Move (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

When you move, you can traverse a distance up to your speed. For example, if you have a speed of 30 feet, you can travel up to 30 feet when you move.

As a protag, you start with a speed of 30 feet. Your species, class, or other features might increase or decrease your speed from this baseline.

Splitting your Move

During your turn, you can split up your move distance before and after any action or bonus action. For example with a speed of 30 feet, you could walk 20 feet, take an action, then walk 10 more feet.

Slow and Fast

Sometimes terrain or other effects will cause you to be Slow or Fast.

While you are Slowed or "Slow", you move at half your normal speed. If you have a speed of 30 feet but are Slowed, you can only travel up to 15 feet. If multiple effects cause you to be Slowed, you still move at half speed, not any less.

By contrast when you're Fast, you move at double your normal speed. If you have a speed of 30 feet but are Fast, you can travel up to 60 feet. If multiple effects cause you to be Fast, you still move at double speed, not more.

It is possible for part of your move to be affected and another part to not be. As an example, if you move through a 5-foot square of Difficult Terrain that Slows you, moving through that 5-foot square costs you 10 feet of your speed, but you have 20 feet of speed left that might not be Slowed.

Moving Around Other Creatures

During your move, you can pass through the space of an ally, an Incapacitated creature, a Tiny creature, or any creature that is two sizes larger or smaller than you.

You are Slowed while moving through another creature’s space, unless that creature is Tiny or your ally. You can’t purposefully end your move in a space occupied by another creature.

Dropping Prone

As part of your move, if your speed hasn’t been reduced to 0, you can drop Prone, as detailed in the Prone condition. While you remain Prone, you are also Slowed.

To recover from being Prone, you can either expend half your speed to stand up, or use your Help action to help yourself up.

Swimming and Climbing

You can climb or swim as part of your move, but while doing so you are Slowed.

While climbing or swimming under difficult circumstances, your narrator might call for a Grit save to make progress for the turn. On a failed save, your speed is reduced to 0 until the start of your next turn.

Swim Speed. Some creatures have a swim speed. If such a creature starts its move in water, it can use this speed instead of its walk speed. It isn’t Slowed by swimming in any case/ If an effect changes your "speed," it also changes your swim speed if you have one.

Climber. Some creatures have a "climber" trait listed in their stat block. Such creatures aren't Slowed by climbing.

Flying

If you have a fly speed, you can use this instead of your walk speed to fly through the air. You can stay aloft until you land or fall.

It costs speed to ascend or descend. Your ascent is Slow, and your descent is Fast. In other words, every 10 feet you ascend costs 20 feet of your speed, and every 10 feet you descend costs 5 feet of your speed.

While you are airborne due only to your fly speed, you begin Falling if you become Incapacitated, are knocked Prone, or have your speed reduced to 0.

If an effect changes your "speed," it also changes your fly speed if you have one.

Gliding. Some effects grant you a glide speed. A glide speed functions as a fly speed, but you can't use the speed to ascend, and you still descend 5 feet at the end of each of your turns.

Labored Flight. Some effects grant you limited flight, best representing a creature whose arms are also its wings: "As an action, you gain a fly speed of 50 feet until the start of your next turn. If you start a turn while airborne without a fly speed, you must immediately use this action or Fall."

Low Flight. Some effects grant you a feature like the following: "You have a fly speed of 30 feet, but it doesn't function more than 10 feet above ground."

Teleportation

A spell or other magic effect might enable you to teleport. When you teleport, you instantly disappear from your current location and reappear at your destination instantly. Nothing between the starting and ending points can block or impede your ability to teleport.

If a creature or object blocks the destination, you instead teleport to the nearest open space.

Teleporting doesn't depend on your speed, and doesn't use up your move unless a feature says otherwise. Teleporting doesn't trigger any reaction that is normally triggered by movement.

Mounted Movement

While you ride a willing mount, you can use its speed in place of your own, including its fly speed or teleportation abilities if it has them. See mounts for details.

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