Downtime (PSR Supplement)

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PSR is an alternate ruleset compatible with most 5e content.

System Differences

The Basics

Time
Shifts
Phases

The d20

Ability Check

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Charisma

Saving Throws
Skills
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

Hit Points & Damage

Temporary Hit Points
Massive Damage
Damage Types
Max Damage

Other Dangers

Defeat
Dramatic Death
Common Hazards
Extreme Climates
Conditions

Downtime

Downtime Trading
Downtime Enterprise

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
Special Senses

Bed icon.png

A day of downtime is an entire day spent in a amicable town or other civilization without an encounter, doing nothing more stressful than a downtime enterprise. This takes up all 6 shifts in a day.

Full Restoration. You fully regain hit points, carry slots, and all spell slots or magic points if you have any. Any features you have that restore after a break or camping also restore after you finish dpwntime.

Sated Needs. As part of downtime you gain adequate sleep, food, water, and hygiene to cover a few days—at no expense. Assume you make enough spare change during downtime to cover such essentials. If your campaign uses travel shifts, for each downtime day finished you gain 3 days' of food and 3 days' of water at no expense. Each of these takes up 1 of your carry slots.

Trade & Enterprise. At the end of each day of downtime, you can conduct downtime trade. If you've progressed in any adventures since your last day of downtime—as determined by your narrator—you can also undertake one downtime enterprise.

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