Ok so I have a question. My rogue LVL 5 has expertise in perception +1 in wisdom so passive perception is 17
For role playing reasons (he got lycanthropy thanks to the hero's chronicle, Wildmount campaign) he will dip into blood hunter order of lycanthrope.
LVL 3 ability gives adv to perception for smell and hearing checks. Does that somehow transfer to my passive perception, at least for hearing and smell?
Like example
Party walking down the street in a town. My character is mostly listening to the party chatting and ads his two coppers. Would he hear the attempted assassin pulling a dagger out of a sheath planning to strike?
The PHB states that if you have advantage in a check then that translates into a +5 on the equivalent passive check. As such that would give you passive perception of 22 for checks involving hearing or smell, and 17 otherwise.
Unfortunately, there are no hard and fast rules around which senses are used when. It is entirely up to the DM for each situation.
In the situation you describe of avoiding a surprise attack in a crowded place - I would personally rule that as sight only (unless you knew the attacker and their smell). In a less crowded place perhaps any sense might pick up a threat.
There was a similar post to yours in which a poster asked about wererats in halfling form.
As a house rule I would provide a bonus of up to +5 if it was warranted. This can add some more work for a GM and some confusion for the player if not discussed and written out clearly before gaming as it involves deciding on mods to fit the encounter's environmental situation.
Or as I do when something unforeseen pops up I say, "I will rule this way as we do not have time to go through this right now but I will have a ruling or a reason why I do not have a ruling by next game"
Avantage from your Heightened Senses will grant +5 to your Passive Perception that rely on hearing or smell.
Wether you hear the assassin pulling a dagger out of a sheath will depend of the Contest's difficulty, either a Dexterity (Stealth) check or a DC set by the DM.
If the player wants to qualify the kind of perception check they are doing, I think it is appropriate for the DM to set the appropriate DC for the attempt based on that qualification. If you want to try to sniff out a trap panel or a secret door, it might have a DC that is higher, lower, or the same as attempting to perceive it visually.
Ok so I have a question. My rogue LVL 5 has expertise in perception +1 in wisdom so passive perception is 17
For role playing reasons (he got lycanthropy thanks to the hero's chronicle, Wildmount campaign) he will dip into blood hunter order of lycanthrope.
LVL 3 ability gives adv to perception for smell and hearing checks. Does that somehow transfer to my passive perception, at least for hearing and smell?
Like example
Party walking down the street in a town. My character is mostly listening to the party chatting and ads his two coppers. Would he hear the attempted assassin pulling a dagger out of a sheath planning to strike?
As others have said, the (deliberately incorrect) math is that advantage on an active check is +5 on the same passive check, just as disadvantage is -5. The flip side of this for a Rogue is that the also deliberately incorrect math on Reliable Talent is +0 to passive, just as other features like Halfling Luck don't modify it.
Here's the correct math on disadvantage, advantage, super advantage, and reliable talent when generating your passive score, so you can see how different your passive will be from actually rounding down your average:
Disadvantage: -3 (RAW is 2 worse than this)
Disadvantage+Reliable: No Effect (RAW is 5 worse than this)
Reliable: +2 (RAW is 2 worse than this)
Advantage: +3 (RAW is 2 better than this)
Advantage+Reliable: +4 (RAW is 1 better than this)
Super Advantage: +5 (Reliable makes no difference) (RAW equals this, as super advantage doesn't improve your passive beyond standard advantage)
Make sure you think of reminding the DM about your Heightened Senses of hearing and smell as they are less evoked in the rules than the sense of sight. For exemple, you can't hide from a creature that can see you clearly, and you give away your position if you make noise. Your acute sense of smell could help in some situation for exemple where it wouldn't otherwise.
There was a similar post to yours in which a poster asked about wererats in halfling form.
As a house rule I would provide a bonus of up to +5 if it was warranted. This can add some more work for a GM and some confusion for the player if not discussed and written out clearly before gaming as it involves deciding on mods to fit the encounter's environmental situation.
Or as I do when something unforeseen pops up I say, "I will rule this way as we do not have time to go through this right now but I will have a ruling or a reason why I do not have a ruling by next game"
Good Luck
That was a great post.
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Ok so I have a question. My rogue LVL 5 has expertise in perception +1 in wisdom so passive perception is 17
For role playing reasons (he got lycanthropy thanks to the hero's chronicle, Wildmount campaign) he will dip into blood hunter order of lycanthrope.
LVL 3 ability gives adv to perception for smell and hearing checks. Does that somehow transfer to my passive perception, at least for hearing and smell?
Like example
Party walking down the street in a town. My character is mostly listening to the party chatting and ads his two coppers. Would he hear the attempted assassin pulling a dagger out of a sheath planning to strike?
The PHB states that if you have advantage in a check then that translates into a +5 on the equivalent passive check. As such that would give you passive perception of 22 for checks involving hearing or smell, and 17 otherwise.
Unfortunately, there are no hard and fast rules around which senses are used when. It is entirely up to the DM for each situation.
In the situation you describe of avoiding a surprise attack in a crowded place - I would personally rule that as sight only (unless you knew the attacker and their smell). In a less crowded place perhaps any sense might pick up a threat.
There was a similar post to yours in which a poster asked about wererats in halfling form.
As a house rule I would provide a bonus of up to +5 if it was warranted. This can add some more work for a GM and some confusion for the player if not discussed and written out clearly before gaming as it involves deciding on mods to fit the encounter's environmental situation.
Or as I do when something unforeseen pops up I say, "I will rule this way as we do not have time to go through this right now but I will have a ruling or a reason why I do not have a ruling by next game"
Good Luck
Avantage from your Heightened Senses will grant +5 to your Passive Perception that rely on hearing or smell.
Wether you hear the assassin pulling a dagger out of a sheath will depend of the Contest's difficulty, either a Dexterity (Stealth) check or a DC set by the DM.
If the player wants to qualify the kind of perception check they are doing, I think it is appropriate for the DM to set the appropriate DC for the attempt based on that qualification. If you want to try to sniff out a trap panel or a secret door, it might have a DC that is higher, lower, or the same as attempting to perceive it visually.
"Not all those who wander are lost"
As others have said, the (deliberately incorrect) math is that advantage on an active check is +5 on the same passive check, just as disadvantage is -5. The flip side of this for a Rogue is that the also deliberately incorrect math on Reliable Talent is +0 to passive, just as other features like Halfling Luck don't modify it.
Here's the correct math on disadvantage, advantage, super advantage, and reliable talent when generating your passive score, so you can see how different your passive will be from actually rounding down your average:
Make sure you think of reminding the DM about your Heightened Senses of hearing and smell as they are less evoked in the rules than the sense of sight. For exemple, you can't hide from a creature that can see you clearly, and you give away your position if you make noise. Your acute sense of smell could help in some situation for exemple where it wouldn't otherwise.
That was a great post.