Jump (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

Jump is the only bonus action virtually every creature can always take.

When you use your bonus action to jump, you can leap horizontally a number of feet equal to your Strength score, or vertically a number of feet equal to 3 + your Strength modifier.

Your remaining speed for the turn is reduced by an amount equal to the distance you covered.

While you're Slowed, you can't jump.

Other Creatures. Your narrator might specify that some creatures are able to leap greater or lesser distances. For example amorphous oozes might be entirely unable to jump, and Gargantuan monsters might be too heavy to jump. Sometimes a creature's stat block specifies how far the creature can jump.

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