Bonus Action (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

Some effects let you take a special action on your turn called a bonus action.

You can only take one bonus action on your turn, regardless of how many actions you can take. You decide when to take your bonus action on your turn.

If any game effect prevents you from taking any action, you can't take any bonus action either.

Your class, items, or other features may grant you options for your bonus action in addition to those on this page.

Jump

Jump is the only bonus action virtually every creature can always take.

When you use your bonus action to jump, you can leap horizontally a number of feet equal to your Strength score, or vertically a number of feet equal to 3 + your Strength modifier. If you don't move at least 10 feet in a straight line towards the jump immediately before you take it, these distances are halved. These are called your running jump and standing jump.

You can't jump a distance greater than your remaining speed for the turn. Your remaining speed for the turn is reduced by an amount equal to the distance you covered.

Your narrator might specify that some creatures are able to leap greater or lesser distances. For example amorphous oozes might be entirely unable to jump, and Gargantuan monsters might be too heavy to jump. Some creature stat blocks detail specifically how far the creature can jump.

Gulp

Gulp is a widely-useable bonus action.

If you're carrying a potion or other drinkable shot, you can use your bonus action to whip it out and chug it down. Healing potions (if they exist) are meant to be quickly consumed, and so are normally contained in a small vial that can be fully consumed in a single gulp.

Mount

You mount a creature willing and able to serve as your mount, or you dismount a creature you've mounted.

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