Underwater (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


Underwater


Underwater is a common hazard.

  • Any creature that enters deep water becomes Soaked.
  • While in water, a creature must swim to move. Unless a creature has a swim speed, it is Slowed while swimming.
  • If not near the water's surface, you may need to hold your breath if you can't breathe water.

Underwater Attacks

  • Attack rolls made underwater have disadvantage unless the weapon deals pierce damage, or the attack is made by an aquatic creature.
  • A ranged attack roll made underwater can't hit beyond 20 feet, unless otherwise noted.


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