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SRD5:Using Ability Scores

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== Introduction ==
Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy?Ability scores define these qualities — a creature’s assets as well as weaknesses.
The three main rolls of the game — the ability check, the saving throw, and the attackroll — rely on the six ability scores. The book’s introduction describes the basic rulebehind these rolls: roll a d20, add an ability modifier derived from one of the sixability scores, and compare the total to a target number.
==Ability Scores and Modifiers==
Each of a creature’s abilities has a score, a number that defines the magnitude ofthat ability. An ability score is not just a measure of innate capabilities, but alsoencompasses a creature’s training and competence in activities related to that ability.
A score of 10 or 11 is the normal human average, but adventurers and many monsters area cut above average in most abilities. A score of 18 is the highest that a person usuallyreaches. Adventurers can have scores as high as 20, and monsters and divine beings canhave scores as high as 30.
Each ability also has a modifier, derived from the score and ranging from −5 (for anability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers tablenotes the ability modifiers for the range of possible ability scores, from 1 to 30.
{|class="zebra d20" width="40%"
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To determine an ability modifier without consulting the table, subtract 10 fromthe ability score and then divide the total by 2 (round down).
Because ability modifiers affect almost every attack roll, ability check, andsaving throw, ability modifiers come up in play more often than their associatedscores.
==Advantage and Disadvantage==
Sometimes a special ability or spell tells you that you have advantage ordisadvantage on an ability check, a [[SRD5:Using_Ability_Scores#Saving Throw|saving throw]], or an [[SRD5:Action#Attack|attack ]] roll. When thathappens, you roll a second d20 when you make the roll. Use the higher of the tworolls if you have advantage, and use the lower roll if you have disadvantage. Forexample, if you have disadvantage and roll a 17 and a 5, you use the 5. If youinstead have advantage and roll those numbers, you use the 17.
If multiple situations affect a roll and each one grants advantage orimposes disadvantage on it, you don’t roll more than one additional d20. If twofavorable situations grant advantage, for example, you still roll only oneadditional d20.
If circumstances cause a roll to have both advantage and disadvantage, youare considered to have neither of them, and you roll one d20. This is trueeven if multiple circumstances impose disadvantage and only one grantsadvantage or vice versa. In such a situation, you have neither advantage nor
disadvantage.
When you have advantage or disadvantage and something in the game, such asthe halfling’s [[SRD5:Halfling|halfling]]’s [[SRD5:Halfling#Lucky|Lucky ]] trait, lets you reroll the d20, you can reroll only oneof the dice. You choose which one. For example, if a [[SRD5:Halfling|halfling ]] has advantage ordisadvantage on an ability check and rolls a 1 and a 13, the [[SRD5:Halfling|halfling ]] could usethe [[SRD5:Halfling#Lucky|Lucky ]] trait to reroll the 1. You usually gain advantage or disadvantage through the use of specialabilities, actions, or spells. Inspiration can also give a character advantage.GM can also decide that circumstances influence a roll in one direction or theother and grant advantage or impose disadvantage as a result.
You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.
 
== Proficiency Bonus ==
Characters have a proficiency bonus determined by level. Monsters also havethis bonus, which is incorporated in their stat blocks. The bonus is used inthe rules on [[#Ability Checks|ability checks]], [[SRD5:Saving Throw|saving throwsthrow]]s, and [[SRD5:Action#Attack|attack ]] rolls.
Your proficiency bonus can’t be added to a single die roll or other numbermore than once. For example, if two different rules say you can add yourproficiency bonus to a [[#Wisdom |Wisdom]] [[SRD5:Saving_Throw|saving throw]], you nevertheless add the bonusonly once when you make the save.
Occasionally, your proficiency bonus might be multiplied or divided([[SRD5:Double|doubled]] or [[SRD5:Half|halved]], for example) beforeyou apply it. For example, the rogue’s [[SRD5:Rogue|rogue]]’s [[SRD5:Rogue#Expertise |Expertise]] feature doubles theproficiency bonus for certain [[#Ability Checks|ability checks]]. If a circumstance suggeststhat your proficiency bonus applies more than once to the same roll, youstill add it only once and multiply or divide it only once.
By the same token, if a feature or effect allows you to multiply yourproficiency bonus when making an [[#Ability Checks|ability check ]] that wouldn’t normallybenefit from your proficiency bonus, you still don’t add the bonus tothe check. For that check your proficiency bonus is 0, given the factthat multiplying 0 by any number is still 0. For instance, if you lackproficiency in the [[#History |History]] skill, you gain no benefit from a featurethat lets you double your proficiency bonus when you make [[#Intelligence|Intelligence]] ([[#History|History]]) checks. In general, you don’t multiply your proficiency bonus for attack rollsor saving throws. If a feature or effect allows you to do so, these samerules apply.
In general, you don’t multiply your proficiency bonus for [[SRD5:Action#Attack|attack]] rolls or [[SRD5:Saving Throw|saving throw]]s. If a feature or effect allows you to do so, these same rules apply.
 
== Ability Checks ==
An ability check tests a character’s or monster’s innate talent andtraining in an effort to overcome a challenge. The GM calls for anability check when a character or monster attempts an action (otherthan an attack) that has a chance of failure. When the outcome is uncertain,the dice determine the results. For every ability check, the GM decides which of the six abilities isrelevant to the task at hand and the difficulty of the task, representedby a '''Difficulty Class''' (DC). The more difficult a task, the higher its DC. TheTypical Difficulty Classes table shows the most common DCs.
For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a '''Difficulty Class''' (DC). The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.
{|class="zebra d20"
!colspan="42"|Typical Difficulty Classes
|-
! Task Difficulty
! DC
! Task Difficulty
! DC
| Very easy
|align="center| 5
|-
| Easy
|align="center| 10
|-|-
| Medium
|align="center| 15
|-
| Hard
|align="center| 20
|-
| Easy
|align="center| 10
| Very hard
|align="center| 25
|-
| Medium
|align="center| 15
| Nearly impossible
|align="center| 30
|}
To make an ability check, roll a d20 and add the relevant ability modifier.As with other d20 rolls, apply bonuses and penalties, and compare the totalto the DC. If the total equals or exceeds the DC, the ability check is a success— the creature overcomes the challenge at hand. Otherwise, it’s a failure, whichmeans the character or monster makes no progress toward the objective or makesprogress combined with a setback determined by the GM.
== Contests ==
Sometimes one character’s or monster’s efforts are directly opposed toanother’s. This can occur when both of them are trying to do the same thingand only one can succeed, such as attempting to snatch up a magic ring thathas fallen on the floor. This situation also applies when one of them istrying to prevent the other one from accomplishing a goal. For example,when a monster tries to force open a door that an adventurer is holdingclosed. In situations like these, the outcome is determined by a specialform of ability check, called a contest.
Both participants in a contest make ability checks appropriate to theirefforts. They apply all appropriate bonuses and penalties, but instead ofcomparing the total to a DC, they compare the totals of their two checks.The participant with the higher check total wins the contest. That characteror monster either succeeds at the action or prevents the other one fromsucceeding.
If the contest results in a tie, the situation remains the same as it wasbefore the contest. Thus, one contestant might win the contest by default. Iftwo characters tie in a contest to snatch a ring off the floor, neithercharacter grabs it. In a contest between a monster trying to open a door andan adventurer trying to keep the door closed, a tie means that the door remainsshut.
== Skills ==
{{ambiguous-sect|term=Skills}}
Each ability covers a broad range of capabilities, including skills that acharacter or a monster can be proficient in. A skill represents a specificaspect of an ability score, and an individual’s proficiency in a skilldemonstrates a focus on that aspect. (A character’s starting skill proficienciesare determined at character creation, and a monster’s skill proficienciesappear in the monster’s stat block.)
For example, a [[#Dexterity|Dexterity]] check might reflect a character’s attempt to pulloff an acrobatic stunt, to palm an object, or to stay hidden. Each of theseaspects of [[#Dexterity|Dexterity]] has an associated skill: [[#Acrobatics|Acrobatics]], [[#Sleight of Hand|Sleight of Hand]],and [[#Stealth|Stealth]], respectively. So a character who has proficiency in the [[#Stealth|Stealth]]skill is particularly good at [[#Dexterity|Dexterity]] checks related to sneaking and hiding.
The skills related to each ability score are shown in the following list.(No skills are related to [[#Constitution|Constitution]].) See an ability’s description in thelater sections of this section for examples of how to use a skill associatedwith an ability.
'''[[#Strength|Strength]]:'''
* [[#Persuasion|Persuasion]]
Sometimes, the GM might ask for an ability check using a specific skill.For example, “Make a [[#Wisdom|Wisdom]] ([[#Perception|Perception]]) check.” At other times, a player mightask the GM if proficiency in a particular skill applies to a check. In eithercase, proficiency in a skill means an individual can add his or her proficiencybonus to ability checks that involve that skill. Without proficiency in theskill, the individual makes a normal ability check.
For example, if a character attempts to climb up a dangerous cliff, the GMmight ask for a [[#Strength|Strength]] ([[#Athletics|Athletics]]) check. If the char acter character is proficientin [[#Athletics|Athletics]], the character’s proficiency bonus is added to the [[#Strength|Strength]] check.If the character lacks that proficiency, he or she just makes a [[#Strength|Strength]] check.
=== Variant: Skills with Different Abilities ===
Normally, your proficiency in a skill applies only to a specific kind ofability check. Proficiency in [[#Athletics|Athletics]], for example, usually applies to [[#Strength|Strength]]checks. In some situations, though, your proficiency might reasonably apply to adifferent kind of check. In such cases, the GM might ask for a check using anunusual combination of ability and skill, or you might ask your GM if you canapply a proficiency to a different check. For example, if you have to swim froman offshore island to the mainland, your GM might call for a [[#Constitution|Constitution]] checkto see if you have the stamina to make it that far. In this case, your GM mightallow you to apply your proficiency in [[#Athletics|Athletics]] and ask for a [[#Constitution|Constitution]]([[#Athletics|Athletics]]) check. So if you’re proficient in Athletics, you apply yourproficiency bonus to the [[#Constitution|Constitution]] check just as you would normally do for a[[#Strength|Strength]] ([[#Athletics|Athletics]]) check. Similarly, when your [[SRD5:Half-Orc|half-orc]] [[SRD5:Barbarian|barbarian]] uses adisplay of raw strength to intimidate an enemy, your GM might ask for a [[#Strength|Strength]]([[#Intimidation|Intimidation]]) check, even though [[#Intimidation|Intimidation]] is normally associated with[[#Charisma|Charisma]].
== Passive Checks ==
<blockquote>10 + all modifiers that normally apply to the check</blockquote>
If the character has [[#Advantage and Disadvantage|advantage]] on the check, add 5. For [[#Advantage and Disadvantage|advantagedisadvantage]], subtract 5.
The game refers to a passive check total as a score.
== Working Together ==
Sometimes two or more characters team up to attempt a task. The character who’sleading the effort — or the one with the highest ability modifier — can make anability check with [[#Advantage and Disadvantage|advantage]], reflecting the help provided by the other characters.In combat, this requires the [[SRD5:Actions#Help|Help]] action.
A character can only provide help if the task is one that he or she couldattempt alone. For example, trying to open a lock requires proficiency with thieves’tools, so a character who lacks that proficiency can’t help another character inthat task. Moreover, a character can help only when two or more individuals workingtogether would actually be productive. Some tasks, such as threading a needle, are noeasier with help.
=== Group Checks ===
When a number of individuals are trying to accomplish something as a group, the GMmight ask for a group ability check. In such a situation, the characters who areskilled at a particular task help cover those who aren’t.
To make a group ability check, everyone in the group makes the ability check. Ifat least half the group succeeds, the whole group succeeds. Otherwise, the group fails.
Group checks don’t come up very often, and they’re most useful when all thecharacters succeed or fail as a group. For example, when adventurers are navigatinga swamp, the GM might call for a group Wisdom (Survival) check to see if thecharacters can avoid the quicksand, sinkholes, and other natural hazards of theenvironment. If at least half the group succeeds, the successful characters are ableto guide their companions out of danger. Otherwise, the group stumbles into one ofthese hazards.
=== Using Each Ability ===
Every task that a character or monster might attempt in the game is covered by oneof the six abilities. This section explains in more detail what those abilities meanand the ways they are used in the game.
==Strength==
Strength measures bodily power, athletic training, and the extent to which youcan exert raw physical force.
=== Strength Checks ===
A Strength check can model any attempt to lift, push, pull, or break something,to force your body through a space, or to o therwise otherwise apply brute force to asituation. The Athletics skill reflects aptitude in certain kinds of Strengthchecks.
====Athletics====
Your Strength (Athletics) check covers difficultsituations you encounter while climbing, jumping, or swimming. Examples includethe following activities:
* You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
* You try to jump an unusually long distance or pull off a stunt midjumpmid-jump. * You struggle to swim or stay afloat in treacherous currents, storm-tossed waves,or areas of thick seaweed. Or another creature tries to push or pull youunderwater or otherwise interfere with your swimming.
====Other Strength Checks====
The GM might also call for a Strength checkwhen you try to accomplish tasks like the following:
* Force open a stuck, locked, or barred door
* Tip over a statue
* Keep a boulder from rolling
=== Attack Rolls and Damage ===
You add your Strength modifier to your attack roll and your damage roll whenattacking with a melee weapon such as a mace, a battleaxe, or a javelin. You usemelee weapons to make melee attacks in hand-to-hand combat, and some ofthem can be thrown to make a ranged attack.
=== Lifting and Carrying ===
Your [[SRD5:Using_Ability_Scores#Strength|Strength]] score determines the amount of weight you can bear. The following terms define what you can lift or carry.
'''''Carrying Capacity'''''. Your carrying capacity is your [[SRD5:Using_Ability_Scores#Strength|Strength]] score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it.
'''''Push, Drag, or Lift'''''. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your [[SRD5:Using_Ability_Scores#Strength|Strength]] score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.
=== Variant: Encumbrance ===
The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the [[#Strength |Strength]] column of the [[SRD5:Armor#Armor Table|Armor table]].
If you carry weight in excess of 5 times your [[#Strength |Strength]] score, you are [[SRD5:Encumbered'''{{anchor|encumbered]]}}''', which means your speed drops by 10 feet.
If you carry weight in excess of 10 times your [[#Strength|Strength ]] score, up to your maximum carrying capacity, you are instead [[SRD5:Heavily Encumbered'''{{anchor|heavily encumbered]]}}''', which means your speed drops by 20 feet and you have [[SRD5:Disadvantage|disadvantage]] on [[#Ability Checks|ability checks]], [[SRD5:Action#Attack|attack ]] rolls, and [[SRD5:Saving Throw|saving throws throw]]s that use [[#Strength|Strength]], [[#Dexterity|Dexterity]], or [[#Constitution|Constitution]].
==Dexterity==
=== Dexterity Checks ===
A Dexterity check can model any attempt to move nimbly,quickly, or quietly, or to keep f rom from falling on tricky footing.The Acrobatics, Sleight of Hand, and Stealth skills reflectaptitude in certain kinds of Dexterity checks.
====Acrobatics====
Your Dexterity (Acrobatics) check coversyour attempt to stay on your feet in a tricky situation, such aswhen you’re trying to run across a sheet of ice, balance on atightrope, or stay upright on a rocking ship’s deck. The GMmight also call for a Dexterity (Acrobatics) check to see ifyou can perform acrobatic stunts, including dives, rolls,somersaults, and flips.
====Sleight of Hand====
Whenever you attempt an act oflegerdemain or manual trickery, such as planting somethingon someone else or concealing an object on your person,make a Dexterity (Sleight of Hand) check. The GM might alsocall for a Dexterity (Sleight of Hand) check to determinewhether you can lift a coin purse off another person or slipsomething out of another person’s pocket.
====Stealth====
Make a Dexterity (Stealth) check whenyou attempt to conceal yourself from enemies, slink pastguards, slip away without being noticed, or sneak up onsomeone without being seen or heard.
====Other Dexterity Checks====
=== Attack Rolls and Damage ===
You add your Dexterity modifier to your attack roll and yourdamage roll when attacking with a ranged weapon, such as asling or a longbow. You can also add your Dexterity modifierto your attack roll and your damage roll when attacking with amelee weapon that has the finesse property, such as a daggeror a rapier.
=== Armor Class ===
Depending on the armor you wear, you might add some or allof your Dexterity modifier to your [[SRD5:Armor Class|Armor Class]].
=== Initiative ===
At the beginning of every combat, you roll [[SRD5:Initiative|initiative ]] bymaking a Dexterity check. Initiative determines the order ofcreatures’ turns in combat.
=== Hiding ===
The GM decides when circumstances are appropriate forhiding. When you try to hide, make a Dexterity (Stealth)check. Until you are discovered or you stop hiding, thatcheck’s total is contested by the Wisdom (Perception) checkof any creature that actively searches for signs of yourpresence.
You can’t hide from a creature that can see you clearly,and you give away your position if you make noise, such asshouting a warning or knocking over a vase.
An invisible creature can always try to hide. Signs ofits passage might still be noticed, and it does have to stayquiet.
In combat, most creatures stay alert for signs of dangerall around, so if you come out of hiding and approach acreature, it usually sees you. However, under certaincircumstances, the GM might allow you to stay hidden as youapproach a creature that is distracted, allowing you togain advantage on an attack roll before you are seen.
====Passive Perception====
When you hide, there’s a chancesomeone will notice you even if they aren’t searching. Todetermine whether such a creature notices you, the GM comparesyour Dexterity (Stealth) check with that creature’s passiveWisdom (Perception) score, which equals 10 + the creature’sWisdom modifier, as well as any other bonuse s bonuses or penalties. Ifthe creature has advantage, add 5. For disadvantage, subtract 5.For example, if a 1st-level character (with a proficiencybonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiencyin Perception, he or she has a passive Wisdom (Perception) of 14.
====What Can You See?====
One of the main factors in determiningwhether you can find a hidden creature or object is how wellyou can see in an area, which might be[[SRD5:Lightly Obscured|lightly]] or[[SRD5:Heavily Obscured|heavily obscured]], as explained in"[[SRD5:The_Environment|The Environment]].”
==Constitution==
=== Constitution Checks ===
Constitution checks are uncommon, and no skills applyto Constitution checks, because the endurance this abilityrepresents is largely passive rather than involving aspecific effort on the part of a character or monster. AConstitution check can model your attempt to push beyondnormal limits, however.
The GM might call for a Constitution check when you tryto accomplish tasks like the following:
* Hold your breath
=== Hit Points ===
Your Constitution modifier contributes to your [[SRD5:Hit Point|hit point]]s.Typically, you add your Constitution modifier to each [[SRD5:Hit Die|Hit Die]] you roll for your hit points.
If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you’re7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.
==Intelligence==
Intelligence measures mental acuity, accuracy of recall,and the ability to reason.
=== Intelligence Checks ===
An Intelligence check comes into play when you need todraw on logic, education, memory, or deductive reasoning.The Arcana, History, Investigation, Nature, and Religionskills reflect aptitude in certain kinds of Intelligencechecks.
====Arcana====
Your Intelligence (Arcana) checkmeasures your ability to recall lore about spells, magicitems, eldritch symbols, magical traditions, the planesof existence, and the inhabitants of those planes.
====History====
Your Intelligence (History) checkmeasures your ability to recall lore about historicalevents, legendary people, ancient kingdoms, past disputes,recent wars, and lost civilizations.
====Investigation====
When you look around for cluesand make deductions based on those clues, you make anIntelligence (Investigation) check. You might deduce thelocation of a hidden object, discern from the appearanceof a wound what kind of weapon dealt it, or determine theweakest point in a tunnel that could cause it to collapse.Poring through ancient scrolls in search of a hiddenfragment of knowledge might also call for an Intelligence(Investigation) check.
====Nature====
Your Intelligence (Nature) checkmeasures your ability to recall lore about terrain,plants and animals, the weather, and natural cycles.
====Religion====
Your Intelligence (Religion)check measures your ability to recall lore about deities,rites and prayers, religious hierarchies, holy symbols,and the practices of secret cults.
====Other Intelligence Checks====
The GM might callfor an Intelligence check when you try to accomplish taskslike the following:
* Communicate with a creature without using words
=== Spellcasting Ability ===
Wizards use Intelligence as their spellcasting ability,which helps determine the saving throw DCs of spells they cast.
==Wisdom==
Wisdom reflects how attuned you are to the world aroundyou and represents perceptiveness and intuition.
=== Wisdom Checks ===
A Wisdom check might reflect an effort to read bodylanguage, understand someone’s feelings, notice thingsabout the environment, or care for an injured person.The Animal Handling, Insight, Medicine, Perception,and Survival skills reflect aptitude in certain kindsof Wisdom checks.
====Animal Handling====
When there is any questionwhether you can calm down a domesticated animal, keep amount from getting spooked, or intuit an animal’sintentions, the GM might call for a Wisdom (AnimalHandling) check. You also make a Wisdom (AnimalHandling) check to control your mount when you attempta risky maneuver.
====Insight====
Your Wisdom (Insight) checkdecides whether you can determine the true intentionsof a creature, such as when searching out a lie orpredicting someone’s next move. Doing so involvesgleaning clues from body language, speech habits, andchanges in mannerisms.
====Medicine====
A Wisdom (Medicine) checklets you try to stabilize a dying companion or diagnosean illness.
====Perception====
Your Wisdom (Perception) checklets you spot, hear, or other wise otherwise detect the presenceof something. It meas ures measures your general awareness ofyour surroundings and the keenness of your senses. Forexample, you might try to hear a conversation through aclosed door, eavesdrop under an open window, or hearmonsters moving stealthily in the forest. Or you mighttry to spot things that are obscured or easy to miss,whether they are orcs lying in ambush on a road, thugshiding in the shadows of an alley, or candlelight undera closed secret door.
====Survival====
The GM might ask you to make aWisdom (Survival) check to follow tracks, hunt wild game,guide your group through frozen wastelands, identify signsthat owlbears live nearby, predict the weather, or avoidquicksand and other natural hazards.
====Other Wisdom Checks====
The GM might call for aWisdom check when you try to accomplish tasks like thefollowing:
* Get a gut feeling about what course of action to follow
* Discern whether a seemingly dead or living creature is undead
=== Spellcasting Ability ===
Clerics, druids, and rangers use Wisdom as theirspellcasting ability, which helps determine the savingthrow DCs of spells they cast.
==Charisma==
Charisma measures your ability to interact effectivelywith others. It includes such factors as confidence andeloquence, and it can represent a charming or commandingpersonality.
=== Charisma Checks ===
A Charisma check might arise when you try to influenceor entertain others, when you try to make an impressionor tell a convincing lie, or when you are navigating atricky social situation. The Deception, Intimidation,Performance, and Persuasion skills reflect aptitude incertain kinds of Charisma checks.
====Deception====
Your Charisma (Deception) checkdetermines whether you can convincingly hide the truth,either verbally or through your actions. This deceptioncan encompass everything from misleading others throughambiguity to telling outright lies. Typical situationsinclude trying to fast-talk a guard, con a merchant,earn money through gambling, pass yourself off in adisguise, dull someone’s suspicions with falseassurances, or maintain a straight face while tellinga blatant lie.
====Intimidation====
When you attempt to influencesomeone through overt threats, hostile actions, andphysical violence, the GM might ask you to make a Charisma(Intimidation) check. Examples include trying to pryinformation out of a prisoner, convincing street thugsto back down from a confrontation, or using the edgeof a broken bottle to convince a sneering vizier toreconsider a decision.
====Performance====
Your Charisma (Performance)check determines how well you can delight an audiencewith music, dance, acting, storytelling, or some otherform of entertainment.
====Persuasion====
When you attempt to influencesomeone or a group of people with tact, social graces,or good nature, the GM might ask you to make aCharisma (Persuasion) check. Typically, you usepersuasion when acting in good faith, to fosterfriendships, make cordial requests, or exhibit properetiquette. Examples of persuading others includeconvincing a chamberlain to let your party see theking, negotiating peace between warring tribes, or
inspiring a crowd of townsfolk.
=== Spellcasting Ability ===
Bards, paladins, sorcerers, and warlocks use Charismaas their spellcasting ability, which helps determine thesaving throw DCs of spells they cast.
== Saving Throws ==
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