Action (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

When you take an action on your turn, you can take one of the actions presented on this page, or an action you gained due to a class or another feature. Casting a spell for example is usually an action. Many creatures have action options of their own they can take in addition to those here, as detailed in their in their stat blocks.

Attack

You use a melee weapon, ranged weapon, or unarmed strike to attack one object or creature you can see. The Making an Attack section details rules about attacks.

As part of this action, you can draw or stow carried weapons, and you can pick up any unattended or improvised weapons within 5 feet of you.

Dash

Optional Rule: Dash Stamina
In some encounters, like a chase or race, your narrator might limit how much a creature can Dash.

Under this rule, during one encounter a creature can Dash a number of times equal to 3 + its Constitution modifier. Each additional Dash after this requires a DC 15 Constitution save, and on a failure instead of Dashing the creature becomes Incapacitated until the start of its next turn.

When you use your action to Dash, you can move an extra time during this turn.

Dodge

Where's Disengage?
Due to the way opportunity attacks work, using the Dodge action prevents your movement from triggering all opportunity attacks for the turn — unless the attack roll has advantage.

Until the start of your next turn, every attack roll targeting you has disadvantage if you can see the attacker, and you have advantage on all Dexterity saves.

You lose these benefits if you become Incapacitated or if your speed is reduced to 0.

Help

When you help, you can choose one of the following ways to help. Some features may grant alternate uses for your Help action.

  • Ability Check. Choose a task you could reasonably aid with, such as helping to positively Influence a guard captain or shoving open a jammed door. If before the start of your next turn your ally makes an ability check as planned, your ally does so with advantage. Depending on the task, your narrator might specify that you needn't be able to reach your ally; something social or mental could be done from a distance, for example.
  • Attack Roll. You momentarily hinder a creature within 5 feet of you, granting advantage to the next attack roll from one of your allies (other than yourself) that targets the creature. This benefit expires if not used by the start of your next turn.
  • First Aid. Select one one Prone creature you can reach, that is no more than one size larger than you. If the creature has at least 1 hit point, it is helped up and the Prone condition ends for it. If the creature is at 0 hit points, as part of this action you can make a DC 10 Wisdom (Medicine) check, and on a success the creature is restored to 1 hit point before being helped up. Your narrator may call for a different DC, ability, or skill depending on the nature of the creature or other circumstances — such as a DC 15 Intelligence (Engineering) check to help up a heavily damaged construct.
  • Extinguish. Select one friendly creature that you can reach. The Ignited or Soaked condition ends on the creature. You need something to help you dry off the Soaked condition, but common clothes will suffice.


Hide

You can only Hide if two criteria are both met:

You remain hidden only so long as both criteria remain met, and nothing happens that clearly gives away your position. To any creature you're hidden from, you're effectively Invisible.

If it is is ambiguous whether or not you can remain hidden to a creature, that creature makes a Wisdom save against your Hidden DC. On a successful save the creature detects your presence, and you are no longer hidden.

Hidden DC. Your Hidden DC numerically represents how difficult you are to detect while hidden. This DC normally equals 10 + your Dexterity modifier.

  • If you're proficient in the Stealth skill (or a similar skill), also add your PB to this total.
  • Subtract 5 if you're wearing loud attire or would otherwise have disadvantage on a Dexterity (Stealth) check. Add 5 if you would have advantage on such a check.
  • Any other bonus or penalty that would be added to your Dexterity (Stealth) check is applied to this DC.


Improvise

You attempt to improvise an action you describe to your narrator. Your narrator determines if the action is possible and what kind of d20 roll—if any—you must succeed to perform the action. If your narrator deems the improvised action isn’t possible, this doesn’t consume your action for the turn.

See also: Improvised Weapons.

Influence

When you Influence, you make a Charisma check to affect the behavior attitude of one or more creatures. Typically one skill from Persuasion, Intimidation, Deception, Performance, or Wilderness applies to the check.

Quickly changing a creature's attitude is rarely easy, but sometimes the right words spoken in the right way can be enough to stay a blade or ignite hostility.

This action is left deliberately vague, as only your narrator can arbitrate the difficulty of Influencing a given creature in your specific way in the specific circumstances of the moment, and what the possible outcomes could be.

Ready

Readied Bonus Action
For your Readied reaction, you can choose to ready what is normally a Bonus Action, but to do so you can't take a bonus action on the turn you Ready.

You Ready a reaction.

You state an action you will take when specific criteria are met. If the stated criteria are met before the start of your next turn, you can use your reaction to take the action you previously stated.

Example: "I Ready my spear to Attack the first monster that comes within my reach" or "I'll Dash into the wagon as soon as it passes under this bridge." You can even ready an action to cast a spell, but you must specify which spell you're going to cast.

You can always choose to not take the reaction you've Readied, even if the criteria are met.

Search

Search your mind, the surroundings, or the social cues of those around you. Typically searching involves an Intelligence (Investigation) check to physically search your surroundings. As determined by your narrator your Search may call for a check using another skill, or using your Wisdom.

Use

Pull out and use an item you're carrying, or interact with an unattended object within 5 feet of you.

For example you could pull a lever, push a heavy stone block, scarf down a piece of bread, put a key into a lock and turn it, or pick up a dropped weapon and toss it to an ally, among many other possibilities. Gulping down a potion is instead accomplished with your bonus action.

If this action would potentially deal damage or call for an attack roll, you'd take the Attack action instead. Striking with an improvised weapon for example is covered by the Attack action.

Tossing an Item. When you toss an item as part of this action, if the item isn't heavy you can toss it easily up to 20 feet. Any creature within 5 feet of the object's trajectory can use its reaction to catch the tossed item. If no creature catches the item, it falls harmlessly on the ground at the point you throw. Your narrator might call for an ability check for a more difficult throw, such as tossing the item in a high arc so it isn't intercepted by a creature between yourself and the intended target, or throwing the item accurately over a distance greater than 20 feet.

Stowing an Item. When you stow an item or set of items, you carry it on your person. Stowing an item is distinct from merely dropping an item. You can drop anything you're holding as part of any action. Dropping an item is always faster, but presents opportunities for enemies to claim your items for themselves.

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