Gear (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

Gear is a catch-all term for all items that aren’t goods, attire, weapons, or tools. Examples include rope, chalk or other writing utensils, and light sources like torches or lanterns.

Potions are a type of consumable gear, but not all consumables are gear. Explosives would be weapons, for example.

Common gear tends to be inexpensive, usually little more than 1 gold unless it involves glass or multiple metal parts. Potions and other extraordinary gear usually costs at least 50 gold.

Example Gear

While there is practically infinite gear that could be useful to adventurers, the following common gear is essential to most campaigns and could be bought virtually anywhere. This list is just an example, and your narrator's campaign might have different gear available.

Gear Cost Weight Properties
Fishing Tackle 1 gold 4 pounds
Hourglass 25 gold 1 pound
Ration 1 gold 1 pound
Red Potion 50 gold 0.5 pounds
Tent 1 gold 20 pounds
Tinderbox 1 gold 1 pound
Torch 0.01 gold 1 pound Light
Traveler's Pack 50 gold 5 pounds
Waterskin 1 gold 5 pounds

Fishing Tackle. This kit includes everything you need to catch and prepare fish. At an appropriate fishing spot, as a phase action you can make a Wisdom check. Your narrator determines the DC, but a somewhat decent fishing spot has DC 15. On a success you catch and prepare a fish which can provide enough food for a Medium or smaller creature to camp; if uneaten, the fish spoils when you start downtime.

Hourglass. When flipped and left undisturbed, this hourglass can be used to approximate how much of a phase has passed.

Ration. A single ration is a complete meal of dried and bland food. Consuming one is enough to provide enough food for one Medium or smaller creature to camp.

Red Potion. This sweet, fizzy fluid swirls vibrantly within it's vial. You can Gulp this potion as a bonus action, or administer it to an Unconscious creature with your Use action. The drinker regains 2d4+2 hit points and becomes Stuffed.

Tent. This modest tent takes a phase to set up, and provides rudimentary shelter to one Medium creature or two Small creatures. Shelter is needed to successfully camp.

Tinderbox. This small box contains bits of flint, steel, and other instruments for cultivating a fire. As a Use action you can light aflame a highly flammable unattended object, such as a torch or a puddle of oil.

Torch. A torch burns for an entire phase, shedding bright light out to a radius of 20 feet, and dim light for another 20 feet. Normally you need something like a tinderbox to light one, but anything that can deal fire damage to a torch can be used to light it. When using a lit torch as an improvised weapon, a hit deals 1 fire damage.

Traveler's Pack. Sometimes this backpack seems much larger on the inside than it should be. While you're attuned to and carrying this backpack, you can carry 5 more items.

Waterskin. This pouch made of animal parts can hold a couple liters or a gallon of water, or potentially another fluid. If filled, a waterskin provides enough water for one Medium or smaller creature to camp. As a Use action, you can empty the waterskin to make yourself or a creature within 5 feet of you Soaked. For an unwilling creature, you must succeed on a melee attack roll using the waterskin as an improvised weapon, and on a miss the water is wasted.

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