

So, in your scenario, the roll should (usually) be a Dexterity (Thieves' Tools) roll to disarm a trap or pick a lock, for which you would have +13 (nothing to sneeze at. The rifle dnd hedvy ploSmo is powered by d ploSmd generofor thof is slung Under the wedpon. Last edited by Plaguescarred: Oct 2, 2021. Since you can take only one bonus action on your turn, you you can either use it for that or for other ability such as Cunning Action. In fact, if you see the earliest encountered rule on Proficiency bonus (Player's Handbook, page 12, or here), you'll see that in its examples of usage, it differentiates between "Ability checks using skills you’re proficient in" and "Ability checks using tools you’re proficient with". When Two-Weapon Fighting, you take a bonus action to attack with a different weapon.
#DND BEYOND ROGUE MANUAL#
The two traits from the example, Sleight of Hand and Thieves' Tools, do not have overlap.įrom Sleight of Hand, (Player's Handbook, page 177, or here), we know its common usage: "act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person", or "whether you can lift a coin purse off another person or slip something out of another person’s pocket."įrom Thieves' Tools, (Player's Handbook, page 154, or here), we know their common usage: "Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks."Įven if they did have overlap, Filcat explains it with the raw, most generalized form of the rule: You cannot add your proficiency bonus (or your expertise) more than once in the same roll - it doesn't matter that they are different things (although that suggests different rolls), they would be the same roll. The help action can be taken to give your rogue advantage on the attack and it can also count as an ally within 5' of target. The summoned familiar cannot attack but can take other actions as normal. If you take the skills expert feat, you can get close to matching the rogue though. It depends what you're after, the ranger is more effective in battle, but the rogue does get more skills overall. You do not make ability checks by combining skills and tools any more than you combine two different skills (which is to say, "not unless the DM says so" :) ). Though there are some decently potent level 1 spells, I feel the most useful spell for a rogue is Find Familiar. Mine is more effective than our swashbuckler rogue at doing scouting. When you make an ability check, it can be a raw ability check (such as "Dexterity"), a skill-based ability check (such as "Sleight of Hand", which ties to Dexterity unless the DM goes for the optional rule to ask for a different tied ability (Player's Handbook, page 175, or here)), or a tool-based ability check (such as "Thieve's Tools"). Phandelver and Below: The Shattered Obelisk

Mordenkainen Presents: Monsters of the Multiverse
