Potestatem Homebrew Rules 1.0 in Potestatem | World Anvil

Potestatem Homebrew Rules 1.0

Leveling Up Your Class

Potestatem campaigns are defined by the Sliver's of Divinity. A sliver represents a level of your character. Having one sliver would mean you are level one. Slivers are gained in unique ways that are based on your geographic location on Potestatem. This can be anything. Certain wines, rocks, people, actions, can be a source of slivers. Ask your DM how leveling will work in your campaign. Check out the linked sliver article for more details.

Supplies

Ammo is rarely tracked. Ask your DM what they will be doing for a campaign.

Using Spells with Cost Components

Instantly use any spell below level 5 free of cost. Ask your DM for each campaign to be sure or, if you don't know the rules on this!

Learning Spells

Most Potestatem campaigns ignore rules regarding learning and copying of spells. Ask your DM about this for each campaign.

Critical Fails and Successes

When you roll a D20 check you may role a one or twenty. On Potestatem this resembles a characters slivers going critical. On a failure this may mean your slivers briefly wavers, and vice versa. This allows slivers to accidently do mortal and mundane mistakes. A creature might briefly perform an abusrd, or even 'physics-defying' act as well. See Sliver of Divinity for examples under the Boons and Impossible Feats bullet point.

Enviromental Destruction

The following situations will likely damage the enviroment near which they occur.
  • 'missed' attacks
  • 200ft/turn or more of movent
  • Excess damage after downing a target
  • All AOE spells that deal damage
  • Obviously spells that specfic they effect objects in certain ways
  Examples: Heavy melee damage smashes the ground and create difficult terrain, someone running fast who makes a turn overturning a table, an arrow causes a barrell to leak, a fireball shatters all nearby windows with the shockwave, water freezing under a cone of cold, and infinite more.

Rare homebrew Rules

 

Hoards/Mobs/Swarms

For those of you who like to excecise control over large groups of identical minions we use Mob Damage Calculator In short this means hoards will deal consistent damage against foes and are very powerful late game.   If you would like to try this play a Necromancer subclass wizard with the Animate Dead spell (Level 5+), a death domain cleric, a druid with spells that focus on summoning beasts (shepard druid) or just buy friends in game.

Spells

  • Additonal Spells: Several spells have been added that are purely homebrew. Most are for Roleplay purposes. Several others have heavy effect on combat.
  • True Strike: true strike makes the next attack a critical hit.
  • Polymorph: creatures in polymorph with a sub 4 int can still recongnize allies and enemies and follow basic versions of their previous goals.
  • Wall of Force: in order to shunt a creature the wall must take up at least half of a creatures occupied space. For example a large creature would need two of its five foot squares occupied by the wall in order to shunt it anywhere. Otherwise the creature defaults to the majority side.
    • The wall blocks any spell that does not specify it can hit through total cover. Teleportation works through the wall.
  • Mind Blank: In addition to listed prevented affects it can block specfically Feeblemind,Anti/Sympathy, Cause Fear, Compelled Dule, Dispel Magic on an already Mind Blanked target, Message and similar mind affecting spells. This rule is debtably Rai and/or Raw.
  • Time Stop: Attacks made within ten feet of a target during a Time Stop are critical hits. This is made under the assumption the attacker is able to bypass the majority of defenses such as armor, shields, unarmored defense, magic item effects and similar things. Once damage is dealt Time Stop ends.
    • Clarifying, the spell stops time for everyone, not everything. Creatures, not the enviroment, are affected.
  • Dominate Monster: When cast you may give a single, simple command that is up to one sentence. When you use your action there are next to no limits on the spell. Without your action the first line is what you can do.

Magic Items

Attunment

A creature who's attunment is broken with an item is aware of this happening instantly. If someone attuning it caused this, then that same person is aware the item was already attuned before.

Spelljamming

  • Any flying ship can spend 30ft of movement to turn 90°
  • Weapons fire in a generic blast cone of their range for aiming.
  • Ballistas take one action to turn 180°
  • Magonels take one action to turn 90°
  • Spelljamming helms must be sixty miles from a planet in order to go to Spelljamming speed. Thirty miles for a dwarf planet. Fifteen miles for a moon. Larger celestial objects default to sixty unless your DM says otherwise.
    • This homebrew rule is based on the fact that Spelljammers cannot go to Spelljamming speed while within one mile of a one ton object. The purpose is to prevent Spelljamming ships from being better than teloporation for planetary travel.
    • The fastest Spelljammers can go 8mph when not at Spelljamming speeds. This means it would take a ship seven and a half hours at that speed to leave or enter a planet.
Spelljamming Helms
  • Destroying a spelljammers spelljamming helm will cause the ship to become a mundane craft. Likely this will result in it falling out of the sky. Helms are magical artifacts and thus very hard to destroy through mundane and basic spellcraft methods.
  • If a helm is subjected to an anti-magic field it becomes a normal chair while in the field.
  • Spelljamming helms are regular chairs turned to helms. They have resistance to all types of damage but otherwise retain their original chairs stats. For example if your helm is a simply wooden chair it would have AC 15 and 13 (3d8+1) HP with resistance to all damage types.

Hazfen Season 2 Campaign

  • All spell components and learning of spells will be tracked and use RAW 5e rules on such.

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