As one of the most iconic tabletop RPGs of all time, 168澳洲幸运5开奖网:Dungeons & Dragons provides players with a great degree of freedom in not just how they choose to create their characters, but how they want to play the game. Unlike in video games in which a player's options are limited by a given title's mechanics, D&D allows players to attempt anything they can think of.

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However, there are rules of what is and isn't possible within the game's logic and regulations. Even within these rules, there are many elements of play that are often overlooked by players. Many of these overlooked rules tend to stem from proficiencies that players take for their character's backstory, providing more utility than one would expect.

Updated on May 16th, 2022 by Paul DiSalvo: As D&D is an ever-expanding game with several new books released each year, new rules and updates are regularly added to the game. While there are many core rules that every player knows, there are many more obscure rulings that allow characters to perform various unique actions within the official confines of the rules without a DM needing to make a judgment call. Additionally, as new books are released, even the likes of new items, monsters, and spells allow characters to do things that one may not expect to be possible!

10 𓂃 Travel Between Major Settings And Canons

D&D Tasha's Cauldron of Everything Alternate Cover
Tasha's Cauldron of Everything by Wylie Beckert

While Dungeons & Dragons is known for possessing a vast array of Planes that characters are capable of traveling to using a Plane Shift spell, every Dungeon Master's campaign features its own version of the Material Plane. While even D&D's canon itself has several different versions of the Material Plane such as the Forgotten Realms, Krynn, and Ravnica, these alternate versions of the Material Plane exist completely separatery, effectively functioning as alternate realities and separate canons. Despite this, the seventh-level conjuration spell, Dream of the Blue Veil introduced in Tasha's Cauldron of Everything allows characters to pass this previously untouchable barrier of reality. Allowing characters to travel to an alternate version of the Material Plane as long as the caster has an object that originated from that setting, Dream of the Blue Veil can be used to allow a DM to feature completely different settings within a campaign or even allow a character a canonical reason to appear in a campaign with a completely different history than the one that character originated in, including a campaign run by a different DM!

9 🐟 Change Your Subclass

DND Tasha Cauldron Art spellcasting
Tasha's Cauldron of Everything by Magali Villeneuve

While choosing a subclass is a character-defining means of developing one's role in a party, sometimes players come to realize that they aren't enjoying their chosen subclass as much as they expected. Luckily, as of 168澳洲幸运5开奖网:Tasha's Cauldron of Everything, there is now an official rule that allows players to 168澳洲幸运5开奖网:change their subclass.

Once a character ౠgains a new subclass feature as a result of a level up, they can opt to change their subclass at the time. Classes like Warlock and Cleric will likely need to figure out a reason why their character now worships a new god or a 🍬Warlock has a new patron.

8 Repair Objects With Smith's Tools

a dwarf holding a two-handed hammer
Dwarf Cleric from the Player's Handbook by Wizards of the Coast

One of the worst things that can happen to a piece of 168澳洲幸运5开奖网:equipment in D&D is having it become damaged to a point that it can no longer be used. Whether it be a sword breaking or acid eating away at one's armor, damaged equipment can be a huge inconvenience.

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Luckily, if a character happens to have proficiency in Smith's Tools, they are able to make checks to repair damaged equipment. The DC is raised based on the severity of the damage, meaning that even the most brutalized objects can potentially be fixed by a skilled enough smith. As Clerics of the Forge domain automatically gain proficiency in Smith's Tools, this is definitely a feature worth capitalizing on to ensure one's gear is constantly in tip-top shape.

7 Spot Another's Disguise

art of drow rogue wielding two daggers with cowl up
Rogue via Wizards of the Coast

As one would expect, having proficiency in Disguise Kits allows a character to more easily hide their true appearance. However, a little-known application of this proficiency is the ability to detect another's potential disguise. By making a DC15 check, a character can decipher if another character is currently disguised. This provides significant utility for a character looking to ensure the authenticity of those they encounter, meaning proficiency in Disguise Kits may be a solid option for a character that rarely wears disguises themselves.

6 Create Traps With Thieves' Tools

A Party Fighting Goblins from Dungeons And Dragons
Goblin Battle by Kieran Yanner

168澳洲幸运5开奖网:Available to rogues, thieves' tools are most commonly used in order to unlock doors and chests as well as disarm traps. However, a much lesser-known application of thieves' tools is their ability to allow a character to create traps of their own.

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A character with this proficiency can spend a short rest creating a trap with materials they have on hand. The trap's DC equals the character's check to create the trap, while a DM dictates the type of trap that is created based on the materials used. This can lead to potentially fun traps being concocted based on the materials a player chooses to utilize, whilst providing players access to an additional asset when formulating plans against their foes. As its quite common for players to deal with traps found within dungeons, allowing players to create their own can lead to many unorthodox strategies being used by the party.

5 Craft With Alchemist's Supplies

Dungeons & Dragons artificer with a hand cannon
Artillerist Artificer Art via Wizards of the Coast

Alchemist's supplies are likely one of the most underrated proficiencies a player can have in D&D. This is because this proficiency allows a character to spend 50 gold to search for materials, creating small items that can be useful for a party. Most notably, a character with this proficiency is able to create a single dose of acid, alchemist's fire, or anti-toxin. Being able to craft one's items is a stellar benefit as it can save a party a significant amount of gold over the course of a campaign, or even help a party make some money by selling the items that are crafted.

4 Detect Poison With Poisoner's Kit

A Druid proudly holds a mighty staff.
Circle of the Moon Druid by Nicholas Eliasy

As one would expect, a character with proficiency with the poisoner's kit is able to more effectively craft poisons for their party. However, this proficiency also allows a character to use their knowledge of poison in order to help protect their party, able to spot if an object is poisoned by simply succeeding a DC10 check.

Additionally, by making a DC20 check, that character is even able to determine what a given poison's effects are. While one would likely take this proficiency to be able to more easily poison others, this defensive benefit can help keep one's party safe by allowing a character to know when others may be attempting to poison their allies.

3 💙 ⭕ Summon A Familiar As A Druid

Dungeons & Dragons an elf wizard and her owl familiar
Dungeons & Dragons Player's Handbook Art by Wizards of the Coast

While having access to a familiar is incredibly useful in D&D, they tend to be relegated to characters of the Wizard class and Warlocks of the Pact of th♊e Chain. However, Tasha's Cauldron of Everything provides Druids with an optional rule that allows them to access familiars as well.

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This rule allows a Druid to expend a use of Wild Shape in order to cast Find Familiar. The familiar will disappear a number of hours later equal to that Druid's level. As familiars are an incredible asset, providing reliable access to advantage through the help action as well as the ability to scout with minimal risk, this is a worthwhile option for any druid.

2 Fortify With Carpenter's Tools

Dungeons-and-Dragons,-official-art-of-Mordenkainens-tome-of-foes
Artwork via Wizards of the Coast

Like Alchemist's Supplies, Carpenter's Tools are incredibly underrated in D&D. While one would expect a character to do little more than wood carve, Carpenter's Tools allows users to fortify doors and windows, making them more difficult to break open.

Without even requiring a check, by spending one minute and using raw materials, a character can increase the DC needed to break through a door or window by 5. When trying to ensure the safety of a party in a permanent or temporary stronghold, this can be a great benefit that can༒ help keep an area secure.

1 Find Weak Points In Walls ♍

Plundering Barbarian by Andrew Mar
Plundering Barbarian by Andrew Mar

Those characters proficient with both Carpenter's Tools and Mason's Tools are able to detect weak points in wooden and stone walls respectively. This ability is much more useful than one may expect at first glance. These characters are able to make DC15 checks to find a wall's weak point, potentially supplying parties with emergency exits in a pinch. Whether a party is trying to create a new impromptu entrance into an enemy stronghold or if they're trying to make a quick escape, this is an underrated proficiency for a character to have.

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