Downtime (PSR Supplement)

From D&D Wiki

Jump to: navigation, search
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

Bed icon.png

Downtime requires you to spend an entire day in a amicable town or other civilization without an encounter, doing nothing more stressful than a downtime activity.

When you finish downtime, you gain all the benefits of a break, camp, and a "short or long rest." You fully regain your hit points, Hit Dice, and all spell slots if you have any.

As part of downtime you gain adequate sleep, food, water, and hygiene to cover a few days—at no expense. It's assumed you make enough spare change during downtime to pay for these.

At the end of each day of downtime, you can do downtime trade. If you've progressed in any adventure since your last day of downtime—as determined by your narrator—you can also undertake one downtime activity.

Home of user-generated,
homebrew pages!


Advertisements: