Senses (PSR Supplement)

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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


Common Senses

Almost every creature is able to see and hear, and most creatures can smell.

You can become proficient in different common senses, just like you can become proficient in different skills. If you're proficient in a sense, it's called keen.

Keen Vision. If you have keen vision, or if you are proficient with vision, add your PB to Perception checks to notice a hidden object or creature with your sight. These are called Perception (Vision) checks.

Keen Hearing. If you have keen hearing, add your PB to Perception checks to notice a hidden object or creature with your hearing. These are Perception (Hearing) checks. Additionally, if there's a loud noise within 60 feet of you, you can pinpoint its origin within 5 feet of accuracy.

Keen Smell. If you have keen smell, add your PB to Perception (Smell) checks. Additionally, if a creature or object within 60 feet of you has a strong odor, you can automatically detect its presence and pinpoint its location within 5 feet of accuracy.

Uncommon Senses

Many creatures have extraordinary senses beyond those of humans. Some of the more notable ones are below. Typically an uncommon sense only works out to a range in feet, as specified by the trait giving you the sense.

Unlike common senses, you can't become proficient with an uncommon sense; you either have it or you don't.

Tremorsense

A creature with tremorsense can pinpoint the location of other creatures and moving objects within a specific range, provided that the creature with tremorsense and anything it's detecting are both in contact with the same solid surface (such as the ground, a wall, or a ceiling). Tremorsense can't detect creatures or objects suspended in the air.

Since tremorsense relies on reading vibrations, any Perception check made to see a hidden creature or object with your tremorsense is a Perception (Hearing) check.

Importantly, tremorsense isn't sight. Tremorsense can pinpoint the location of a creature, but not what it looks like or what it's doing. Anything detected with tremorsense is still effectively Invisible unless it can be seen with other senses.

This sense is associated with burrowing monsters.

Mindsense

A creature with mindsense can pinpoint the location of any thinking creature within a specific range. Mindsense can't detect a creature if it's a construct, an undead, or has a Knowledge score of 1.

Like tremorsense, mindsense isn't sight. Any creature detected with mindsense is Invisible unless it can be seen with other senses.

Mindsense either detects creatures or it doesn't; there is no ambiguity, so Perception checks never rely on it.

This sense is associated with eldritch beings and powerful psychics.

Darkvision

A creature with darkvision can perceive in darkness as if it was dim light, and in dim light as if it was bright light, but only out to a specified radius. When using darkvision you can't discern color, only shades of gray.

Darkvision is a type of vision, so Perception checks that rely on it are Perception (Vision) checks.

Blindsight

A creature with blindsight can perceive without sight, out to a specified radius. For the purpose of vision, a creature with blindsight treats all areas as unobscured bright light—even areas of magical darkness. A creature with blindsight can "see" even a magically Invisible creature, effectively negating the effect of this condition. Blindsight still cannot see around obstacles, and as such can't see a creature concealed by total cover.

As blindsight relies on vibrations in the air, any Perception check that relies on this sense is a Perception (Hearing) check.

Truesight

A creature with truesight can—out to a specified range—see clearly in any light level, see all Invisible creatures and objects, see the true form of any Shapeshifted creature or object. In this range the creature notices any illusions and automatically succeeds on any save or check imposed by them. Truesight can see around and through obstacles, including creatures behind total cover. Any Perception check made to see a hidden creature or object within the range of truesight automatically succeeds.

This sense is associated with celestials and deific figures.