evilbob
Adventurer
3.5 and 4.0 had very specific rules about identifying monsters and what you knew about them. Then 5.0 dropped all that. But I noticed 5.5 kind of indirectly brought it back with the Study action - which seems to cover that exact thing, but it costs an action. My group has been using the old rules (you get a free knowledge roll as no action when you see something) but I've never codified it for 5e. Tasha's CoE has a nice table that talks about using DC 10+CR to know things about a monster. Another non-D&D game uses the idea of breaking knowledge into three basic "buckets:" what rumors might tell you, what someone who knows about that sort of thing would know, and what an expert in that specific thing would know. And along with "passive perception," we have ideas like "passive insight" and "passive investigation" from D&D Beyond. Finally: we have the poor knowledge skills, which are oft ignored and could use some love, especially as INT becomes more of a dump-stat outside of classes that specifically use it. And while the Study action is extremely expensive in-combat - it's very cheap if you bother to scout! Putting that all together, I have an idea for how to run "what do I know about this monster" as a house rule. Constructive thoughts and suggestions welcome!
Edit: Given the discussion a few posts down about DCs and CRs, 10+CR may end up being too high. I've changed it to 1/2 CR, rounding up.
Knowledge of a Creature
You can discern information about a creature when you see one automatically for no action using your "passive knowledge," which is 10 + the appropriate knowledge skill bonus (as defined in the Study action). If you are not proficient in that skill or have disadvantage, you subtract 5; if you have advantage in that skill, add 5. (I.e. Having a +3 in arcana gives a "passive arcana" of 8 if you are not proficient, and 13 if you are.) Additionally, if you have spent at least one minute interacting with a creature or observing it, or at least one round in combat with it, you can take a Study action to discover or remember more about a creature. Once you make this check, you will need to spend another minute observing it or another round in combat with it to make another check. (CRs less than 1 are treated as 0. Otherwise, round up.)
Edit: Given the discussion a few posts down about DCs and CRs, 10+CR may end up being too high. I've changed it to 1/2 CR, rounding up.
Knowledge of a Creature
You can discern information about a creature when you see one automatically for no action using your "passive knowledge," which is 10 + the appropriate knowledge skill bonus (as defined in the Study action). If you are not proficient in that skill or have disadvantage, you subtract 5; if you have advantage in that skill, add 5. (I.e. Having a +3 in arcana gives a "passive arcana" of 8 if you are not proficient, and 13 if you are.) Additionally, if you have spent at least one minute interacting with a creature or observing it, or at least one round in combat with it, you can take a Study action to discover or remember more about a creature. Once you make this check, you will need to spend another minute observing it or another round in combat with it to make another check. (CRs less than 1 are treated as 0. Otherwise, round up.)
- DC 5+1/2 CR - what rumors might tell you
- DC 10+1/2 CR - what someone who knows about that sort of thing would know
- DC 15+1/2 CR - what an expert in that specific thing would know
- DC5+1/2 CR would get you a creature's common name ("Ice Devil") or species ("a devil"), its type ("fiend"), and probably one notable attack description, if applicable ("a spear of freezing ice!"). Very rare or unique creatures may not have commonly known types or attacks.
- DC10+1/2 CR would get you the above, plus a relative sense of its danger (a higher CR than your level would be "very strong" or "dangerous"), common types of resistances or immunities ("immune to cold and fire"), maybe some general clues as to saves ("it's fairly quick and tough"), and more specifics on the attacks or abilities ("a slowing spear of ice and a dangerous tail; some control over ice itself; it is also very perceptive and is able to shrug off many magical effects").
- DC15+1/2 CR would get you all that plus uncommon resistances and immunities ("it is also immune to poison or being poisoned"), and more specifics on the rest as you see fit (an in-game way to say that it casts Wall of Ice on recharge, it has advantage on saves vs. spells, its Dex and Wis saves are good and its Con is slightly better, killing it sends it back to Hell to reform, etc.).
- DC 14: An adult gold dragon, known to breathe fire and make people weak with its breath!
- DC 19: A legendary creature, typically lawful good, that - like all dragons - is immune to its breath weapon type. It doesn't inspire fear like its Chromatic cousins, but it has dangerous claws all the same. They are also known to be spellcasters. They're both nimble and wise, and like all dragons, are even more powerful in their lairs.
- DC 24: Adult gold dragons are amphibious creatures that have divine spell-casting powers, including the ability to Banish creatures. They have a recharging fire breath, and a weakening breath they can use more often. Their reflexes and wit are both strong, along with their heartiness, although that is slightly less. They can also shapechange into humanoids or beasts, or even invade one's dreams, and some do this to observe humanoid society.
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