Break (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

Cushion.png

A break is a phase spent on only restful activity. Restful activity includes nothing more strenuous than light conversation and a brief meandering stroll. If you do nothing for a phase, you take a break automatically. You can even finish a break while Unconscious throughout.

At the end of your break, your hit points are restored up to half their maximum (rounded down). Example: If you currently have 3 hit points and your maximum hit points is 10, finishing a break restores you to 5 hit points total.

In addition to this, you can expend any number of Hit Dice. For each HD you expend, roll it and regain a number of hit points equal to the result plus your Constitution modifier. You can wait to see the result of each roll before deciding to roll another.

Any features which restore after a "short rest" also restore after a break.

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