Dexterity (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

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Phases

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Temporary Hit Points
Damage Types
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Downtime Trading
Downtime Enterprise

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Improvised
Attire
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

Mount
Cohort
Stat Blocks
Vulnerability, Resistance, & Immunity

Dexterity is one of the six ability scores.

Dexterity measures agility, reflexes, and coordination.

Dexterity Checks

A Dexterity check can model any attempt to move nimbly, quickly, quietly, gracefully, or with balance. Other possibilities include:

  • Athletics. Stay on your feet in a tricky situation. Perform acrobatic stunts such as backflips and rolls.
  • Engineering. Craft a miniscule, detailed item such as a ship in a bottle.
  • Performance. Play a stringed instrument or perform a difficult dance.
  • Sleight of Hand. Pick locks or pockets. Juggle. Perform legerdemain. Pull tricks with cards and coins.
  • Stealth. Hide or remain hidden. Move quietly without being detected.
  • Wilderness. Steer a speeding steed through a dense forest while evading pursuers.

Saving Throws

The higher number between your Strength and Dexterity modifiers is added to your Scuffle saves.

The higher modifier between your Dexterity and Perception is added to your Reflex saves.

Defense

Normally your defense equals:
8 + your PB + your Dexterity modifier + your total armor bonus, to a maximum of 25.

Cover and a shield can increase your defense even above 25.

Dexterity Mark

Your Dexterity mark equals 8 + PB + Dexterity modifier.

Bombs, acids, holy water, and other lobbed projectiles call for the target to make a saving throw against your Dexterity mark.

Stealth Mark

When you take the Hide action, how well you’re hidden is determined by your Stealth mark. This normally equals 10 + your Dexterity modifier. If you're proficient in Stealth or another relevant skill, you 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 modifier that would be added to your Dexterity (Stealth) check is applied to this mark.

Attack and Damage Rolls

You can add your Dexterity modifier to your attack roll and your damage roll when you attack with certain weapons, such as a rapier or slingshot.