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Tawmis
2019-01-14, 06:31 PM
I have a question about Guidance. My understanding is, it's for impacting ability checks.

So for example, if someone wanted to Intimidate another user; a cleric could cast guidance on the bard, and the bard adds 1d4 to his or her Intimidate roll, correct?

But Guidance can not be used to enhance (1d4) an attack if say, the bard is attacking a gnoll. A Cleric can not use guidance to improve the Bard's chance to hit?

JackPhoenix
2019-01-14, 06:34 PM
Yep. Neither does it improves saving throws.

Tawmis
2019-01-14, 06:36 PM
Yep. Neither does it improves saving throws.

Doh, thank you! Yes, was going to include Savings Throws as what it does not impact! Perfect.

MilkmanDanimal
2019-01-14, 07:45 PM
There are three basic d20 rolls in the system; attack rolls, saving throws, and ability checks (skill checks are a form of this). Guidance only helps with the ability checks, not attacks or saves.

JoeJ
2019-01-14, 08:07 PM
Remember, however, that initiative is an ability check, so Guidance can benefit that, if the cleric somehow knows that a fight will be starting within the spell's duration (a duel, perhaps), or just happens to get lucky with the timing.

Chronos
2019-01-14, 08:27 PM
And there are a few things in combat that use ability checks, too, like grappling or shoving (or resisting grappling or shoving). It'll help for those, too.

BlackRose
2019-01-14, 08:48 PM
Lots of spells use ability checks over skill checks as well, such as web, dispel magic/counterspell, maze etc

Maelynn
2019-01-15, 04:50 AM
Remember, however, that initiative is an ability check, so Guidance can benefit that, if the cleric somehow knows that a fight will be starting within the spell's duration (a duel, perhaps), or just happens to get lucky with the timing.

Thanks for pointing this out, I never would've expected initiative to count. This can really help out when you want specific party members to go first.

Keravath
2019-01-15, 09:21 AM
Guidance (cantrip - concentration) - add d4 to ability and skill checks (note that this can included initiative if you happen to have guidance up when combat starts, can also apply to counterspell and dispel magic rolls)

Resistance (cantrip - concentration) - add d4 to saving throws - this is useful to put on the rogue before they look for and disarm traps or if there is some suspicious magical effect that could be a trap ... can be hard to time

Bless (1st level spell - concentration) - add d4 to all attack rolls and saving throws - can target quite a few characters especially if up cast. Probably one of the most generally useful and most accessible spells (at least for clerics/paladins/sore sorcs and warlocks) in the game.