HOUSE RULE!
*These rules are not intended to replace the standards for learning new spells or using devices that already align with your class / heritage / etc. This is for getting around the usual requirements and restrictions, to let a barbarian or rogue pick up a wand and give it a shake.*
This is a new skill. You can use any ability score you’d like for the check, but you must describe how that particular ability is being applied to the effort. Role-play it a little.
Only a 13th-level thief (rogue subclass) can automatically add their [[Proficiency Bonus|proficiency bonus]] to this check, **but any character can learn to be proficient**. This requires the Train downtime activity (as if learning a new [[03-Mechanics/7-Adventuring/Between Adventures/Train#Skill, Tool, or Instrument|Skill or Tool]]). A spellcasting class could also use this skill, to allow a wizard to use a cleric scroll, a sorcerer to use a Druid thing, etc. But a spellcaster is still not proficient without Training for this skill.
***Note:** this is intended to circumvent a spellcasting **class** (aka “in your spell list”) requirement only. Some magic items have requirements around alignment, race/heritage, or even level. Only a 13th level thief (rogue subclass) has the ability to circumvent these other requirements.*
Below are the checks required for different applications of this skill.
| Task | DC |
| ------------------------- | ------------------------------------- |
| Activate Blindly + | 18 |
| Decipher from a spellbook | 18 + spell level |
| Use a spell scroll | 15 + spell slot ++ |
| Use a wand | 15 |
| Other | Varies, but often as Activate Blindly |
### +Activate Blindly
Some magic items are activated by special words, thoughts, or actions. You can activate such an item as if you were using the activation word, thought, or action, even when you’re not and even if you don’t know it. You do have to perform some equivalent activity in order to make the check. That is, you must speak, wave the item around, or otherwise attempt to get it to activate. You get an expertise die on your Use Magic Device check if you’ve activated the item in question at least once before.
### ++Caster Level
Some spells have additional effects when cast at a higher level (using a higher spell slot). Scrolls can be scribed to include the higher-level version, but the DC of the Use Magic Device check is more difficult for such a scroll. So this DC is based on the caster level needed to cast the spell as written, rather than the base spell level.
### Failure
If you fail the skill check by 9 or less, you can’t activate the device.
If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but it doesn’t do what you wanted it to do. Roll on the Wild Magic Surge table to see the results:
[http://dnd5e.wikidot.com/sorcerer:wild-magic](http://dnd5e.wikidot.com/sorcerer:wild-magic "http://dnd5e.wikidot.com/sorcerer:wild-magic")
### Specialties
*activating blindly, spellbooks, scrolls, wands, attunement required by X class (choose one), attunement required by X heritage (choose one), etc etc