Ability scores represent a character's inherent capabilities across six aspects: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. When using one of your character's abilities, you will use a 20 sided die, or a d20, as we will refer it from now on.
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.
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An ability check tests a character's innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character 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 DM 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.
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 makes no progress toward the objective or makes progress combined with a setback determined by the DM.
Each ability covers a broad range of capabilities, including skills that a character 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.
For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to steal 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.)
Sometimes, the DM 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 DM 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 DM might ask for a Strength (Athletics) check. If the character 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 DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM 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 DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM 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 character uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.
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.
You usually gain advantage or disadvantage through the use of special abilities, actions, or feats. Inspiration can also give a character advantage. The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.
Proficiencies represent areas where a character has specialized skills, granting them bonuses when performing specific actions. These can include skill proficiencies, such as Stealth or Persuasion, which enhance ability checks, or saving throw proficiencies, which help resist harmful effects like spells or traps.
Expertise allows a character to gain exceptional mastery in specific skills or tools, effectively doubling their Proficiency Bonus for those areas.
Meanwhile, feats represent unique talents, skills, or training that make a character more versatile in gameplay. They provide benefits and open up new ways to approach challenges in combat, exploration, or roleplay.
These abilities are all purchasable from the shop.
A saving throw--also called a save--represents an attempt 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 is at risk 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 DM.
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.
Credit for most of the writing goes to dndbeyond.com !