The WarForged have 3 separate armor types of which from UA, that determine their AC, as armor has no effect on them nor does it stack. I was wondering if there was a Formula for me to utilize for the modifier section in the armor section below. Where it takes the current proficiency bonus and/or dex modifier (just PB for heavy armor) adds it to a number 11,13,16 and then determines my AC?
Formula like AC = dex + pb + number
This is on ROLL20 GIFFGLYPHS
Every polymorph spell that grants you special attacks in your battle form notes that you are trained with these attacks. They are also always unarmed attacks. Does your proficiency bonus for these attacks get a downgrade if you are usually an expert with unarmed attacks, and now you are only trained?
- "Trained" is not just proficiency in general, but the name of one of the proficiency levels in particular. The descriptions could have said "You apply your proficiency for unarmed attacks" or just nothing, because every class is at least trained with unarmed attacks.
- Animals are not usually very educated (see also: elephants with high strength and medium athletics)
- This could be meant to keep you from getting too powerful with these attacks or exploit monk abilities with them, as the attacks allow you to use your own attack modifier if it is higher than the (relatively high) modifier included in the spell.
- I seem to vaguely remember errata saying that yes, every class is trained in unarmed attacks. These descriptions could be a holdover from the time where that wasn’t clear.
- There aren’t many skill downgrades in the game, and those are always described as obvious drawbacks (literally, in the case of the silvertongue elixir.) It seems strange to limit your character’s powers here and only here.
- If you did just want to say that players don’t need to worry about proficiency penalties, should they want to use their own attack modifier, I guess that would be a concise way to say it.
I’m building a very gimmicky multiclass crit-confirmation paladin, and as a part of my build I have a feature that lets me reroll a failed attack roll as a reaction. The idea is that I want to fail at least one attack roll per turn so that I can roll again and potentially get a crit; but the thing is, I’m not sure if I can intentionally not add proficiency bonus to the attack roll of a weapon I’m proficient in. If I’m on the last attack on my turn and haven’t missed yet, can I choose to make a sloppy attack as though I didn’t know how to use a weapon to get that extra chance at crit confirmation?
If I have a PC that has natural armor giving 13+Dex if he wears no armor, will proficiency have any effect on that (or does no proficiency exist for natural armor)?.
Consider Dwarven Weapon Familiarity.
A dwarf that takes it becomes trained in the battleaxe, pick and warhammer. Also from this feat:
You also gain access to all uncommon dwarf weapons. For the purpose of determining your proficiency, martial dwarf weapons are simple weapons and advanced dwarf weapons are martial weapons.
Does this part include the weapons that don’t have the Dwarf trait, but are mentioned above? Or does it only apply to the clan dagger and Dwarven war axe?
If it only applies to weapons with the respective ancestry’s trait, then it seems like certain ancestries have been stiffed by this. The hobgoblin equivalent of this feat, for example, mentions martial hobgoblin weapons being treated as simple, etc. But there aren’t any weapons with the hobgoblin trait, meaning the feat is currently useless (aside from giving the appropriate training in the listed weapons).
tl;dr are the weapons that don’t have an ancestry trait included in the weapons whose proficiency is treated as lower (advanced -> martial, martial -> simple) for a character with the feat?
The Player’s Handbook, Chapter 9, states about attack rolls:
The ability modifier used for a melee weapon attack is Strength
A bit later on it also states about melee attacks:
Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.
I’m not sure whether an unarmed strike is considered a “melee weapon attack.”
For a basic unarmed strike (i.e. no Monk, Tavern Brawler or anything else that enhances unarmed strikes), is only the proficiency bonus added to the attack roll, or is the Strength modifier also added?
Clearly the Strength modifier is added to the damage, but I’m asking about the attack roll.
PHB describes the downsides of wearing an armor you are not proficient with:
Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.
However, a shield is not armor.
The Spellcasting chapter says about armor explicitly, and not shields:
Casting in Armor
Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.
It seems a Sorcerer can easily wield a shield. What exactly are the downsides of not being proficient with shields?
I am very new to D&D, but I cannot seem to find when to add the proficiency bonus. From what I can tell from the character sheet, there is a proficiency bonus for a specific task, and another (on top of the list of proficiency bonus) that says: “Proficiency bonus: +2”. What is this and when do I add them?
The Gladiator background (an Entertainer variant, from PHB p. 130-131) gives a strange weapon (like a trident or net) as starting equipment, but doesn’t explicitly specify that it gives proficiency with said weapon.
Is it implied that it does? (Or if not, should it, considering that a seasoned gladiator is expected to be particularly skilled with his weapon of choice?)
The Natural Explorer class feature is sort of vague about what skill checks count
When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
I emphasized related to, because it doesn’t say "while in," so I’m wondering whether keeping watch in your favored terrain counts as related to your favored terrain. This could represent something like being more familiar with what’s naturally around, and so you have an easier time spotting what shouldn’t be — i.e. the approaching enemy.
Does it apply?