Page 79 - DnD 5e - Xanathar's Guide to Everything
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When you finish a long rest during which you slept in   TOOLS AND SKILLS TOGETHER
            medium or heavy armor, you regain only one quarter of
                                                                  Tools  have more s pecific applications than skills. The
            your spent Hit Dice (minimum of one die). If you have
                                                                  History skill applies to any event in the past. A tool such
            any levels of exhaustion, the rest doesn't reduce your
                                                                  as a forgery kit is used to make fake objects and little
            exhaustion level.
                                                                  else. Thus, why would a character who has the opportu-
            GOING WITHOUT A  LONG REST                            nity to acquire one or the other want to gain a tool profi-
                                                                  ciency instead of proficiency in a skill?
            A long rest is never ma ndatory, but going without sleep
                                                                    To make tool proficiencies more attractive choices for
            does have its consequences. If you want to account for   the characters, you can use the methods outlined below.
            the effects of sleep deprivation on characters and crea-  Advantage. If the use of a tool and the use of a skill
            tures, use these rules.                               both apply to a check, and a character is proficient with
              Whenever you end a 24-hour period without finishing
                                                                  the tool and the skill, consider allowing the character
            a long rest, you must s ucceed on a DC 10 Constitution   to make the check with advantage. This simple benefit
            saving throw or s uffer one level of exhaustion.      can go a long way toward encouraging players to pick
              It becomes harder to fight off exhaustion if you stay
                                                                  up tool proficiencies. In the tool descriptions that follow,
            awake for multiple days. After the first 24 hours, the
                                                                  this benefit is often expressed as additional insight (or
            DC increases by 5 for each consecutive 24-hour period   something similar), which translates into a n increased
            without a long rest. The DC resets  to 10 when you finish   chance that the check will be a success.
            a long rest.
                                                                    Added Benefit. In addition, consider giving characters
                                                                  who have both a relevant skill and a relevant tool profi-
            ADAMANTINE WEAPONS                                    ciency an added benefit on a s uccessful  check. This ben-
            Adamantine is an ultrahard metal found in meteorites   efit might be in the form of more detailed information or
            and extraordinary mineral veins. In addition to being   could simulate the effect of a different sort of successful
            used to craft adamantine armor, the metal is a lso used   check. For example, a character proficient with mason's
            for weapons.                                          tools makes a successful Wisdom (Perception) check to
              Melee weapons and ammunition made of or coated      find a secret door in a stone wall. Not only does the char-
            with adamantine are unusually effective when used     acter notice the door's presence, but you decide that the
            to break objects. Whenever an adamantine weapon       tool proficiency entitles the character to an automatic
            or piece of ammunition hits a n object, the hit is a   success on an Intelligence (Investigation) check to deter-
            critical hit.                                         mine how to open the door.
              The adamantine version of a melee weapon or of
                                                                  TOOL DESCRIPTIONS
            ten pieces of ammunition costs 500 gp more than the
            normal version, whether the weapon or ammunition is   The following sections go into detail about the tools pre-
            made of the metal or coated with it.                  sented in the Player's Handbook, offering advice on how
                                                                  to use the m in a campaign.
            TYING KNOTS                                            Components. The first paragraph in each description
                                                                  gives details on what a set of supplies or tools is  made
            The rules are purposely open-ended concerning mun-
                                                                  up of. A character who is proficient with a tool knows
            dane tasks like tying knots, but sometimes knowing
            how well a knot was fashioned is important in a dra-  how to use all of its component parts.
                                                                    Skills. Every tool potentially provides advantage on a
            matic scene when someone is trying to untie a knot or
                                                                  check when used in conjunction with certain skills, pro-
            slip out of one. Here's an optional rule for determining
            the effectiveness of a knot.                          vided a character is proficient with the tool a nd the skill.
                                                                  As DM, you can allow a character to make a check using
              The creature who ties the knot makes an Intelligence
                                                                  the indicated skill with advantage. Paragraphs that be-
            (Sleight of Hand) check when doing so. The total of the
                                                                  gin with skill names discuss these possibilities. In each
            check becomes the DC for an attempt to untie the knot
                                                                  of these paragraphs, the benefits apply only to someone
            with an Intelligence (Sleight of Hand) check or to slip
                                                                  who has proficiency with the tool, not someone who sim-
            out of it with a Dexterity (Acrobatics) check.
                                                                  ply owns it.
              This rule intentionally links Sleight of Hand with
                                                                   With respect to skills, the system is mildly abstract in
            Intelligence, rather than Dexterity. This  is an example
                                                                  terms of what a tool proficiency represents; essentially,
            of how to apply the rule in the "Varia nt: Skills with
                                                                  it assumes that a character who has proficiency with a
            Different Abilities" section in chapter 7 of the Play-
                                                                  tool also has learned about facets of the trade or pro-
            er's Handbook.
                                                                  fession that are not necessarily associated with the use
                                                                  of the tool.
            TOOL PROFICIENCIES                                     In addition, you can consider giving a character extra
            Tool proficiencies are a useful way to highlight a charac-  information or an added benefit on a skill check. The
            ter's background and talents. At the game table, though,   text provides some examples a nd ideas when this oppor-
            the use of tools sometimes overlaps with the use of   tunity is relevant.
            skills, and it can be unclear bow to use them together in   Special Use. Proficiency with a tool usually brings
            certain situations. This section offers various ways that   with it a particula r benefit in the form of a special use,
            tools can be used in the game.                        as described in this paragraph.
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