Thorns (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

Thorns are a common hazard. Thorns are caused by natural plants, barbed wire, caltrops, or other effects. In game terms, thorns occupy 5-foot squares.

  • An area of thorns is difficult terrain.
  • When a creature first enters thorns or starts its turn in there, the creature must succeed on a DC 10 Dexterity save or take 1d6 piercing damage, unless the thorn-causing effect specifies different damage.
  • Typically thorns can be destroyed. Each 5-foot square of thorns has 10 hp, 10 AC, and is immune to psychic damage. Your narrator may decide other traits based on the nature of thorns; thorny plant vines for example might take max damage from slashing and fire.
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