Difference between revisions of "SRD5:Using Ability Scores"

From Dungeons and Dragons Wiki
Jump to: navigation, search
(Undo revision 260799 by 49.144.216.86 (talk))
(Added anchors and remove duplicated Saving Throw section.)
Line 39: Line 39:
 
notes the ability modifiers for the range of possible ability scores, from 1 to 30.  
 
notes the ability modifiers for the range of possible ability scores, from 1 to 30.  
 
    
 
    
{|
+
{|class="zebra d20" width="25%"
 
|+Ability Scores and Modifiers
 
|+Ability Scores and Modifiers
!Score !! Modifier
+
!Score  
 +
!Modifier
 
|-
 
|-
! 1−5 || -4
+
|align="center| 1−5  
 +
|align="center| -4
 
|-
 
|-
! 2–3 || −4   
+
|align="center| 2–3  
 +
|align="center| −4   
 
|-
 
|-
! 4–5 || −3
+
|align="center| 4–5  
 +
|align="center| −3
 
|-
 
|-
! 6–7 || −2
+
|align="center| 6–7  
 +
|align="center| −2
 
|-
 
|-
! 8–9 || −1   
+
|align="center| 8–9  
 +
|align="center| −1   
 
|-
 
|-
! 10–11 || +0
+
|align="center| 10–11  
 +
|align="center| +0
 
|-
 
|-
! 12–13 || +1
+
|align="center| 12–13  
 +
|align="center| +1
 
|-
 
|-
! 14–15 || +2
+
|align="center| 14–15  
 +
|align="center| +2
 
|-
 
|-
! 16–17 || +3   
+
|align="center| 16–17  
 +
|align="center| +3   
 
|-
 
|-
! 18–19 || +4
+
|align="center| 18–19  
 +
|align="center| +4
 
|-
 
|-
! 20–21 || +5
+
|align="center| 20–21  
 +
|align="center| +5
 
|-
 
|-
! 22–23 || +6
+
|align="center| 22–23  
 +
|align="center| +6
 
|-
 
|-
! 24–25 || +7
+
|align="center| 24–25  
 +
|align="center| +7
 
|-
 
|-
! 26–27 || +8
+
|align="center| 26–27  
 +
|align="center| +8
 
|-
 
|-
! 28–29 || +9
+
|align="center| 28–29  
 +
|align="center| +9
 
|-
 
|-
! 30 || +10
+
|align="center| 30  
 +
|align="center| +10
 
|}
 
|}
 
   
 
   
Line 80: Line 97:
 
the ability score and then divide the total by 2 (round down).
 
the ability score and then divide the total by 2 (round down).
 
   
 
   
             
 
 
Because ability modifiers affect almost every attack roll, ability check, and
 
Because ability modifiers affect almost every attack roll, ability check, and
 
saving throw, ability modifiers come up in play more often than their associated
 
saving throw, ability modifiers come up in play more often than their associated
 
scores.     
 
scores.     
 
    
 
    
             
 
 
==Advantage and Disadvantage==
 
==Advantage and Disadvantage==
 
Sometimes a special ability or spell tells you that you have advantage or
 
Sometimes a special ability or spell tells you that you have advantage or
Line 93: Line 108:
 
example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you
 
example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you
 
instead have advantage and roll those numbers, you use the 17.
 
instead have advantage and roll those numbers, you use the 17.
 
 
   
 
   
 
If multiple situations affect a roll and each one grants advantage or
 
If multiple situations affect a roll and each one grants advantage or
Line 100: Line 114:
 
additional d20.
 
additional d20.
 
   
 
   
   
 
 
If circumstances cause a roll to have both advantage and disadvantage, you
 
If circumstances cause a roll to have both advantage and disadvantage, you
 
are considered to have neither of them, and you roll one d20. This is true
 
are considered to have neither of them, and you roll one d20. This is true
Line 106: Line 119:
 
advantage or vice versa. In such a situation, you have neither advantage nor
 
advantage or vice versa. In such a situation, you have neither advantage nor
 
disadvantage.
 
disadvantage.
 
 
   
 
   
 
When you have advantage or disadvantage and something in the game, such as
 
When you have advantage or disadvantage and something in the game, such as
Line 113: Line 125:
 
disadvantage on an ability check and rolls a 1 and a 13, the halfling could use
 
disadvantage on an ability check and rolls a 1 and a 13, the halfling could use
 
the Lucky trait to reroll the 1.
 
the Lucky trait to reroll the 1.
 
 
   
 
   
 
You usually gain advantage or disadvantage through the use of special
 
You usually gain advantage or disadvantage through the use of special
Line 119: Line 130:
 
GM can also decide that circumstances influence a roll in one direction or 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.
 
other and grant advantage or impose disadvantage as a result.
 
 
   
 
   
 
== Proficiency Bonus ==
 
== Proficiency Bonus ==
Line 126: Line 136:
 
the rules on ability checks, saving throws, and attack rolls.   
 
the rules on ability checks, saving throws, and attack rolls.   
 
    
 
    
   
 
 
Your proficiency bonus can’t be added to a single die roll or other number
 
Your proficiency bonus can’t be added to a single die roll or other number
 
more than once. For example, if two different rules say you can add your
 
more than once. For example, if two different rules say you can add your
Line 132: Line 141:
 
only once when you make the save.
 
only once when you make the save.
 
      
 
      
                             
 
 
Occasionally, your proficiency bonus might be multiplied or divided
 
Occasionally, your proficiency bonus might be multiplied or divided
 
([[SRD5:Double|doubled]] or [[SRD5:Half|halved]], for example) before
 
([[SRD5:Double|doubled]] or [[SRD5:Half|halved]], for example) before
Line 140: Line 148:
 
still add it only once and multiply or divide it only once.
 
still add it only once and multiply or divide it only once.
 
      
 
      
                             
 
 
By the same token, if a feature or effect allows you to multiply your
 
By the same token, if a feature or effect allows you to multiply your
 
proficiency bonus when making an ability check that wouldn’t normally
 
proficiency bonus when making an ability check that wouldn’t normally
Line 150: Line 157:
 
(History) checks.     
 
(History) checks.     
 
    
 
    
             
 
 
In general, you don’t multiply your proficiency bonus for attack rolls
 
In general, you don’t multiply your proficiency bonus for attack rolls
 
or saving throws. If a feature or effect allows you to do so, these same
 
or saving throws. If a feature or effect allows you to do so, these same
 
rules apply.     
 
rules apply.     
 
    
 
    
             
 
 
== Ability Checks ==
 
== Ability Checks ==
 
An ability check tests a character’s or monster’s innate talent and
 
An ability check tests a character’s or monster’s innate talent and
Line 170: Line 175:
 
   
 
   
 
   
 
   
{|
+
{|class="zebra d20"
 
|+ Typical Difficulty Classes
 
|+ Typical Difficulty Classes
 
! Task Difficulty || DC
 
! Task Difficulty || DC
 
|-
 
|-
! Very easy || 5
+
| Very easy  
 +
|align="center| 5
 
|-
 
|-
! Easy || 10
+
| Easy  
 +
|align="center| 10
 
|-
 
|-
! Medium || 15
+
| Medium  
 +
|align="center| 15
 
|-
 
|-
! Hard || 20
+
| Hard  
 +
|align="center| 20
 
|-
 
|-
! Very hard || 25
+
| Very hard  
 +
|align="center| 25
 
|-
 
|-
! Nearly impossible || 30   
+
| Nearly impossible  
 +
|align="center| 30   
 
|}  
 
|}  
 
      
 
      
 
 
 
To make an ability check, roll a d20 and add the relevant ability modifier.
 
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 total
 
As with other d20 rolls, apply bonuses and penalties, and compare the total
Line 194: Line 204:
 
means the character or monster makes no progress toward the objective or makes
 
means the character or monster makes no progress toward the objective or makes
 
progress combined with a setback determined by the GM.
 
progress combined with a setback determined by the GM.
             
 
 
                
 
                
 
== Contests ==
 
== Contests ==
Line 205: Line 214:
 
closed. In situations like these, the outcome is determined by a special
 
closed. In situations like these, the outcome is determined by a special
 
form of ability check, called a contest.
 
form of ability check, called a contest.
 
 
   
 
   
 
Both participants in a contest make ability checks appropriate to their
 
Both participants in a contest make ability checks appropriate to their
Line 213: Line 221:
 
or monster either succeeds at th e action or prevents the other one from
 
or monster either succeeds at th e action or prevents the other one from
 
succeeding.
 
succeeding.
 
 
   
 
   
 
If the contest results in a tie, the situation remains the same as it was
 
If the contest results in a tie, the situation remains the same as it was
Line 222: Line 229:
 
shut.
 
shut.
 
   
 
   
             
 
 
== Skills ==
 
== Skills ==
 
{{ambiguous-sect|term=Skills}}
 
{{ambiguous-sect|term=Skills}}
Line 232: Line 238:
 
appear in the monster’s stat block.)   
 
appear in the monster’s stat block.)   
 
    
 
    
   
 
 
For example, a Dexterity check might reflect a character’s attempt to pull
 
For example, a Dexterity check might reflect a character’s attempt to pull
 
off an acrobatic stunt, to palm an object, or to stay hidden. Each of these
 
off an acrobatic stunt, to palm an object, or to stay hidden. Each of these
Line 238: Line 243:
 
and Stealth, respectively. So a character who has proficiency in the Stealth
 
and Stealth, respectively. So a character who has proficiency in the Stealth
 
skill is particularly good at Dexterity checks related to sneaking and hiding.
 
skill is particularly good at Dexterity checks related to sneaking and hiding.
 
 
   
 
   
 
The skills related to each ability score are shown in the following list.
 
The skills related to each ability score are shown in the following list.
Line 245: Line 249:
 
with an ability.
 
with an ability.
 
   
 
   
+
=== [[#Strength|Strength]] ===
=== [[SRD5:Strength|Strength]] ===
 
 
* Athletics   
 
* Athletics   
  
=== [[SRD5:Dexterity|Dexterity]] ===
+
=== [[#Dexterity|Dexterity]] ===
 
* Acrobatics
 
* Acrobatics
 
* Sleight of Hand
 
* Sleight of Hand
 
* Stealth
 
* Stealth
 
   
 
   
=== [[SRD5:Intelligence|Intelligence]]  ===
+
=== [[#Intelligence|Intelligence]]  ===
 
* Arcana
 
* Arcana
 
* History
 
* History
Line 261: Line 264:
 
* Religion   
 
* Religion   
 
   
 
   
=== [[SRD5:Wisdom|Wisdom]] ===
+
=== [[#Wisdom|Wisdom]] ===
 
* Animal Handling
 
* Animal Handling
 
* Insight
 
* Insight
Line 268: Line 271:
 
* Survival   
 
* Survival   
 
   
 
   
=== [[SRD5:Charisma|Charisma]]  ===
+
=== [[#Charisma|Charisma]]  ===
 
* Deception
 
* Deception
 
* Intimidation
 
* Intimidation
Line 280: Line 283:
 
bonus to ability checks that involve that skill. Without proficiency in the
 
bonus to ability checks that involve that skill. Without proficiency in the
 
skill, the individual makes a normal ability check.
 
skill, the individual makes a normal ability check.
 
 
   
 
   
 
For example, if a character attempts to climb up a dangerous cliff, the GM
 
For example, if a character attempts to climb up a dangerous cliff, the GM
Line 286: Line 288:
 
in Athletics, the character’s proficiency bonus is added to the Strength check.
 
in Athletics, the character’s proficiency bonus is added to the Strength check.
 
If the character lacks that proficiency, he or she just makes a Strength check.
 
If the character lacks that proficiency, he or she just makes a Strength check.
 
 
   
 
   
 
=== Variant: Skills with Different Abilities ===
 
=== Variant: Skills with Different Abilities ===
Line 311: Line 312:
 
wants to secretly determine whether the characters succeed at something without
 
wants to secretly determine whether the characters succeed at something without
 
rolling dice, such as noticing a hidden monster.   
 
rolling dice, such as noticing a hidden monster.   
 
 
   
 
   
 
Here’s how to determine a character’s total for a passive check:
 
Here’s how to determine a character’s total for a passive check:
 
   
 
   
             
 
 
<blockquote>10 + all modifiers that normally apply to the check</blockquote>
 
<blockquote>10 + all modifiers that normally apply to the check</blockquote>
 
    
 
    
 
+
=If the character has advantage on the check, add 5. For disadvantage, subtract 5.
If the character has advantage on the check, add 5. For disadvantage, subtract 5.
 
 
The game refers to a passive check total as a [[SRD5:Score|score]].  
 
The game refers to a passive check total as a [[SRD5:Score|score]].  
 
   
 
   
 
+
For example, if a 1st-level character has a Wisdom of 15 and proficiency in
For example, if a 1st -¬‐ level character has a Wisdom of 15 and proficiency in
 
 
Perception, he or she has a passive Wisdom (Perception) score of 14.
 
Perception, he or she has a passive Wisdom (Perception) score of 14.
 
 
   
 
   
 
The rules on hiding in the “Dexterity” section below rely on passive checks, as
 
The rules on hiding in the “Dexterity” section below rely on passive checks, as
 
do the exploration rules.   
 
do the exploration rules.   
 
 
   
 
   
 
== Working Together ==
 
== Working Together ==
Line 336: Line 331:
 
ability check with advantage, reflecting the help provided by the other characters.
 
ability check with advantage, reflecting the help provided by the other characters.
 
In combat, this requires the [[SRD5:Help|Help]] action.
 
In combat, this requires the [[SRD5:Help|Help]] action.
 
 
   
 
   
 
A character can only provide help if the task is one that he or she could
 
A character can only provide help if the task is one that he or she could
Line 344: Line 338:
 
together would actually be productive. Some tasks, such as threading a needle, are no
 
together would actually be productive. Some tasks, such as threading a needle, are no
 
easier with help.
 
easier with help.
 
 
   
 
   
 
=== Group Checks ===
 
=== Group Checks ===
Line 350: Line 343:
 
might ask for a group ability check. In such a situation, the characters who are
 
might ask for a group ability check. In such a situation, the characters who are
 
skilled at a particular task help cover those who aren’t.
 
skilled at a particular task help cover those who aren’t.
 
 
   
 
   
 
To make a group ability check, everyone in the group makes the ability check. If
 
To make a group ability check, everyone in the group makes the ability check. If
 
at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.
 
at 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 the
 
Group checks don’t come up very often, and they’re most useful when all the
Line 363: Line 354:
 
to guide their companions out of danger. Otherwise, the group stumbles into one of
 
to guide their companions out of danger. Otherwise, the group stumbles into one of
 
these hazards.
 
these hazards.
 
 
   
 
   
 
=== Using Each Ability ===
 
=== Using Each Ability ===
Line 370: Line 360:
 
and the ways they are used in the game.
 
and the ways they are used in the game.
 
   
 
   
+
==Strength==
== [[SRD5:Strength|Strength]] ==
 
 
Strength measures bodily power, athletic training, and the extent to which you
 
Strength measures bodily power, athletic training, and the extent to which you
 
can exert raw physical force.   
 
can exert raw physical force.   
 
 
   
 
   
 
=== Strength Checks ===
 
=== Strength Checks ===
Line 382: Line 370:
 
checks.
 
checks.
 
   
 
   
+
====Athletics====
'''''Athletics'''''. Your Strength (Athletics) check covers difficult
+
Your Strength (Athletics) check covers difficult
 
situations you encounter while climbing, jumping, or swimming. Examples include
 
situations you encounter while climbing, jumping, or swimming. Examples include
 
the following activities:     
 
the following activities:     
 
   
 
   
* You attempt to climb a sheer or slippery cliff, avoid hazards while scaling
+
* 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.  
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 midjump.     
 
* You try to jump an unusually long distance or pull off a stunt midjump.     
 
 
* You struggle to swim or stay afloat in treacherous currents, storm-tossed waves,
 
* 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 you
 
or areas of thick seaweed. Or another creature tries to push or pull you
 
underwater or otherwise interfere with your swimming.
 
underwater or otherwise interfere with your swimming.
 
   
 
   
+
====Other Strength Checks====
'''''Other Strength Checks'''''. The GM might also call for a Strength check
+
The GM might also call for a Strength check
 
when you try to accomplish tasks like the following:     
 
when you try to accomplish tasks like the following:     
 
   
 
   
Line 406: Line 391:
 
* Tip over a statue
 
* Tip over a statue
 
* Keep a boulder from rolling
 
* Keep a boulder from rolling
 
 
   
 
   
 
=== Attack Rolls and Damage ===
 
=== Attack Rolls and Damage ===
Line 413: Line 397:
 
melee weapons to make melee attacks in hand-to-hand combat, and some of
 
melee weapons to make melee attacks in hand-to-hand combat, and some of
 
them can be thrown to make a ranged attack.     
 
them can be thrown to make a ranged attack.     
 
 
   
 
   
 
=== Lifting and Carrying ===
 
=== Lifting and Carrying ===
 
Your Strength score determines the amount of weight you can bear. The
 
Your Strength score determines the amount of weight you can bear. The
 
following terms define what you can lift or carry.   
 
following terms define what you can lift or carry.   
 
 
   
 
   
 
'''''Carrying Capacity'''''. Your carrying capacity is your Strength
 
'''''Carrying Capacity'''''. Your carrying capacity is your Strength
Line 425: Line 407:
 
about it.
 
about it.
  
 
 
'''''Push''''', Drag, or Lift. You can push, drag, or lift a weight
 
'''''Push''''', Drag, or Lift. You can push, drag, or lift a weight
 
in pounds up to twice your carrying capac ity (or 30 times your
 
in pounds up to twice your carrying capac ity (or 30 times your
 
Strength score). While pushing or dragging weight in excess of your
 
Strength score). While pushing or dragging weight in excess of your
 
carrying capacity, your speed drops to 5 feet.     
 
carrying capacity, your speed drops to 5 feet.     
 
 
   
 
   
 
'''''Size and Strength'''''. Larger creatures can bear more weight,
 
'''''Size and Strength'''''. Larger creatures can bear more weight,
Line 436: Line 416:
 
Medium, double the creature’s carrying capacity and the amount it
 
Medium, double the creature’s carrying capacity and the amount it
 
can push, drag, or lift. For a Tiny creature, halve these weights.
 
can push, drag, or lift. For a Tiny creature, halve these weights.
 
 
   
 
   
 
=== Variant: Encumbrance ===
 
=== Variant: Encumbrance ===
Line 444: Line 423:
 
When you use this variant, ignore the Strength column of the Armor
 
When you use this variant, ignore the Strength column of the Armor
 
table.   
 
table.   
 
 
   
 
   
 
If you carry weight in excess of 5 times your Strength score, you
 
If you carry weight in excess of 5 times your Strength score, you
 
are [[SRD5:Encumbered|encumbered]], which means your speed drops by
 
are [[SRD5:Encumbered|encumbered]], which means your speed drops by
 
10 feet.
 
10 feet.
 
 
   
 
   
 
If you carry weight in excess of 10 times your Strength score, up
 
If you carry weight in excess of 10 times your Strength score, up
Line 458: Line 435:
 
or Constitution.   
 
or Constitution.   
 
   
 
   
+
==Dexterity==
== [[SRD5:Dexterity|Dexterity]] ==
 
 
Dexterity measures agility, reflexes, and balance.     
 
Dexterity measures agility, reflexes, and balance.     
 
   
 
   
             
 
 
=== Dexterity Checks ===
 
=== Dexterity Checks ===
 
A Dexterity check can model any attempt to move nimbly,
 
A Dexterity check can model any attempt to move nimbly,
Line 469: Line 444:
 
aptitude in certain kinds of Dexterity checks.     
 
aptitude in certain kinds of Dexterity checks.     
 
   
 
   
+
====Acrobatics====
`````Acrobatics`````. Your Dexterity (Acrobatics) check covers
+
Your Dexterity (Acrobatics) check covers
 
your attempt to stay on your feet in a tricky situation, such as
 
your attempt to stay on your feet in a tricky situation, such as
 
when you’re trying to run across a sheet of ice, balance on a
 
when you’re trying to run across a sheet of ice, balance on a
Line 478: Line 453:
 
somersaults, and flips.
 
somersaults, and flips.
 
   
 
   
+
====Sleight of Hand====
'''''Sleight of Hand'''''. Whenever you attempt an act of
+
Whenever you attempt an act of
 
legerdemain or manual trickery, such as planting something
 
legerdemain or manual trickery, such as planting something
 
on someone else or concealing an object on your person,
 
on someone else or concealing an object on your person,
Line 487: Line 462:
 
something out of another person’s pocket.     
 
something out of another person’s pocket.     
 
   
 
   
+
====Stealth====
'''''Stealth'''''. Make a Dexterity (Stealth) check when
+
Make a Dexterity (Stealth) check when
 
you attempt to conceal yourself from enemies, slink past
 
you attempt to conceal yourself from enemies, slink past
 
guards, slip away without being noticed, or sneak up on
 
guards, slip away without being noticed, or sneak up on
 
someone without being seen or heard.
 
someone without being seen or heard.
 
   
 
   
+
====Other Dexterity Checks====
'''''Other Dexterity Checks''''' The GM might call for a
+
The GM might call for a Dexterity check when you try to accomplish tasks like the following:     
Dexterity check when you try to accomplish tasks like the
 
following:     
 
 
   
 
   
 
* Control a heavily laden cart on a steep descent
 
* Control a heavily laden cart on a steep descent
Line 506: Line 479:
 
* Play a stringed instrument
 
* Play a stringed instrument
 
* Craft a small or detailed object     
 
* Craft a small or detailed object     
 
 
   
 
   
 
=== Attack Rolls and Damage ===
 
=== Attack Rolls and Damage ===
Line 515: Line 487:
 
melee weapon that has the finesse property, such as a dagger
 
melee weapon that has the finesse property, such as a dagger
 
or a rapier.     
 
or a rapier.     
 
 
   
 
   
 
=== Armor Class ===
 
=== Armor Class ===
 
Depending on the armor you wear, you might add some or all
 
Depending on the armor you wear, you might add some or all
 
of your Dexterity modifier to your Armor Class.
 
of your Dexterity modifier to your Armor Class.
 
 
   
 
   
 
=== Initiative ===
 
=== Initiative ===
Line 526: Line 496:
 
making a Dexterity check. Initiative determines the order of
 
making a Dexterity check. Initiative determines the order of
 
creatures’ turns in combat.
 
creatures’ turns in combat.
 
 
   
 
   
 
=== Hiding ===
 
=== Hiding ===
Line 535: Line 504:
 
of any creature that actively searches for signs of your
 
of any creature that actively searches for signs of your
 
presence.
 
presence.
 
 
   
 
   
 
You can’t hide from a creature that can see you clearly,
 
You can’t hide from a creature that can see you clearly,
 
and you give away your position if you make noise, such as
 
and you give away your position if you make noise, such as
 
shouting a warning or knocking over a vase.
 
shouting a warning or knocking over a vase.
 
 
   
 
   
 
An invisible creature can always try to hide. Signs of
 
An invisible creature can always try to hide. Signs of
 
its passage might still be noticed, and it does have to stay
 
its passage might still be noticed, and it does have to stay
 
quiet.     
 
quiet.     
 
 
   
 
   
 
In combat, most creatures stay alert for signs of danger
 
In combat, most creatures stay alert for signs of danger
Line 554: Line 520:
 
gain advantage on an attack roll before you are seen.   
 
gain advantage on an attack roll before you are seen.   
 
   
 
   
+
====Passive Perception====
'''''Passive Perception'''''.  When you hide, there’s a chance
+
When you hide, there’s a chance
 
someone will notice you even if they aren’t searching. To
 
someone will notice you even if they aren’t searching. To
 
determine whether such a creature notices you, the GM compares
 
determine whether such a creature notices you, the GM compares
Line 566: Line 532:
 
in Perception, he or she has a passive Wisdom (Perception) of 14.   
 
in Perception, he or she has a passive Wisdom (Perception) of 14.   
 
    
 
    
   
+
====What Can You See?====
'''''What Can You See'''''? One of the main factors in determining
+
One of the main factors in determining
 
whether you can find a hidden creature or object is how well
 
whether you can find a hidden creature or object is how well
 
you can see in an area, which might be
 
you can see in an area, which might be
Line 574: Line 540:
 
"[[SRD5:The_Environment|The Environment]].”
 
"[[SRD5:The_Environment|The Environment]].”
 
                
 
                
             
+
 
== [[SRD5:Constitution|Constitution]] ==
+
==Constitution==
 
Constitution measures health, stamina, and vital force.   
 
Constitution measures health, stamina, and vital force.   
 
    
 
    
             
 
 
=== Constitution Checks ===
 
=== Constitution Checks ===
 
Constitution checks are uncommon, and no skills apply
 
Constitution checks are uncommon, and no skills apply
Line 586: Line 551:
 
Constitution check can model your attempt to push beyond
 
Constitution check can model your attempt to push beyond
 
normal limits, however.
 
normal limits, however.
 
 
   
 
   
 
The GM might call for a Constitution check when you try
 
The GM might call for a Constitution check when you try
Line 597: Line 561:
 
* Quaff an entire stein of ale in one go     
 
* Quaff an entire stein of ale in one go     
  
 
 
=== Hit Points ===
 
=== Hit Points ===
 
Your Constitution modifier contributes to your hit points.
 
Your Constitution modifier contributes to your hit points.
 
Typically, you add your Constitution modifier to each Hit
 
Typically, you add your Constitution modifier to each Hit
 
Die you roll for your hit points.
 
Die you roll for your hit points.
 
 
   
 
   
 
If your Constitution modifier changes, your hit point
 
If your Constitution modifier changes, your hit point
Line 616: Line 578:
 
maximum is reduced by 7.   
 
maximum is reduced by 7.   
 
   
 
   
+
==Intelligence==
== [[SRD5:Intelligence|Intelligence]] ==
 
 
Intelligence measures mental acuity, accuracy of recall,
 
Intelligence measures mental acuity, accuracy of recall,
 
and the ability to reason.     
 
and the ability to reason.     
 
 
   
 
   
 
=== Intelligence Checks ===
 
=== Intelligence Checks ===
Line 629: Line 589:
 
checks.
 
checks.
 
   
 
   
+
====Arcana====
'''''Arcana'''''. Your Intelligence (Arcana) check
+
Your Intelligence (Arcana) check
 
measures your ability to recall lore about spells, magic
 
measures your ability to recall lore about spells, magic
 
items, eldritch symbols, magical traditions, the planes
 
items, eldritch symbols, magical traditions, the planes
 
of existence, and the inhabitants of those planes.   
 
of existence, and the inhabitants of those planes.   
 
   
 
   
+
====History====
'''''History'''''. Your Intelligence (History) check
+
Your Intelligence (History) check
 
measures your ability to recall lore about histor ical
 
measures your ability to recall lore about histor ical
 
events, legendary people, ancient kingdoms, past disputes,
 
events, legendary people, ancient kingdoms, past disputes,
 
recent wars, and lost civilizations.
 
recent wars, and lost civilizations.
 
   
 
   
+
====Investigation====
'''''Investigation'''''. When you look around for clues
+
When you look around for clues
 
and make deductions based on those clues, you make an
 
and make deductions based on those clues, you make an
 
Intelligence (Investigation) check. You might deduce the
 
Intelligence (Investigation) check. You might deduce the
Line 652: Line 612:
 
(Investigation) check.
 
(Investigation) check.
 
   
 
   
+
====Nature====
'''''Nature'''''. Your Intelligence (Nature) check
+
Your Intelligence (Nature) check
 
measures your ability to recall lore about terrain,
 
measures your ability to recall lore about terrain,
 
plants and animals, the weather, and natural cycles.
 
plants and animals, the weather, and natural cycles.
 
   
 
   
+
====Religion====
'''''Religion'''''. Your Intelligence (Religion)
+
Your Intelligence (Religion)
 
check measures your ability to recall lore about deities,
 
check measures your ability to recall lore about deities,
 
rites and prayers, religious hierarchies, holy symbols,
 
rites and prayers, religious hierarchies, holy symbols,
 
and the practices of secret cults.
 
and the practices of secret cults.
 
   
 
   
+
====Other Intelligence Checks====
'''''Other Intelligence Checks'''''. The GM might call
+
The GM might call
 
for an Intelligence check when you try to accomplish tasks
 
for an Intelligence check when you try to accomplish tasks
 
like the following:
 
like the following:
Line 674: Line 634:
 
* Recall lore about a craft or trade
 
* Recall lore about a craft or trade
 
* Win a game of skill
 
* Win a game of skill
 
 
   
 
   
 
=== Spellcasting Ability ===
 
=== Spellcasting Ability ===
Line 680: Line 639:
 
which helps determine the saving throw DCs of spells they cast.
 
which helps determine the saving throw DCs of spells they cast.
 
   
 
   
+
==Wisdom==
== [[SRD5:Wisdom|Wisdom]] ==
 
 
Wisdom reflects how attuned you are to the world around
 
Wisdom reflects how attuned you are to the world around
 
you and represents perceptiveness and intuition.   
 
you and represents perceptiveness and intuition.   
Line 693: Line 651:
 
of Wisdom checks.
 
of Wisdom checks.
 
      
 
      
'''''Animal Handling'''''. When there is any question
+
====Animal Handling====
 +
When there is any question
 
whether you can calm down a domesticated animal, keep a
 
whether you can calm down a domesticated animal, keep a
 
mount from getting spooked, or intuit an animal’s
 
mount from getting spooked, or intuit an animal’s
Line 701: Line 660:
 
a risky maneuver.
 
a risky maneuver.
 
   
 
   
'''''Insight'''''.  Your Wisdom (Insight) check
+
====Insight====
 +
Your Wisdom (Insight) check
 
decides whether you can determine the true intentions
 
decides whether you can determine the true intentions
 
of a creature, such as when searching out a lie or
 
of a creature, such as when searching out a lie or
Line 708: Line 668:
 
changes in mannerisms.
 
changes in mannerisms.
 
   
 
   
'''''Medicine'''''. A Wisdom (Medicine) check
+
====Medicine====
 +
A Wisdom (Medicine) check
 
lets you try to stabilize a dying companion or diagnose
 
lets you try to stabilize a dying companion or diagnose
 
an illness.
 
an illness.
 
   
 
   
'''''Perception'''''. Your Wisdom (Perception) check
+
====Perception====
 +
Your Wisdom (Perception) check
 
lets you spot, hear, or other wise detect the presence
 
lets you spot, hear, or other wise detect the presence
 
of something. It meas ures your general awareness of
 
of something. It meas ures your general awareness of
Line 724: Line 686:
 
a closed secret door.
 
a closed secret door.
 
   
 
   
'''''Survival'''''. The GM might ask you to make a
+
====Survival====
 +
The GM might ask you to make a
 
Wisdom (Survival) check to follow tracks, hunt wild game,
 
Wisdom (Survival) check to follow tracks, hunt wild game,
 
guide your group through frozen wastelands, identify signs
 
guide your group through frozen wastelands, identify signs
Line 730: Line 693:
 
quicksand and other natural hazards.
 
quicksand and other natural hazards.
 
   
 
   
'''''Other Wisdom Checks'''''. The GM might call for a
+
====Other Wisdom Checks====
 +
The GM might call for a
 
Wisdom check when you try to accomplish tasks like the
 
Wisdom check when you try to accomplish tasks like the
 
following:
 
following:
Line 742: Line 706:
 
throw DCs of spells they cast.   
 
throw DCs of spells they cast.   
 
    
 
    
== [[SRD5:Charisma|Charisma]] ==
+
==Charisma==
 
Charisma measures your ability to interact effectively
 
Charisma measures your ability to interact effectively
 
with others. It includes such factors as confidence and
 
with others. It includes such factors as confidence and
Line 756: Line 720:
 
certain kinds of Charisma checks.
 
certain kinds of Charisma checks.
 
   
 
   
'''''Deception'''''. Your Charisma (Deception) check
+
====Deception====
 +
Your Charisma (Deception) check
 
determines whether you can convincingly hide the truth,
 
determines whether you can convincingly hide the truth,
 
either verbally or through your actions. This deception
 
either verbally or through your actions. This deception
Line 767: Line 732:
 
a blatant lie.
 
a blatant lie.
 
                
 
                
'''''Intimidation'''''. When you attempt to influence
+
====Intimidation====
 +
When you attempt to influence
 
someone through overt threats, hostile actions, and
 
someone through overt threats, hostile actions, and
 
physical violence, the GM might ask you to make a Charisma
 
physical violence, the GM might ask you to make a Charisma
Line 776: Line 742:
 
reconsider a decision.
 
reconsider a decision.
 
   
 
   
'''''Performance'''''. Your Charisma (Performance)
+
====Performance====
 +
Your Charisma (Performance)
 
check determines how well you can delight an audience
 
check determines how well you can delight an audience
 
with music, dance, acting, storytelling, or some other
 
with music, dance, acting, storytelling, or some other
 
form of entertainment.
 
form of entertainment.
 
   
 
   
'''''Persuasion'''''. When you attempt to influence
+
====Persuasion====
 +
When you attempt to influence
 
someone or a group of people with tact, social graces,
 
someone or a group of people with tact, social graces,
 
or good nature, the GM migh t ask you to make a
 
or good nature, the GM migh t ask you to make a
Line 792: Line 760:
 
inspiring a crowd of townsfolk.
 
inspiring a crowd of townsfolk.
 
   
 
   
'''''Other Charisma Checks'''''. The GM might call for
+
====Other Charisma Checks====
 +
The GM might call for
 
a Charisma check when you try to accomplish tasks like
 
a Charisma check when you try to accomplish tasks like
 
the following:
 
the following:
* Find the best person to talk to for news, r umors, and
+
* Find the best person to talk to for news, rumors, and
 
gossip
 
gossip
 
* Blend into a crowd to get the sense of key topics of
 
* Blend into a crowd to get the sense of key topics of
Line 806: Line 775:
 
                
 
                
 
== Saving Throws ==
 
== Saving Throws ==
A saving throw —also called a save —represents an attempt
+
''See article '''[[SRD5:Saving Throw]]'''.''
to resist a spell, a trap, a poison, a disease, or a
 
similar threat. You don’t normally decide to make a
 
saving throw; you are forced to make one because your
 
character or monster is at ri sk of harm. To make a
 
saving throw, roll a d20 and add the appropriate ability
 
modifier. For example, you use your Dexterity modifier for
 
a Dexterity saving throw. A saving throw can be modified
 
by a situational bonus or penalty and can be affected by
 
advantage and disadvantage, as determined by the GM. 
 
 
 
   
 
Each class gives proficiency in at least two saving
 
throws. The wizard, for example, is proficient in
 
Intelligence saves.
 
             
 
 
 
As with skill proficiencies, proficiency in a saving
 
throw lets a character add his or her proficiency bonus
 
to saving throws made using a particular ability score.
 
Some monsters have saving throw proficiencies as well.
 
The Difficulty Class for a saving throw is determined by
 
the effect that causes it. For example, the DC for a
 
saving throw allowed by a spell is determined by the
 
caster’s spellcasting ability and proficiency bonus.   
 
 
 
   
 
The result of a successful or failed saving throw is
 
also detailed in the effect that allows the save. Usually,
 
a successful save means that a creature suffers no harm,
 
or reduced harm, from an effect.
 
 
   
 
   
 
== Sources ==
 
== Sources ==
Line 842: Line 781:
 
   
 
   
 
{{SRD5 Footer}}
 
{{SRD5 Footer}}
[[Category: Condition|Condition SRD5]]
+
 
[[Category: 5e|Condition SRD]]
+
[[Category: 5e|Using Ability Scores SRD5]]
[[Category: SRD5|Condition]]
+
[[Category: SRD5|Using Ability Scores]]

Revision as of 18:28, 16 October 2016

Also see: Category:Ability_Score
This material is published under the OGL

Introduction

Six abilities provide a quick description of every creature’s physical and mental characteristics:

  • Strength, measuring physical power
  • Dexterity, measuring agility
  • Constitution, measuring endurance
  • Intelligence, measuring reasoning and memory
  • Wisdom, measuring perception and insight
  • Charisma, measuring force of personality


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 attack roll — rely on the six ability scores. The book’s introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability 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 of that ability. An ability score is not just a measure of innate capabilities, but also encompasses 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 are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can hav e scores as high as 20, and monsters and divine beings can have scores as high as 30.


Each ability also has a modifier, derived from the score and ranging from −5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.

Ability Scores and Modifiers
Score Modifier
1−5 -4
2–3 −4
4–5 −3
6–7 −2
8–9 −1
10–11 +0
12–13 +1
14–15 +2
16–17 +3
18–19 +4
20–21 +5
22–23 +6
24–25 +7
26–27 +8
28–29 +9
30 +10


To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).

Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.

Advantage and Disadvantage

Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.

If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage 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 as the halfling’s Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.

You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. 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 have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.

Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.

Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.

By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.

In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. 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 and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than 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 is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.


Typical Difficulty Classes
Task Difficulty DC
Very easy 5
Easy 10
Medium 15
Hard 20
Very hard 25
Nearly impossible 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 total to 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, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.

Contests

Sometimes one character’s or monster’s efforts are directly opposed to another’s. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal. For example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.

Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at th e action or prevents the other one from succeeding.

If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.

Skills

Disambiguation.png Also see Skills (disambiguation)

Each ability covers a broad range of capabilities, including skil ls that a haracter or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in the monster’s stat block.)

For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at 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.) See an ability’s description in the later sections of this section for examples of how to use a skill associated with an ability.

Strength

  • Athletics

Dexterity

  • Acrobatics
  • Sleight of Hand
  • Stealth

Intelligence

  • Arcana
  • History
  • Investigation
  • Nature
  • Religion

Wisdom

  • Animal Handling
  • Insight
  • Medicine
  • Perception
  • Survival

Charisma

  • Deception
  • Intimidation
  • Performance
  • Persuasion

Sometimes, the GM might ask for an ability check using a specific skill. For example, “Make a Wisdom (Perception) check.” At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.

For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the char acter is proficient in Athletics, the character’s proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.

Variant: Skills with Different Abilities

Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might as k for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you’re proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidat ion is normally associated with Charisma.

Passive Checks

A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors ove r and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.

Here’s how to determine a character’s total for a passive check:

10 + all modifiers that normally apply to the check

=If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.

For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.

The rules on hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules.

Working Together

Sometimes two or more characters team up to attempt a task. The character who’s leading the effort — or the one with the highest ability modifier — can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.

A character can only provide help if the task is one that he or she could attempt 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 in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.

Group Checks

When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t.

To make a group ability check, everyone in the group makes the ability check. If at 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 the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.

Using Each Ability

Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.

Strength

Strength measures bodily power, athletic training, and the extent to which you can 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 apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.

Athletics

Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the 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 midjump.
  • 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 you underwater or otherwise interfere with your swimming.

Other Strength Checks

The GM might also call for a Strength check when you try to accomplish tasks like the following:

  • Force open a stuck, locked, or barred door
  • Break free of bonds
  • Push through a tunnel that is too small
  • Hang on to a wagon while being dragged behind it
  • 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 when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack.

Lifting and Carrying

Your 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 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 capac ity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.

Size and Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.

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 column of the Armor table.

If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.

If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead [[SRD5:Heavily Encumbered|heavily encumbered]], which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

Dexterity

Dexterity measures agility, reflexes, and balance.

Dexterity Checks

A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep f rom falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.

Acrobatics

Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

Sleight of Hand

Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.

Stealth

Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

Other Dexterity Checks

The GM might call for a Dexterity check when you try to accomplish tasks like the following:

  • Control a heavily laden cart on a steep descent
  • Steer a chariot around a tight turn
  • Pick a lock
  • Disable a trap
  • Securely tie up a prisoner
  • Wriggle free of bonds
  • Play a stringed instrument
  • Craft a small or detailed object

Attack Rolls and Damage

You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.

Armor Class

Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.

Initiative

At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat.

Hiding

The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.

You can’t hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.

An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.

In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.

Passive Perception

When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuse s or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.

What Can You See?

One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in "The Environment.”


Constitution

Constitution measures health, stamina, and vital force.

Constitution Checks

Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.

The GM might call for a Constitution check when you try to accomplish tasks like the following:

  • Hold your breath
  • March or labor for hours without rest
  • Go without sleep
  • Survive without food or water
  • Quaff an entire stein of ale in one go

Hit Points

Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each 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’re 7th 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 to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.

Arcana

Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

History

Your Intelligence (History) check measures your ability to recall lore about histor ical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

Investigation

When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.

Nature

Your Intelligence (Nature) check measures 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 call for an Intelligence check when you try to accomplish tasks like the following:

  • Communicate with a creature without using words
  • Estimate the value of a precious item
  • Pull together a disguise to pass as a city guard
  • Forge a document
  • Recall lore about a craft or trade
  • Win a game of skill

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 around you and represents perceptiveness and intuition.

Wisdom Checks

A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.

Animal Handling

When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.

Insight

Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

Medicine

A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.

Perception

Your Wisdom (Perception) check lets you spot, hear, or other wise detect the presence of something. It meas ures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.

Survival

The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

Other Wisdom Checks

The GM might call for a Wisdom check when you try to accomplish tasks like the following:

  • 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 their spellcasting ability, which helps determine the saving throw DCs of spells they cast.

Charisma

Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.

Charisma Checks

A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.

Deception

Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.

Intimidation

When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a pr isoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

Performance

Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

Persuasion

When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM migh t ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.

Other Charisma Checks

The GM might call for a Charisma check when you try to accomplish tasks like the following:

  • Find the best person to talk to for news, rumors, and

gossip

  • Blend into a crowd to get the sense of key topics of

conversation

Spellcasting Ability

Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.

Saving Throws

See article SRD5:Saving Throw.

Sources


Back to Main PageSRD5

Facts about "Using Ability Scores"
TitleUsing Ability Scores +