Page 79 - 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 specific 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 mandatory, 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 succeed on a DC 10 Constitution  to make the check with advantage. This simple benefit
                   saving throw or suffer 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 an 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 successful 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 adamann'ne armor, the metal is also 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 doors 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 an 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
                   ten pieces of ammunition costs 500 gp more than the  TOOL DESCRIPTIONS
                   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 them in a campaign.
                   TYING KNOTS                                        Components. The first paragraph in each description
                   The rules are purposely open-ended concerning mun-  gives details on what a set of supplies or tools is made
                                                                     up of. A character who is proficient with a tool knows
                   dane tasks like tying knots, but sometimes knowing  how to use all of its component parts.
                   how well a knot was fashioned is important in a dra-  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  vided a character is proficient with the tool and the skill.
                   the effectiveness of a knot.                      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 “Variant: 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

                   TOOL PROFICIENCIES                                of the tool.
                                                                      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 and ideas when this oppor-
                   the use of tools sometimes overlaps with the use of  tunity is relevant.
                   skills, and it can be unclear how to use them together in  Special Use. Proficiency with a tool usually brings
                   certain situations. This section offers various ways that  with it a particular benefit in the form of a special use,
                   tools can be used in the game.                    as described in this paragraph.


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