Webs (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
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


Webs


Webs are a common hazard. These huge webs fill the territory of giant spiders or some predatory plants, and may persist even after these monsters have moved on.

  • A creature moving through webs is Slowed.
  • When a creature enters an area with webs or starts its turn there, it must succeed on a mark 10 Grit save or become Grappled by the webs. Attack rolls targeting a webbed creature have advantage.
  • Webs can be destroyed, but they’re much tougher than the webbing of harmless Tiny spiders. Each 5-foot square of webs has defense and a max number of hit points equal to its save mark, and takes max slash and fire damage.


Home of user-generated,
homebrew pages!


Advertisements: