Charisma (PSR Supplement)

From D&D Wiki
(Redirected from CHA (PSR Supplement))
Jump to navigation Jump to search
PSR is an alternate ruleset compatible with most 5e content.

System Differences

The Basics

Time

The d20

Ability Check

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Charisma

Saving Throws
Skills
Senses
Carry Slots

Encounters

Group Turns
Round‑Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Defense
Cover

Shifts
Phases

Hit Points & Damage

Temporary Hit Points
Damage Types
Max Damage

Rest & Recovery

Downtime
Downtime Trading
Downtime Enterprise

Defeat

Dramatic Death

Common Hazards
Extreme Climates
Conditions


Items

Goods & Currency
Material Goods
Weapons
Improvised
Attire
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

Mount
Cohort
Stat Blocks
Vulnerability, Resistance, & Immunity

Charisma is one of the six ability scores.

Charisma represents confidence, bravery, and willpower. It portrays your ability to influence others with your words and actions. High Charisma often correlates with 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 sway others. Possibilities include:

  • Deception. Tell a convincing lie or otherwise manipulate the truth. Pull off a can job. Spread gossip.
  • Insight. Navigate a tricky social situation. Mediate as a neutral third party between two enemies.
  • Intimidation. Intimidate others whether through overt threats, physical actions, or subtle wordplay
  • Performance. Deliver a good joke. Tell a captivating story. Entertain others. Act, as in a stage play. Improv with a musical instrument. Deliver an impressive performance for an audience, or overcome stage nerves
  • Persuasion. Dissuade violence, or instigate it. Foster friendships. Make a cordial request with proper etiquette. Gather rumors.
  • Secrets. Commune with spirits or other paranormal entities.
  • Wilderness. Convince a beast you mean it no harm.

Will Saves

The higher modifier between your Knowledge and Charisma is added to your Will saving throws.

Charisma Mark

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

Spellcasting

If you cast spells through faith, belief, emotion, or the force of your personality, saves against these spells are made against your Charisma mark. Often this includes divine spells and ancestral spells.

If you make an attack using one of these spells, you add your Charisma modifier to the attack roll alongside your PB. No modifier is added to the damage roll.