser Restoration spell will remove 1 level of Insanity while a Greater Restoration spell will remove 2. Other spells and effects that boost Wisdom, Charisma, and general health may also remove a level at your DM's discretion.   A character may also take some personal time to refresh their mental state. Similar to a long rest, if interrupted by conditions that increase mental stress such as combat or damage, then the effects are not applied. This does not apply to 5th or 6th Levels of Insanity.   Insanity Level |Effect | Recovery Time 1 |Disadvantage on Ability checks and spells.|1-2 days 2 |You will become frightened of random creatures, places and objects determined by your DM. |3-5 3 |Disadvantage on Attack rolls, skill checks and Saving Throws. |7-10 days 4 |Every hour, you must make a DC 12 Wisdom saving throw or be affected with Short-Term Madness for 1d10 minutes. |2-5 weeks 5 |Upon reaching level five, you become mentally Paralyzed. If you are still at Insanity Level 5 after 1d4 days, you progress to Level 6. 6 |You go permanently insane and fall under the DM's control.


    Drugs

    Drugs

    All drugs weigh 0.15 Lbs and potions weigh 1 Lb each. Potions can be found here:Potions

    Drugs are meant to be quick and cheap potions, each lasting 30 seconds or 5 rounds.

  • Effect. The drug's effect can stack with itself, when applicable.
  • Addiction. Any time a character uses a drug multiple times within 1 minute, they must make a con save.
  • On a fail, they gain 1 addiction level. The starting DC is listed in the table below, however, it increases by the number of drugs taken.
  • Consistent drug use will also give 1 addiction level, as determined by the DM.
  • Withdrawls. Any time a character with at least 1 addiction level takes an action, roll 1d6 . On a (1+AL) or less, either the action fails or they do nothing at all, determined by the DM. This number increase by 1 for each addiction level the character has.
  • Relif. A character can take 1 dosage of the appropriate drug to prevent their withdrawals for 6 hours.
  • Treatment. A Greater Restoration spell will remove 1d2 addiction levels.
  • A character may also take some personal time to fight their addiction, at a rate of 1 week per level. Similar to a long rest, if interrupted by events such as combat or damage, the effects are not applied.
  • Drug Overdose. When your number of addiction levels equals 6, your hp drops to 0.

  • DrugsCostEffectDC
    Steroids8 gp+ 1 Str rolls12
    Lymbar8 gp+ 1 Dex rolls12
    Coffee10 gp+ 1 Int rolls8
    Cat Eye10 gp+ 1 Wis rolls8
    Pain Killer12 gp+ 5 Temp HP14
    Hype15 gp+ 1 Bonus action16
    Sharp12 gp+ 2 to hit14

    Potions

    Potions

    All drugs weigh 0.15 Lbs and potions weigh 1 Lb each. Drugs can be found here:Drugs

    How to Brew. Brewing potions requires an Intelligence-based tool check (DC at DM's Discretion).
    Failing the tool check causes the potion to have the described risk effect.
    Brewing Time. Potions take 2, 4, 8, 16, or 24 hours based on Rarity.
    Brewing Cost. Brewing a potion costs 1/2 its cost in ingredients unless you have a feature that says otherwise.   The actual effects of the Potions are listed in their descriptions.


    Herbalism kitRarityDurationRisk
    Health Potion(Varies)VariesInstantanious 2d4 , 2d6 , 2d8 , or 2d10 poison
    Oak Skin PotionCommon6 turns-1 AC for 3 turns
    Stone Skin PotionUncommon6 turns-2 AC for 3 turns
    Iron Skin PotionUncommon6 turns-2 AC for 3 turns
    Potion of LemonUncommonInstantaniousPetrified for 1 Min
    Garlic Bread LoafLegendaryInstantaniousYou make normal toast
    Alchemist's supplies
    G-ma's Lich JuiceLegendaryPermanentOil of Decay
    Moon JuiceRare3 hoursLoose your 2 highest level spell slots
    Potion of ChaosVery Rare24 hoursDon't ask
    Potion of Fire breathUncommon1 hourYou have asthma for the next 30 minutes
    Potion of GrowthCommon1 hourYour size is reduced by 1 for 30 minutes
    Potion of InvisibilityRare1 hourYou shed dim light in a 15-foot radius
    Potion of SpeedRare1 minuteYou gain 1 level of exhaustion
    Potion of Water BreathingCommon1 hourYou can only breath water for 30 Minnutes
    Oil of DecayUncommon1 minuteDamage is now 1d2 or 3d10 when drunk
    Can't Brew
    1-up potionVery RarePermanent-
    Estus FlaskUncommonInstantanious-
    Frost Fire BottleUncommon 1d6 hours-

    Mastercraft Weapons

    Soulcraft Weapons

    Powerful Weapons addon for the Combat Revamped supplement

    A creature can attune to one Soulcraft Weapon at a time.
    Each Soulcraft Weapon has a special action called a Weapon Art.

  • Weapon Arts require attunement to be used.
  • Weapon Art's are incredibly difficult, requiring great skill to use in a timely manner
  • As such the Extra Attack feature does not apply to them below level 12.
  • Weapon Arts Can be used a number of times per day equal to your proficiency modifier.
  • They can be found in-game as loot, but can't be purchased from stores.

  • Common

    Weapon Prof.

    Weapon Art

    AmbuLanceLanceHealing song
    Binding of WrathWhipAgony's Justice
    Bonk StickClubW h a c k
    Iridescent RapierRapierLunge and Press
    Royal SwordspearSpearPuncture Steel
    Threaded SwordLongswordThreaded Grace

    Uncommon

    Bow-zukaGreatbowShockwave
    Burial BladeScytheNeck Swipe
    Gaia BladeScimitarGaia's Vengence
    Holy Pike of YahwehPikeDivine Flare
    Combat UmbrellaMace/SheildMARY POPPINS

    Rare

    Crescent RoseScythePrune the thorns
    Dark SunMorningstarHate's embrace
    Ebony and IvoryMagnumSoul Clone
    Silvermoon LeafbladeLongswordMoonlight Lance
    Smelter GlaiveGlaiveReforge
    NightfallTwin-lockIt's Midnight

    Very Rare

    Black Harvest ScytheScytheLifehunt
    ArtilleryHand-held CanonMoarter Strike
    Boom HammerMaulBoom Strike
    Dauntless GreatswordUltra GreatswordBlade of Peril
    Holy Moonlight SwordGreatswordMoonlight Cleave
    Tieran's Twin ShotShotgunPsion Slug

    Legendary

    Embersteel DawnWarhammerStoke the forge
    Force of WillMaulAdamantine Resolve
    God-BreakerGreatswordTempest Wave
    Primal Bow-BladeLongbow/KatanaAnime Shot
    Void KhopeshScimitarNightmare Veil

    Spellcasting Catalyst

    Spellcasting Catalyst

    Powerful Spellcasting Focus addon for Combat Revamped supplement

    Attuning to a Spellcasting Catalyst grants you proficiency when using it as a weapon.
    Each Spellcasting Catalyst lets you cast a modified spell without expending a spell slot, called a Spell Boon.

  • Spell Boons have a minimum level requirement that is dependent on the rarity of the weapon.
  • 3rd for Common
  • 6th for Uncommon
  • 9th for Rare
  • 12th for Very Rare
  • 15th For Legendary.
  • Spell Boons Can be used a number of times per day equal to your proficiency modifier.
  • They can be found in-game as loot, but can't be purchased from stores.

  • Common

    Casting Affinity

    Spell Boon

    Alchemist's CrossbowIntelligenceMedicinal Syringe. (Cure Wounds)
    Bag of TreatsWisdomFind Friend. (Find Familiar)
    Jagged JambiyaCharismaCrimson knife. (Ice Knife)
    Boom TrumpetCharismaDoot. (Thunderwave)
    Iron StaffIntelligencePoke. (Greatsword Spike)
    Sacred ChimeWisdomBless Weapon. (Consecrate Weapon)

    Uncommon

    Casting Affinity

    Spell Boon

    Albjorn's BreadstickWisdomWabbajack. (Polymorph)
    Ban HammerCharismaExpired Life. (Blinding Smite)
    Hardlight SwordIntelligenceOvercharge. (Frostspark Blade)
    Lich's Hand-shoeIntelligenceQuick Judgement. (Karmic Judgment)
    Lunar Glass RapierCharismaMoon Dance. (Crusader's Mantle)
    Spellblade LongswordWisdomRazor Wind. (Cloud of Daggers)

    Rare

    Casting Affinity

    Spell Boon

    049's CaneIntelligenceThe "Cure". (Contagion)
    Astral Shard StaffIntelligenceAstral Yeet. (Power Word: YEET)
    Sonebound GauntletsWisdomExtra Hard Wall of Stone. (Wall of Stone)
    Electric AxeCharismaWicked Riffs. (Steel Wind Strike)
    Tchaikovsky's CannonCharisma1812 Overture. (Conjure Volley)
    Twilight LongbowWisdomSleep, Damn it. (Go the fuck to sleep)

    Very Rare

    Casting Affinity

    Spell Boon

    Celestial CircletIntelligenceRadiant Thought. (Crown of Stars)
    Flat-er's RifleWisdomFuck you, Newton! (Reverse Gravity)
    Ring of Armon's FavorCharismaWrath of Storm. (Tempest Spear)

    Legendary

    Casting Affinity

    Spell Boon

    Orion's fistCharisma / IntelligenceComet Swarm. (Meteor Swarm)
    Time StaffIntelligence / WisdomZA WORLDO! (Time Stop)
    Medicinal GunWisdom / CharismaHealing Spell. (Mass Heal)

    Combat between Skyships, Work in Progress

    [block698167]
    Spellcasting ClassAbility
    Artificer, Glass Cannon, WizardInt
    Cleric, Druid, RangerWis
    Bard, Paladin, Sorcerer, WarlockCha

    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

    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

    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.