Help (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

Help


You can use your action to Help. When you Help, choose one ally within 5 feet of you to Aid or Assist, or choose one enemy within 5 feet of you to Setup.
Aid. If your ally has 0 hit points, you can make a Knowledge (Medicine) check against mark 10, and on a success your ally is restored to 1 hit point. Regardless of the check result your aid also ends your ally's Ignited condition; and the Prone condition, unless your ally's speed is 0.
Assist. Once before the start of your next turn the chosen ally makes an ability check, your ally can make the ability check with advantage.
Setup. You setup the chosen enemy for attack, such as through distraction or clever positioning. The next time one of your allies attacks this enemy and the attack doesn’t already have advantage, the attack roll is made with advantage. This benefit expires if not used by the start of your next turn. A Tiny creature can't setup an enemy.