Something you're gonna hear a lot in 5th edition Dungeons & Dragons
is roll with advantage,
or it's less fun counterpart,
roll with disadvantage.
Today we're covering one of the biggest mechanics in 5e,
on today's Handbooker Helper.
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There are many ways that one can be lucky enough
to be granted advantage on a roll,
or unlucky enough to have disadvantage,
but let's talk about what that means first.
Advantage, or disadvantage, can be applied to any ability check,
saving throw, or attack roll.
So pretty much any roll involving that d20.
If you have advantage on one of these rolls,
congrats, you!
Roll a second d20 and take the higher result.
If you have disadvantage on a roll, well...
hold your breath and hope for the best,
because now you roll a second d20 and take the lower result.
Now, sometimes there may be a moment
where multiple effects are granting you advantage,
or disadvantage, twice.
However, they do not stack.
For example, if you are granted advantage on a melee attack
by your recklessly attacking Barbarian,
and your target is also affected by your Druid's Faerie Fire spell,
unfortunately you still only roll 1 additional d20
and take the higher result on that attack.
Adjacent to that,
some circumstances might cause a roll to have both
advantage and disadvantage.
In this case, the two cancel each other out
and you stick to rolling 1d20.
This also applies
if you have an uneven amount of disadvantage to advantage effects,
meaning if spells and help actions are being thrown left and right,
and you end up being stacked with two advantages
and one disadvantage,
they still cancel each other out evenly and you only roll 1d20.
Pulling from the previous example,
if you've got your reckless attacking Barbarian
and your Druid spells both giving you advantage,
but fighting under water is giving you disadvantage?
In that case, sorry you still just roll 1d20.
There are a multitude of ways that you can be imposed with advantage,
or disadvantage, whether it be from spells, class abilities,
character conditions, the help action,
or the dungeon master's whim based on the in-game situation,
just to name a few.
Sometimes, attempting that really cool, creative and risky maneuver
could lead you into a position the DM deems advantageous.
A similar bonus is granted to you lucky ducks who took that Lucky feat.
This feat grants you three luck points per day,
you can use a luck point to roll an additional d20 to an attack roll,
ability check, or saving throw you are making,
and select which of the d20 results you'd like.
You can also spend a luck point
when a nasty creature makes an attack roll against you,
letting you roll an additional d20,
and choosing which result the enemy has to use.
The good news?
This technically isn't advantage or disadvantage,
so it can be used on top of it,
allowing a third d20 to choose from.
This can essentially cancel disadvantage out into like
super advantage,
as you get to select which of the three d20s you rolled,
even if you had disadvantage.
It can also cancel out an enemy's advantage against you
and kind of make it super disadvantage,
as you still pick which of the three rolls they must use.
It's pretty dang handy.
That's it, and that's all for today,
thank you so much for taking advantage of Handbooker Helper.
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