Taking Ten Passive skill checks allow that a character is neither hurried nor attempting anything difficult when they make that skill check, so they are entitled to “take 10” instead of rolling a d20. This most often applies to Perception, but there are other situations and skills where a player might be able to “take 10” on a check instead of having to roll for it, and these often require the character to be proficient with the associated skill or tool. These may include such things as Passive Insight: A character’s innate sense that something is “off” Passive Investigation: A basic search of objects that can be observed with Passive Perception An unhurried climb up a relatively normal wall or cliff when the user is proficient in Athletics or is proficient in (and uses) a climber’s kit Picking a lock when the character is proficient in Dexterity, Sleight of Hand, or the use of thieves’ tools and the character uses thieves’ tools for the check A street performer spending an hour or more busking for coin on a street or in a tavern who is proficient in Performance and proficient with the instrument of their choice Most uses of artisan
Tag: tool proficiency
Skillful Applications Being proficient with a tool can grant advantage on certain checks where knowledge of that craft/trade is beneficial. For example, a character who is proficient with a poisoner’s kit would have advantage on Medicine checks to attempt to counteract poisons; similarly, a character who is proficient with cartographer’s tools would have advantage on Survival checks for orientation and navigation in the wilds based on their familiarity with maps and geography in general. Where such a synergy exists for a passive check—someone proficient with thieves’ tools noticing if a lock is trapped—the character’s proficiency bonus is applied to the check in addition to any existing bonuses (e.g. being proficient in the associated skill) to a maximum of double-proficiency. See Xanathar’s Guide to Everything for more examples. Added to House Rules 18 Feb 2024.
Applied Learning A positive Intelligence modifier grants additional non-skill proficiencies per point, such as a new language or tool. A negative Intelligence modifier removes only one additional non-skill proficiency (though never Common or the language of their heritage), regardless of the value (e.g. a -3 Intelligence modifier still removes only one non-skill proficiency). At any level where your Intelligence modifier permanently increases (e.g. through gaining a level or taking a feat), you may add another non-skill proficiency. Added to House Rules in 2023; modified 24 Aug 2024 to clarify modifier increases.