The average bonus from guidance is 2.5 (avg of 1d4), while the expected benefit from having advantage is between +3 to +5, depending on the task's difficulty. I have done this in a number of situations where my cleric casts guidance on our Barbarian, and then another of the players provides Help which gives the Barbarian advantage on the Survival roll (foraging for food in a wilderness adventure) or on the Athletics roll (in a case where we wanted to make sure that we knocked down a door). Having the PC who is attempting the task add 1d4 to a roll with advantage beats trying to stack 1d4, which you can't do anyway due to the combining magical effects rule that you already cited. Working together is better than trying to stack guidance Obviously the d4s don't combine rather, if the d4 from Alice's guidance rolled a 1 and the d4 from Bob's guidance rolled a 4, then Charlie gets to add the 4 instead of the 1 to his ability check? If there are 3 PCs (Alice the Cleric, Bob the Druid and Charlie the Rogue), and two of them know guidance, can they both (Alice and Bob) cast it on another PC (Charlie, who is about to make an ability check) such that Charlie can use the better of the two d4 rolls, effectively rolling the d4 "with advantage"? Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap. The effects of the same spell cast multiple times don't combine, however. The effects of different spells add together while the durations of those spells overlap. The Combining Magical Effects section says the following (PHB, pg. It can roll the die before or after making the ability check. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. For the record, this is totally for my own satisfaction, I don't care enough about structured role playing to upset a fun table.The guidance cantrip says the following (PHB, pg. I just reread what I posted and I sound like a serious rule-nazi. Dane, of course, thinks that guidance works whenever.ĭoes anyone know which is the right interpretation? can you point out the corresponding rule in the 5e players handbook?Įdit. They are "defensive checks" to coin a phrase. But the way I interpreted the rules is that saving throws aren't ability checks. It's not really an issue, the DM isn't bothered by guidance used in this way. We've got a bit of a legolas/gimli bromance.Īnyway, Dane has Guidance, and so far the party has been using it on just about any dice roll, saving throws and various ability checks (i started the party after they've reached 2nd level). My party also has a life cleric (Dane, Mountain Dwarf cleric of Ilmater). I picked the "resistance' cantrip, as my character is more focused on keeping the party from taking damage, rather than healing the damage they take. I've rolled up a knowledge cleric, (Sir Rolen of Mayanamer, High Elf cleric of Plutus the Blind) and am so far having a blast. Hello! I've started playing my first 5e campaign at the local game shop.
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