Charisma (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

Charisma is one of the six ability scores.

Charisma represents willpower and confidence. It portrays your ability to influence others with your words and actions. High Charisma may reflect charm, eloquence, or a commanding personality.

Charisma Checks

A Charisma check arises when you take the Influence action, and virtually any time you try to influence others. Possibilities include:

  • Make an impression
  • Foster friendships
  • Tell a story in a captivating way
  • Entertain others
  • Make a cordial request with proper etiquette
  • Deliver a good joke
  • Spread gossip
  • Gather rumors
  • Act, as in a stage play
  • Navigate a trick social situation
  • Intimidate others whether through overt threats, physical actions, or subtle wordplay
  • Tell a convincing lie or otherwise manipulate the truth
  • Pull off a con
  • Invent music or improv with a musical instrument
  • Deliver an impressive performance for an audience, or overcome stage nerves
  • Dance

Charisma Saves

A Charisma save is made to repel an effect that would suppress your personality or self-control. This generally includes the Charmed condition, fear, ghostly possession, many mind-affecting spells, and unwanted social pressure.

Charisma DC

Your Charisma DC equals: 8 + PB + Charisma modifier.

If you cast spells through willpower or the force of your personality, saves against them are made against your Charisma DC.

Attack and Damage Rolls

If you make an attack using a spell cast through willpower, you add your Charisma modifier to the attack roll alongside your PB, but no modifier is added to the damage.

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