I'm making a college of Valor rework and im trying to add fighting styles. I got Defense working, but I want to add great weapon fighting (and before you ask, it's a reference to the hunting horn from monster hunter) and I have no idea how it works under the hood.
I'm making a college of Valor rework and im trying to add fighting styles. I got Defense working, but I want to add great weapon fighting (and before you ask, it's a reference to the hunting horn from monster hunter) and I have no idea how it works under the hood.
That is simple. It doesn't. You have to do rerolls manually.
But keep in mind that characters don’t use performance when they play a musical instrument. Musical instruments count as tools and so they use the tool proficiency rules.
A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.
Musical Instrument. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
When you ask a player to make an ability check, consider whether a skill or tool proficiency might apply to it. The player might also ask you if a particular proficiency applies.
One way to think about this question is to consider whether a character could become better at a particular task through training and practice. If the answer is no, it’s fine to say that no proficiency applies. But if the answer is yes, assign an appropriate skill or tool proficiency to reflect that training and practice.
Tools
Having proficiency with a tool allows you to apply your proficiency bonus to an ability check you make using that tool. For example, a character proficient with carpenter’s tools can apply his or her proficiency bonus to a Dexterity check to craft a wooden flute, an Intelligence check to craft a wooden secret door, or a Strength check to build a working trebuchet. However, the proficiency bonus wouldn’t apply to an ability check made to identify unsafe wooden construction or to discern the origin of a crafted item, since neither check requires tool use.
Tool proficiencies are a useful way to highlight a character’s background and talents. At the game table, though, the use of tools sometimes overlaps with the use of skills, and it can be unclear how to use them together in certain situations. This section offers various ways that tools can be used in the game.
Tools and Skills Together
Tools have more specific applications than skills. The History skill applies to any event in the past. A tool such as a forgery kit is used to make fake objects and little else. Thus, why would a character who has the opportunity to acquire one or the other want to gain a tool proficiency instead of proficiency in a skill?
To make tool proficiencies more attractive choices for the characters, you can use the methods outlined below.
Advantage. If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage. This simple benefit can go a long way toward encouraging players to pick up tool proficiencies. In the tool descriptions that follow, this benefit is often expressed as additional insight (or something similar), which translates into an increased chance that the check will be a success.
Added Benefit. In addition, consider giving characters who have both a relevant skill and a relevant tool proficiency an added benefit on a successful check. This benefit might be in the form of more detailed information or could simulate the effect of a different sort of successful check. For example, a character proficient with mason’s tools makes a successful Wisdom (Perception) check to find a secret door in a stone wall. Not only does the character notice the door’s presence, but you decide that the tool proficiency entitles the character to an automatic success on an Intelligence (Investigation) check to determine how to open the door.
Tool Descriptions
The following sections go into detail about the tools presented in the Player’s Handbook, offering advice on how to use them in a campaign.
Components. The first paragraph in each description gives details on what a set of supplies or tools is made up of. A character who is proficient with a tool knows how to use all of its component parts.
Skills. Every tool potentially provides advantage on a check when used in conjunction with certain skills, provided a character is proficient with the tool and the skill. As DM, you can allow a character to make a check using the indicated skill with advantage. Paragraphs that begin with skill names discuss these possibilities. In each of these paragraphs, the benefits apply only to someone who has proficiency with the tool, not someone who simply owns it.
With respect to skills, the system is mildly abstract in terms of what a tool proficiency represents; essentially, it assumes that a character who has proficiency with a tool also has learned about facets of the trade or profession that are not necessarily associated with the use of the tool.
In addition, you can consider giving a character extra information or an added benefit on a skill check. The text provides some examples and ideas when this opportunity is relevant.
Special Use. Proficiency with a tool usually brings with it a particular benefit in the form of a special use, as described in this paragraph.
Sample DCs. A table at the end of each section lists activities that a tool can be used to perform, and suggested DCs for the necessary ability checks.
Musical Instruments
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History. Your expertise aids you in recalling lore related to your instrument.
Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Hey guys I don't know how to homebrew on dnd beyond
First off how do i make the adding of 1 to dex or str for the Athlete feat
You can replicate it with this modifier:
Homebrew Rules || Homebrew FAQ || Snippet Codes || Tooltips
DDB Guides & FAQs, Class Guides, Character Builds, Game Guides, Useful Websites, and WOTC Resources
you're a savior
Feel free to add your own homebrew troubles
what about the hit dice thing from the Durable feat
No modifiers for that. Just text instructions.
thanks
How do I change the armor class on a piece of armor
I'm making a college of Valor rework and im trying to add fighting styles. I got Defense working, but I want to add great weapon fighting (and before you ask, it's a reference to the hunting horn from monster hunter) and I have no idea how it works under the hood.
That is simple. It doesn't. You have to do rerolls manually.
So I'm trying to make a violin that adds +3 to performance only. How do I do that?
Make a Wondrous Item with the following:
Modifier: Bonus->Subtype: Performance->Fixed Value: 3
But keep in mind that characters don’t use performance when they play a musical instrument. Musical instruments count as tools and so they use the tool proficiency rules.
https://www.dndbeyond.com/sources/basic-rules/equipment#Tools
Tools
A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.
Musical Instrument. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
https://www.dndbeyond.com/sources/dmg/running-the-game#Proficiency
Proficiency
When you ask a player to make an ability check, consider whether a skill or tool proficiency might apply to it. The player might also ask you if a particular proficiency applies.
One way to think about this question is to consider whether a character could become better at a particular task through training and practice. If the answer is no, it’s fine to say that no proficiency applies. But if the answer is yes, assign an appropriate skill or tool proficiency to reflect that training and practice.
Tools
Having proficiency with a tool allows you to apply your proficiency bonus to an ability check you make using that tool. For example, a character proficient with carpenter’s tools can apply his or her proficiency bonus to a Dexterity check to craft a wooden flute, an Intelligence check to craft a wooden secret door, or a Strength check to build a working trebuchet. However, the proficiency bonus wouldn’t apply to an ability check made to identify unsafe wooden construction or to discern the origin of a crafted item, since neither check requires tool use.
https://www.dndbeyond.com/sources/xgte/dungeon-masters-tools#ToolProficiencies
Tool Proficiencies
Tool proficiencies are a useful way to highlight a character’s background and talents. At the game table, though, the use of tools sometimes overlaps with the use of skills, and it can be unclear how to use them together in certain situations. This section offers various ways that tools can be used in the game.
Tools and Skills Together
Tools have more specific applications than skills. The History skill applies to any event in the past. A tool such as a forgery kit is used to make fake objects and little else. Thus, why would a character who has the opportunity to acquire one or the other want to gain a tool proficiency instead of proficiency in a skill?
To make tool proficiencies more attractive choices for the characters, you can use the methods outlined below.
Advantage. If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage. This simple benefit can go a long way toward encouraging players to pick up tool proficiencies. In the tool descriptions that follow, this benefit is often expressed as additional insight (or something similar), which translates into an increased chance that the check will be a success.
Added Benefit. In addition, consider giving characters who have both a relevant skill and a relevant tool proficiency an added benefit on a successful check. This benefit might be in the form of more detailed information or could simulate the effect of a different sort of successful check. For example, a character proficient with mason’s tools makes a successful Wisdom (Perception) check to find a secret door in a stone wall. Not only does the character notice the door’s presence, but you decide that the tool proficiency entitles the character to an automatic success on an Intelligence (Investigation) check to determine how to open the door.
Tool Descriptions
The following sections go into detail about the tools presented in the Player’s Handbook, offering advice on how to use them in a campaign.
Components. The first paragraph in each description gives details on what a set of supplies or tools is made up of. A character who is proficient with a tool knows how to use all of its component parts.
Skills. Every tool potentially provides advantage on a check when used in conjunction with certain skills, provided a character is proficient with the tool and the skill. As DM, you can allow a character to make a check using the indicated skill with advantage. Paragraphs that begin with skill names discuss these possibilities. In each of these paragraphs, the benefits apply only to someone who has proficiency with the tool, not someone who simply owns it.
With respect to skills, the system is mildly abstract in terms of what a tool proficiency represents; essentially, it assumes that a character who has proficiency with a tool also has learned about facets of the trade or profession that are not necessarily associated with the use of the tool.
In addition, you can consider giving a character extra information or an added benefit on a skill check. The text provides some examples and ideas when this opportunity is relevant.
Special Use. Proficiency with a tool usually brings with it a particular benefit in the form of a special use, as described in this paragraph.
Sample DCs. A table at the end of each section lists activities that a tool can be used to perform, and suggested DCs for the necessary ability checks.
Musical Instruments
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History. Your expertise aids you in recalling lore related to your instrument.
Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical Instrument
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