Cohort (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

A cohort is a special ally that closely serves a protag during an encounter. This could be a well-trained dog, a loyal hireling, or even a creature magically summoned by a spell. Typically a mount is not intelligent and loyal enough to serve as a cohort, but there are many exceptions.

Simultaneous Turns. During an encounter, a cohort takes its turn simultaneously with the protag it is a cohort of. The player of that protag dictates all actions and movement the cohort takes during that turn, and dictates any reaction the cohort takes before the start of its next turn. If this creature at one point had its own separate turn, it changes turn order to match the protag when it becomes a cohort.

One Cohort Per Protag. A player can only have one cohort active at a time. This is true even if the cohort changes from one turn to the next. For example if a protag has an entire entourage of companions, the player can still control only one of them as a cohort on each of the player’s turns.

Inactive Cohorts. Whenever a potential cohort’s turn is not dictated by a player, the inactive cohort takes only defensive actions of self-preservation, such as Dodge or Dash. Inactive cohorts can still perform Use actions for group efforts led by the protag, such as managing artillery the protag uses to Attack, or manning a vehicle in the midst of combat. Any actions that would cause a major swing in an encounter is left up to the players.

Cohorts Are Priceless. By default a cohort can’t simply be purchased. A well-trained mount or a well-paid hireling might be loyal and well-meaning, but typically one will not be fully under the player’s control as a cohort without an exceptionally strong bond that develops across adventures—as decided by the narrator. Cohorts provided by class features will usually be either temporary (such as in most summon spells) or not very useful during encounters (like familiars).

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