Do you add the proficiency bonus when throwing a pebble from the Magic Stone cantrip?

Would you add your proficiency bonus to a pebble from the magic stone cantrip? The spell description says nothing about it.

The magic stone spell description states (EEPC, p. 20; XGtE, p. 160):

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it.

Would this be considered an improvised weapon that wouldn’t get the proficiency bonus added to the attack?

Does every specialization of Craft you take get the class skill bonus, or just the first?

Suppose I’m playing a character with Craft as a class skill. I put 1 rank in it, select Weaponsmith to fit my background and end up with Craft (Weapons) +4. Now, if I later decide I want to be able to make bows and arrows, do I also get another +3 bonus on Craft (Bows) when I invest a new rank? There are different kinds of craft, just like there are different kinds of knowledge, but the class skill bonus for craft is completely unspecified.

Is there a discrepancy between the strength of aura when detect magic is cast comparing a ring of protection to a weapon with an enhancement bonus?

In the SRD it states:

Protection This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC. Faint abjuration; CL 5th; Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring; Price 2,000 gp (ring +1); 8,000 gp (ring +2); 18,000 gp (ring +3); 32,000 gp (ring +4); 50,000 gp (ring +5).

http://www.d20srd.org/srd/magicItems/rings.htm#protection

Compare that to:

Caster Level for Weapons The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. http://www.d20srd.org/srd/magicItems/magicWeapons.htm

So according to a strict reading when detect magic is cast a ring of protection always radiates faint abjuration (CL 5th) and the creator as a perquisite for the crafting simply needs to be of a caster level at least three times greater than the bonus of the ring created. Regardless of the actual deflection bonus of the ring, a detect magic will always radiate faint abjuration.
Whereas conversely a weapon with a magical enhancement bonus to hit and damage always has a caster level (and perquisite) three times the enhancement bonus and will ‘register’ as such when a detect magic determines the strength of the aura.

This would seem to be a slight but significant difference in the way these magical items are handled in respect to detect magic. Is that anybody else’s understanding of this nuanced point or does anybody have a different interpretation?

Does a Thief rogue’s Fast Hands allow you to drink a potion as a bonus action?

A recent D&D Beyond article, Epic House Rules: Potion Toxicity and Quick Drinking, mentioned this houserule:

Variant: Quick Potion Drinking

You can use a bonus action, instead of an action, to drink a potion you’re holding.

I mentioned in a comment:

The only reason I wouldn’t use the Quick Potion Drinking rule is if there was a Rogue with the Thief archetype in the party, since it kinda short changes their Fast Hands class feature (the “take the Use an Object action” part).

My reasoning was that a Thief rogue might feel less special if everyone can do something that RAW only they would be able to do. For reference, here’s what Fast Hands says (PHB, p. 97):

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Then another user, JamieMcGuire47, replied to my comment with the following information:

@nathanES RAW, you cannot do this. If a magic item (magic is the keyword here, as it divides regular item interaction from magic item interaction) specifically requires the use of an action to activate its ability, the Use an Object action does not apply to it (including fast hands).

The DMG pg.139 discuses potions:

Potions are consumable magic items. Drinking a potion or administering it to another character requires an action.

The DMG p. 141 discusses activating magic items:

“If an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.

This suggests that, RAW, Fast Hands does not allow you to drink, say, a potion of healing as a bonus action. If this is the case, I would have to reassess whether or not I would use that rule (since apparently, it doesn’t short change the Thief rogue after all).

JamieMcGuire47’s reasoning and evidence looks pretty solid to me, and the only consensus I’ve found on this site seem to agree (although it doesn’t really go into proving that assertion); see: What items can a Thief use as a bonus action with his Fast Hands?

Is JamieMcGuire47 correct? Can a Thief rogue not use Fast Hands to drink a potion for the reasons stated?

Does a monster’s Proficiency Bonus increase when its CR increases due to it being in a lair or coven?

Some monsters have a note saying that their CR is increased when in its Lair or Coven. Since the Proficiency bonus is directly tied to the CR/XP-rating, does this mean that it increase when in a Lair or Coven? If it does it would have effect, for example on spellcasting.

Example: The Green Hag (MM p.177). Its ‘normal’ CR is 3 (proficiency bonus +2), but when part of a coven is raised to CR 5 (proficiency bonus +3).

The Hag has Innate Spellcasting (Charisma) and a Charisma Modifier of +2. Her spell save DC is 8+2+2=12. When using CR 5, it would be 8+2+3=13.

Mathematically, is a +2 bonus to AC better than attackers having disadvantage?

Mathematically speaking, I’m trying to determine if Bracers of Defense (AC+2) is better than a Cloak of Displacement, which causes all attackers to have disadvantage on attack rolls against you.

If it’s pertinent, I’m a monk, my character level is 15, and my AC without the bracers is 18. I don’t have any other sources that will consistently impose disadvantage on my opponent’s attacks. I’m trying to choose between these two items and I’m trying to determine which one would ultimately result in less loss of HP.

It’s been too long since my high school statistics classes, so I’m finding the advantage/disadvantage statistics threads too hard to follow and don’t really take into account AC.

Can the bonus action Two-Weapon Fighting be used with a hand crossbow after making an unarmed attack?

I’ve started a Blood Hunter at level 3 and am using unarmed attacks. Since I’m not holding a weapon in my hand, could I strike with an unarmed attack, then use a hand crossbow in the other hand to make the attack? It would look like this:

Punch Load weapon (part of the Ammunition trait) Fire hand crossbow

Can the bonus action Two-Weapon Fighting be used with a hand crossbow after making an unarmed attack in this manner?

Do you get a bonus action from dual wielding? [duplicate]

This question already has an answer here:

  • Two-Weapon Fighting & Bonus Actions 6 answers

I have been playing D&D 5e for a while now and I recently made a new Fighter with 2 weapons. I already read many things and the PHB but I can’t figure out if I get a bonus action from my first attack so I can make a second attack or if I have to already have a bonus action. If so wouldn’t it be really bad on a fighter, at least in the early game? And how do I get this Dual wielding thing so that I get to wield normal weight weapons?