Extreme Climates (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


Venturing for hours through inhospitable climates can test a creature’s mettle in ways encounters might not. Typically traveling or working in any such environment forces you to make a DC 10 Constitution save at the end of each phase, and on a failure you lose a Hit Die or suffer some other drawback.

Acclimation. If a creature is “acclimated” to any extreme climate, it never needs to make saves for working in that climate. Creatures encountered in that climate are almost always acclimated to it.

Becoming Acclimated? Some features may specifically grant you acclimiation. Otherwise, your narrator decides whether protags can acclimate to an environment or not. Realistic acclimation would take a month or more, if it’s even possible at all.

Extreme Cold

This includes temperatures well below freezing, such as 0°F or -20°C.

At the end of each phase you spend working or traveling in extreme cold, you must succeed on a DC 10 Constitution save or lose a Hit Die.

You don't need to make this save if any of the following apply:

Extreme Heat

This includes sweltering temperatures, such as above 100°F or 40°C.

At the end of each phase you spend working or traveling in extreme heat, you must succeed on a DC 10 Constitution save or lose a Hit Die.

You don't need to make this save if any of the following apply:

Miasma

Miasma is an area of patchy foul-colored fog filled, often with flying insects. It is particularly common in swamps or polluted urban areas, and in some cases it can stretch for miles.

At the end of each phase you spend working or traveling in miasma, you must succeed on a DC 10 Constitution save or become Poisoned until you Camp. If already Poisoned this way when you fail this save, you instead lose a Hit Die.

You needn't make this save if any of these apply:

Thin Air

It can be difficult to breathe at high altitudes and in ventilation-deprived caves, among other locations.

At the end of each phase a creature spends working or traveling in thin air, it must succeed on a DC 10 Constitution save or lose a Hit Die.

You needn't make this save if any of these apply:

  • You have no need to breathe.
  • You are immune to the Suffocating condition
  • You can consistently hold your breath for 10 minutes or longer, due to a feature.
Home of user-generated,
homebrew pages!


Advertisements: