Help (PSR Supplement)
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You can use your action to Help.
When you help, you can choose one of the following ways to help. Some features may grant alternate uses for your Help action.
- Ability Check. Choose a task you could reasonably aid with, such as helping to positively Influence a guard captain or shoving open a jammed door. If before the start of your next turn your ally makes an ability check as planned, your ally does so with advantage. Depending on the task, your narrator might specify that you needn't be able to reach your ally; something social or mental could be done from a distance, for example.
- Attack Roll. You momentarily hinder a creature within 5 feet of you, granting advantage to the next attack roll from one of your allies (other than yourself) that targets the creature. This benefit expires if not used by the start of your next turn.
- First Aid. Select one one Prone creature you can reach, that is no more than one size larger than you. If the creature has at least 1 hit point, it is helped up and the Prone condition ends for it. If the creature is at 0 hit points, as part of this action you can make a DC 10 Wisdom (Medicine) check, and on a success the creature is restored to 1 hit point before being helped up. Your narrator may call for a different DC, ability, or skill depending on the nature of the creature or other circumstances — such as a DC 15 Intelligence (Engineering) check to help up a heavily damaged construct.
- Extinguish. Select one friendly creature that you can reach. The Ignited or Soaked condition ends on the creature. You need something to help you dry off the Soaked condition, but common clothes will suffice.