26,005
edits
Changes
Added anchors and remove duplicated Saving Throw section.
notes the ability modifiers for the range of possible ability scores, from 1 to 30.
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!Score !! Modifier
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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
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
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
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
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
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 ==
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
only once when you make the save.
Occasionally, your proficiency bonus might be multiplied or divided
([[SRD5:Double|doubled]] or [[SRD5:Half|halved]], for example) before
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
(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
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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
means the character or monster makes no progress toward the objective or makes
progress combined with a setback determined by the GM.
== Contests ==
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
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
shut.
== Skills ==
{{ambiguous-sect|term=Skills}}
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
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.
with an ability.
* Athletics
=== [[SRD5:#Dexterity|Dexterity]] ===
* Acrobatics
* Sleight of Hand
* Stealth
=== [[SRD5:#Intelligence|Intelligence]] ===
* Arcana
* History
* Religion
=== [[SRD5:#Wisdom|Wisdom]] ===
* Animal Handling
* Insight
* Survival
=== [[SRD5:#Charisma|Charisma]] ===
* Deception
* Intimidation
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
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 ===
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:
<blockquote>10 + all modifiers that normally apply to the check</blockquote>
The game refers to a passive check total as a [[SRD5:Score|score]].
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 ==
ability check with advantage, reflecting the help provided by the other characters.
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
together would actually be productive. Some tasks, such as threading a needle, are no
easier with help.
=== Group Checks ===
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
to guide their companions out of danger. Otherwise, the group stumbles into one of
these hazards.
=== Using Each Ability ===
and the ways they are used in the game.
Strength measures bodily power, athletic training, and the extent to which you
can exert raw physical force.
=== Strength Checks ===
checks.
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 scalinga 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.
when you try to accomplish tasks like the following:
* Tip over a statue
* Keep a boulder from rolling
=== Attack Rolls and Damage ===
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
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,
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 ===
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 [[SRD5:Encumbered|encumbered]], which means your speed drops by
10 feet.
If you carry weight in excess of 10 times your Strength score, up
or Constitution.
Dexterity measures agility, reflexes, and balance.
=== Dexterity Checks ===
A Dexterity check can model any attempt to move nimbly,
aptitude in certain kinds of Dexterity checks.
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
somersaults, and flips.
legerdemain or manual trickery, such as planting something
on someone else or concealing an object on your person,
something out of another person’s pocket.
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.
* Control a heavily laden cart on a steep descent
* Play a stringed instrument
* Craft a small or detailed object
=== Attack Rolls and Damage ===
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 ===
making a Dexterity check. Initiative determines the order of
creatures’ turns in combat.
=== Hiding ===
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
gain advantage on an attack roll before you are seen.
someone will notice you even if they aren’t searching. To
determine whether such a creature notices you, the GM compares
in Perception, he or she has a passive Wisdom (Perception) of 14.
whether you can find a hidden creature or object is how well
you can see in an area, which might be
"[[SRD5:The_Environment|The Environment]].”
Constitution measures health, stamina, and vital force.
=== Constitution Checks ===
Constitution checks are uncommon, and no skills apply
Constitution check can model your attempt to push beyond
normal limits, however.
The GM might call for a Constitution check when you try
* 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 is reduced by 7.
Intelligence measures mental acuity, accuracy of recall,
and the ability to reason.
=== Intelligence Checks ===
checks.
measures your ability to recall lore about spells, magic
items, eldritch symbols, magical traditions, the planes
of existence, and the inhabitants of those planes.
measures your ability to recall lore about histor ical
events, legendary people, ancient kingdoms, past disputes,
recent wars, and lost civilizations.
and make deductions based on those clues, you make an
Intelligence (Investigation) check. You might deduce the
(Investigation) check.
measures your ability to recall lore about terrain,
plants and animals, the weather, and natural cycles.
check measures your ability to recall lore about deities,
rites and prayers, religious hierarchies, holy symbols,
and the practices of secret cults.
for an Intelligence check when you try to accomplish tasks
like the following:
* Recall lore about a craft or trade
* Win a game of skill
=== Spellcasting Ability ===
which helps determine the saving throw DCs of spells they cast.
Wisdom reflects how attuned you are to the world around
you and represents perceptiveness and intuition.
of Wisdom checks.
whether you can calm down a domesticated animal, keep a
mount from getting spooked, or intuit an animal’s
a risky maneuver.
decides whether you can determine the true intentions
of a creature, such as when searching out a lie or
changes in mannerisms.
lets you try to stabilize a dying companion or diagnose
an illness.
lets you spot, hear, or other wise detect the presence
of something. It meas ures your general awareness of
a closed secret door.
Wisdom (Survival) check to follow tracks, hunt wild game,
guide your group through frozen wastelands, identify signs
quicksand and other natural hazards.
Wisdom check when you try to accomplish tasks like the
following:
throw DCs of spells they cast.
== [[SRD5:Charisma|Charisma]] ==
Charisma measures your ability to interact effectively
with others. It includes such factors as confidence and
certain kinds of Charisma checks.
determines whether you can convincingly hide the truth,
either verbally or through your actions. This deception
a blatant lie.
someone through overt threats, hostile actions, and
physical violence, the GM might ask you to make a Charisma
reconsider a decision.
check determines how well you can delight an audience
with music, dance, acting, storytelling, or some other
form of entertainment.
someone or a group of people with tact, social graces,
or good nature, the GM migh t ask you to make a
inspiring a crowd of townsfolk.
a Charisma check when you try to accomplish tasks like
the following:
* Find the best person to talk to for news, r umorsrumors, and
gossip
* Blend into a crowd to get the sense of key topics of
== Saving Throws ==
== Sources ==
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