Falling (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

While you have the Falling condition:

  • Immediately and again at the start of each of your turns, you fall up to 500 feet downward til you hit a surface, at which point this condition ends.
  • Upon landing you take 1d6 bash damage for every 10 feet you fell, to a maximum of 20d6 at 200 feet. You land Prone unless you avoid all of this damage.
  • Before you've fallen 10 feet, you can use your reaction to arrest your fall by grabbing a handhold with a free hand. Arresting your fall this way still renders you Prone.
  • Into Water. If you land in water or a similar fluid, treat the fall as being 50 feet less than it actually is.
  • Flying. If you become Incapacitated or Prone while airborne and begin Falling as a result, ending the Incapacitated or Prone condition on yourself ends the fall.
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