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How to modify Proficiency Bonus

Hi all! I'm working up a lv 18 D&D character for a campaign, and they have an Ioun Stone (Mastery). How can I modify the Proficiency Bonus to 7? Thanks! PS: are there any good resources or guides for the basics of how the character sheet works so I can get all the various magical items working properly?
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Edited 1690745123
Gauss
Forum Champion
Hi Rachel,  You didn't specify which character sheet you are using, but if you are using the "D&D 5e by Roll20" character sheet then here is how: 1) Open the Character Sheet. 2) Click on the settings cog next to spells 3) On the top right section of the character sheet is a setting for Proficiency Bonus, click "By Level" and change it to "Custom" 4) Input the desired value.  Here is the wiki on the character sheet for how to get the magic items working. However, some can be tricky. If you specify which ones you'd like to get working I may be able to help.
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Edited 1690752941
That worked perfectly, thank you! As for other things, since you offered! The other notable item is a Sun Blade. I think I got that to work by opening the info tab in the item section and modifying a longsword's MODS entry to Damage: 1d8+2. For the +2 to attack I presume I change the setting in the attacks section MAGIC BONUS from 0 to 2? Don't know how to add the extra 1s8 radiant damage to Undead though. The only other bit I'm looking at are the various class abilities that change things. Aura of Protection, Hex Warrior's CHA replacement to attacks, The Eldritch Invocation Lifedrinker's bonus to damage...do I create Global Modifiers for for these abilities? On the settings page, in the Save Options, my Global Saving Throw Modifier is set to 4, and I can't figure out why. If it does what I think it does, I should set it to 6 (to match my CHA mod), shouldn't I?
1690753285
Gauss
Forum Champion
Rachel said: That worked perfectly, thank you! As for other things, since you offered! The other notable item is a Sun Blade. I think I got that to work by opening the info tab in the item section and modifying a longsword's MODS entry to Damage: 1d8+2. For the +2 to attack I presume I change the setting in the attacks section MAGIC BONUS from 0 to 2? The only other bit I'm looking at are the various class abilities that change things. Aura of Protection, Hex Warrior's CHA replacement to attacks, The Eldritch Invocation Lifedrinker's bonus to damage...do I create Global Modifiers for for these abilities? On the settings page, in the Save Options, my Global Saving Throw Modifier is set to 4, and I can't figure out why. If it does what I think it does, I should set it to 6 (to match my CHA mod), shouldn't I? Lets take that one at a time please:  Sun Blade: edit the attack, not the item. Add 2 to the Magic Bonus section just like you figured. That also adds to the damage section.  Aura of Protection: On your character sheet, change the "Global Saving Throw Modifier" to the value of your Charisma Modifier (6 in this case?).  Charisma for attacks: Edit the attack, change the attack and damage where it says "STR" or "DEX" to "CHA".  Lifedrinker: Edit the attack, add it to the damage 2 line.
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Edited 1690754611
Thank you Gauss, for your clarity and patience, you've been exceptionally helpful! Further regarding the Sun Blade (and Divine Smite, I suppose) is there a way to add in the extra 1d8 Radiant damage these things deal to undead? Speaking of Divine Smite, I see an option for it in the Global Damage Modifiers. It's set at 2d8. Do I need to make one set to the appropriate damage level for each spell slot I might expend, and just click the relevant check box when relevant? My Advantage/Normal/Disadvantage bar that is usually just to the left of the Core/Bio/Spells/Settings buttons have disappeared. How do I get that back? Figured it out! The Roll Queries setting was set to Always Roll Advantage.
Is there a way to add the conditional expanded critical range that Hexblade's Curse provides? I'd be inclined to create a Global Damage Modifier for the Proficiency Bonus to damage that it provides.
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Edited 1690763348
Gauss
Forum Champion
Divine Smite: There are a few ways to do this. Is your DM using an ammunition/spell tracker for the 5e sheet? Hexblade Curse: The simplest way here is to create separate attacks, one group for normal attacks, one group set up for the Hexblade Curse. Then you can set up the Cursed attacks with difference critical ranges, etc. 
Divine Smite: I've found a few macros that I've managed to adapt for my use, thanks! Hexblade Curse: Yeah, that's what I've been gathering. Ahh well. Thank you again, you've been awesome today!
1690764269
Gauss
Forum Champion
Rachel said: Divine Smite: I've found a few macros that I've managed to adapt for my use, thanks! My solution is to not use a macro at all, I put a button in the Description of the various attacks. If I want to activate the Divine Smite I push the button.  Divine Smite is a "post attack" roll, not a decision you make before attacking.