Rest (PSR Supplement)

From D&D Wiki

Jump to: navigation, search
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
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

Hit Points & Damage

Temporary Hit Points
Damage Types
Max Damage

Other Dangers

Defeat
Dramatic Death
Common Hazards
Extreme Climates
Conditions

Downtime

Downtime Trading
Downtime Enterprise

Rest

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

There are three levels of rest, each more restorative than the last: a 10-minute break, a shift of camping, and a day of downtime.

Break. A break takes a phase (or 10 minutes) and restores your hit points up to no more than half their maximum, rounded down. During this phase you can't perform anything but restful activity. Any benefit you receive from a "short rest" you also received from a break.

Camp. Camping takes a shift (or 6 hours), after which your hit point maximum is restored to no less than half of its full value (rounded down), and your hit points are fully restored to this maximum. You also gain any benefits you would from finishing a break.
 Camping requires shelter plus a day's worth of food and water. You don't necessarily need to sleep while camping, but you can't keep watch or otherwise stay attentive during the shift to gain the benefits of camping.

Downtime. Downtime requires an entire day in a town or other civilized and peaceful area with access to shops and inns.
 At the end of a downtime day your hit point maximum, hit points, and carry slots are all fully restored. If any of your ability scores have been reduced, each regains 1 lost point at the end of each downtime day.
 By the end of downtime you meet all basic needs to include food, water, sleep, and hygiene at mo expense. You also fully restock any common ammunition you have. At the end of a downtime day you can conduct trade and potentially an enterprise. You also gain any benefits you would receive from a break, from camping, and from a "long rest."

Magic points and other features you gain replenish after different levels of rest as each feature specifies. If you gain any benefit from a lesser period of rest, you always gain that same benefit from any greater period of rest.
Home of user-generated,
homebrew pages!


Advertisements: